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Grimoire Forever

The ultimate old skool retro fantasy roleplaying game completed after 17 years of development!

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Grimoire Forever

Grimoire Forever

Grimoire Forever

Grimoire Forever

Grimoire Forever

The ultimate old skool retro fantasy roleplaying game completed after 17 years of development!

The ultimate old skool retro fantasy roleplaying game completed after 17 years of development!

The ultimate old skool retro fantasy roleplaying game completed after 17 years of development!

The ultimate old skool retro fantasy roleplaying game completed after 17 years of development!

Cleve Blakemore
Cleve Blakemore
Cleve Blakemore
Cleve Blakemore
2 Campaigns |
Brisbane, Australia
$6,805 USD 114 backers
27% of $25,000 Flexible Goal Flexible Goal
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Highlights
Mountain Filled 2 Projects Mountain Filled 2 Projects

Grimoire Logo

Subtitle

 The Ultimate Retro Old School Computer Fantasy Roleplaying Game in Development For More Than 17 Years Is Now Approaching Completion!!!

-> DOWNLOAD GRIMOIRE DEMO V1.31 "EL GRANDE EDJAMAFACASHINAL EDISHUN" NOW!! NOW WITH LESS FATAL BUGS THAN EVER!

COMPLETION NOT SUBJECT TO FUNDING!! THIS GAME WILL SHIP IN MAY 2013 WITH OR WITHOUT ENHANCEMENT!! A PLEDGE HERE WILL BE FULFILLED. THIS CAMPAIGN IS NOT A FUNDING FOR COMPLETION, IT IS A FUNDING FOR ENHANCEMENT!!! COMPLETION IS GUARANTEED HERE! SEE VIDEO FOR DETAILS.

Review Of Grimoire Gameplay On YouTube

Update #1 : Sooper Seekret Teknologee Review

Having self-funded the entire development of the game over the past 17 years out of our own pockets we are now turning to crowdfunding to put the final polish on the game before delivering it to fans worldwide who have been waiting on the game for more than a decade. A pledge to the game will secure you a one-of-a-kind collector's edition of the resulting masterpiece and a guarantee that the completed product will be artistically perfect. Only pledges will get DRM-free copies of Grimoire once it is completed.Magic Hat

Grimoire is a turn-based, 3D, first person perspective roleplaying adventure in 1024x768 256 Color graphics. The 3D step-based engine is pixel perfect and smooth scrolling with zero distortion handcrafted images.

The style of play is very similar to that of CRPGS during the golden age of computer roleplaying before 1992 like Eye of the Beholder, Bane of the Cosmic Forge, Crusaders of the Dark Savant, Might & Magic, The Bard's Tale, Stonekeep and other classic games.

Stone BullThe emphasis in the game is on the story, exploration, discovery, character advancement, puzzle solving, strategic phased combat, treasure hunting, inventory management and interaction with the non-player characters encountered during play.

Noteworthy Features:

  • 600 hours of play possible in a single game
  • 244+ Maps in the game to explore!
  • Turn-Based strategic combat
  • 144 context sensitive magic spells
  • 14 races, 15 professions, 50 skills
  • 64 intelligent NPCs with 8000+ Words in Vocabulary
  • Full Sentence Communication with NPCs
  • 240+ monsters each with special powers and defenses
  • 1000+ items, Carry Containers, Global Party Inventory
  • 30 conditions, from Confusion to Disease & Lycanthropy
  • Automapping, Autowalking, Autohealing
  • Global Map Atlas With Position Marker
  • Quest Journal, Hint Prompting, Help Facility, Mini-Quests
  • Complex LockPicking Interfaces for Doors & Chests
  • Challenging Puzzles and Rich Interactive Dungeons
  • Browsable Character Library for up to 100 characters
  • Up to 12 Commented Postage Stamped Savegames
  • Multi-themed GUI and customizable screen layouts

Enhancements Planned During Next Six Months :

  1. Increase screen resolution to 1024x768 and viewport size to 720x600 (*Done!*)
  2. All new title screen with animated logo
  3. New animated intro, cutscenes and in-game animation sequences
  4. Integration of additional monster and magic spell animations
  5. Improvements to animation engine and transitions
  6. Detailed improvements to user interface and icon presentation

Achievement of Funding Goals :

  1. New music score & sound effects
  2. Additional animation sequences to enhance all aspects of gameplay
  3. Possible ports to IOS, Linux, IPad and Android platforms
  4. Work begins immediately on sequel after release

The Story

The game is set in a world called Hyperborea, which in the early part of its history endured a savage period of unbridled warfare that nearly razed the continent.

