Legend of Grimrock

Legend of Grimrock

Tower of the Dragon-God
70 Comments
HΔrvEY-D!♥ Sep 5 @ 5:26pm 
I had a good time with that mod!
It was varied, had some jumpscares, and was challenging.
The different way the levels are designed made a fealing of a LoG combat game, and not that much stupid ridlle madiddle.
Your promotion text made me feel i would play this for month;) but i was entertained a few evenings.
Got no problems with the fireballs, it was a good-different style of creativity.
And the end? was funny, i watered the flowers before i played this.

thx 4 that- whish u the best.
kajtek666 Aug 19, 2024 @ 4:50am 
Hi Donoknight. Yeah, I still search for new/unplayed LoG 1 and 2 mods, hope wasn't too harsh about yours - it's just not for me. Regards.
Donoknight  [author] Feb 27, 2024 @ 3:36pm 
I actually did consider dabbling in LoG2 modding at one point but... eh, time doesn't go by as slowly as it once did. Thanks again to everyone for being awesome though, I'll never forget all my fellow LoG pals!
Donoknight  [author] Feb 27, 2024 @ 3:35pm 
Goodness, people are still finding and playing LoG mods!? Glad you gave it a shot kajtek666, sorry it wasn't as good as you expected. This was sadly one of those grand projects I started but never got around to finishing, granted I was just wrapping up high school then so life got real busy real quick!
P.S: Just realized... this thing is 11 years old now and 10 since the last updated I made to it! Thank you to the recent comments here for reminding me I'm getting old!
P.P.S: Imagine... if I actually took the time to go back and actually finish this now as a grown adult, that would certainly be a bizarre conclusion to my LoG mapping days!
kajtek666 Feb 18, 2024 @ 5:02am 
Well, this mod is definitely not my cup of tea, but I see, that there are people, who like it. Large rooms with tons of magic missiles of all kind, boring encounters, and bad balance (I started with lvl 14 party, because of information in description) are not the thing I expect in LoG. Golems were pretty nice challenge at the beginning, but monsters on lvl 14 are laughable, riddles non-existent and mode overall is boring AF. Stopped at lvl 13 and definitely will not come back.
If you like challenging modes with lots of twists, entertaining riddles, balanced enemies and sometimes hard fights, avoid this one at all costs.
fish Aug 27, 2017 @ 7:53pm 
hi
Rocket! Jun 23, 2015 @ 12:17pm 
This was a very fun mod to play with.
rene_ducharme Apr 1, 2015 @ 4:47pm 
Excellent ! Un peu surpris que l'on puisse ramasser 4 dragons d'or alors qu'il n'y a que 3 trésors. J'avais une équipe de niveau 14 et 15, et je l'ai joué à Easy. J'aime quand on peut raisonnablement atteindre les objectifs du jeu. Merci du divertissement.
Donoknight  [author] Jun 10, 2014 @ 3:48am 
Thanks, hopefully I will be able to finish it soon.
SirRantsAlot Jun 10, 2014 @ 1:15am 
Good work. thumbs up. Thx!
Donoknight  [author] Feb 25, 2014 @ 9:18am 
Sorry about the room with the fireballs, you are not the only one who is having these issues, the next update that I release will fix the problem by creating something more reasonable.
Fast Eddie Feb 24, 2014 @ 10:34pm 
The large room with all of the fireballs crashes the game. Every time. Unfortunately I'm going to have to pass on this mod.
Donoknight  [author] Feb 4, 2014 @ 1:51pm 
Were you able to