There is a reason this state of war existed, a prime mover as it were, a force that promulgated hatred, fear and hostility. We don't find out what it is until much later in the game at the climax, but this force once threatened to destroy all relationships between living creatures in the distant past.

RockwyrmThe guardian of the world of Hyperborea, a minor divinity known as the White Owl and also the Winged Exemplar, knew that he had to do something to counteract the unceasing carnage before there was nothing left worth defending. He came up with a solution ... he approached the Goddess of the Moon and asked her to sacrifice the Moon Clock, also called the "Metronome Mysterium," the clock that kept time for the various lunar phases. This clock would juxtapose the balance of chaos and entropy in Hyperborea with a generous measure of order, law and harmony.

After the goddess of the moon showed the White Owl how to wind the clock, he returned to the land below with it and concealed it deep within the earth, far from the eyes of mortals. Almost as soon as the clock began to keep time, the bloody wars of succession began to recede and were replaced by a loose set of peaceful alliances and territorial restrictions amongst the many races that inhabited the land. Even the martial Naga, the snake people, retreated to a distant tower across the waters and initiated no further wars on the mainland.

Black LichThe White Owl knew that he had not solved the basic problem, merely thwarted it with a sort of cosmic counterweight. He knew that if the Clock of Fate ever wound down, the wars and violence would return. Being a wise old bird but absentminded, he decided to write the secret of the Clock's location on nine stone tablets and then scatter these tablets throughout the land so that no unworthy spirit would ever find them but he could recover them when he needed them again.

The problem that developed is that the Winged Exemplar was even more absentminded than he realized - after a thousand years, he forgot where he put the tablets. Kind of like putting a string on your finger - then forgetting to look at the finger!

When we begin the game, the Clock of Fate is winding down, the harrowing shadow of war hangs over the continent and the many races have cut off contact with one another or begun engaging in skirmishes over territory and resources. There are cutthroats abroad, sinister conspiracies afoot and bizarre religious cults gaining in numbers.

Cave ShroomThe only hope for Hyperborea of course, is for us to find the nine tablets, discover the secret hiding place of the Metronome Mysterium and wind it once again. The problem is that we are not the only ones seeking the tablets. We are competing with thieves, assassins, spies and well-intentioned busybodies who are also looking for the tablets. If they get the tablets first, we may have to fight everybody and their brother to get them back.Pirates

Along the way we'll discover an enormous number of subplots, lessons in Hyperborean history, the underground kingdom of Samhain, demons from another plane of reality, alien bounty hunters, Shelach the Spider Queen and her one-eyed master the Psychopomp, The Ghost City of Gideon, the Soul-Eater Grendel, The Tower of Bahomet and probably have to kill several discount local gods to succeed, as well as a wide array of mythical beasts native to the continent.

 

What was the original design philosophy behind the game?

"CORE PRINCIPLES"

We wrote these down in January 1995 and have referred back to them constantly as the bible in creating the Grimoire universe ...
 
Bitey Fish Jr.The point of this game is to have fun inside a huge, sprawling fantasy adventure that is so immersive it serves as a completely shameless escape from the real world that lasts a long, long time. It should not try to be an action game, an FPS shooter, a puzzle game or a hidden object game. It should stick to being a turn-based 1st person fantasy roleplaying game. Nothing should be calculated for its appeal, rather the acid test is does it make the game more fun and more interesting. Everything else must go.
 
The game must never look like it was under adult supervision at any point. Knight HitThe world of Grimoire will contain many incongruous elements from different aspects of sci-fi, fantasy and even horror. The purpose of this fantasy is to be fantastic in Grimoire. Nothing should be judged worthwhile because of what people say or whether it conforms to any genre. The only requirement is for this world to be true to itself and to the vision of it's author. Whether or not anybody finds it appealing will be determined by the reaction to the game when it is released.

There must never be anything that can be done at any time during gameplay or anything that can occur that can mess up game logic so badly that the game cannot be completed.

Do not construct linear frames of reference that assume the player has proceeded along one narrow path of events before they arrive at a given cell or generate a particular event. Avoid constructing rails that the player has to follow to advance in the game.

The Hood!Never enforce solutions of any one puzzle in a predefined way. All puzzles and challenges should have at least one alternative way of being solved. The obstacles to further progression that have only one solution should be in the minority.

The scenario must permit almost any avenue of exploration to be chosen at any time. No challenge should frustrate the player to where they feel obliged to give up. It should be easy to return to any area or puzzle whenever the player desires.

Moral or reasonable behaviour should be encouraged according to the same incentives present in real life but no penalties should ever apply for immoral or destructive behaviour. Each and any style of play should be open and unfettered, restricted only by the natural hazards the player creates for themselves.

A large part of the gameplay and scenario is to be reserved purely for discovery and delight. It should be possible to play the game many times without finding some of the very best treasures, encounters and areas.Wraith

The items are to be protected by a lock that forbids their sale if they are critical. An optional configuration should notify the player if they attempt to drop a critical item. Likewise, an item once used for it's intended purpose in a critical regard to completion of the game, if it does not vanish, should then become marked as uncritical and be available to sell for profit or discard at will.

Non-Player opposition characters should not gain access to critical areas and items until the player has opened these routes by exploring those venues. This will keep tensions riding high and make advantages either way seem very marginal. Non-Player characters should not behave in any fashion that indicates that they have any more information than the player about locations, items and solutions to puzzles. The Non-Player AI should operate within the same limitations as the players themselves.

Maps must always be designed with spaces in mind, not merely collections of corridors or tunnels interrupted by rooms. This is the first principle of all good architecture. Think of the way the various spaces relate to each other and what common factors make them all part of the same place.

Null Space Demon
 

If you're wondering why we claim Grimoire is one of the greatest classic style fantasy roleplaying games ever created, look at this comparison with other classic RPGs and decide for yourself if Grimoire really is the largest, richest, most detailed and complex computer roleplaying game ever made.

CRPG Total Hours Of Play Classes Races Spells NPCs Max Party Size Character Library Combat Recruit NPCs into Party Automap Autoheal Autowalk
Grimoire 600+ 15 14 144 65 8 Yes Turn Based Yes (30+) Y,Y,Y
WizardryVII: Crusaders of the Dark Savant 400+ 14 11 96 30+ 6 Yes Turn Based No Y?,N,N
WizardryVI: Bane of the Cosmic Forge 80+ 14 11 96 30+ 6 Yes Turn Based No N,N,N
Arena 100+ 18 8 N/A N/A 1 No Real Time No Y,N,N
Blade of Destiny 50+ 16 16 100? 30+ 8 Yes Turn Based Yes, Limited Y,N,N
Ultima Underworld 50+ 8 8 25 20+ 1 No Real Time No Y,N,N
World of Xeen 300+ 10 5 76 20+ 6 Yes Turn Based No Y,N,N
Eye of the Beholder 80+ 6 6 82 N/A 6 No Real Time Yes N,N,N
Lands of Lore 40+ 4 4 7 N/A 4 No Real Time Yes Y,Y?,N
Menzobarranzan 60+ 6 6 100+ 16+ 4 No Real Time Yes Y,N,N

There are too many features in Grimoire not found in any previous roleplaying game to list them all in this chart. Grimoire is the product of over 17 years of work and it would be impossible to describe all of the special details which are found in the game.

 

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*YOUR OWN CUSTOM MAP REGION IN-GAME!*

 

Pledge $2500PLEDGE $2500

DVD IN BLACK CASE

SHIPPED WORLDWIDE

HARDCOVER COMPLETE MANUAL

FULL COLOR MAP POSTER & COMPLETE SOLUTION GUIDE  (SOFTCOVER)

 *YOUR OWN CUSTOM ITEM, EPITAPH,MAGIC SPELL AND MAP REGION IN-GAME!*

*YOUR OWN CUSTOM RECRUITABLE NPC CHARACTER IN-GAME!"

 

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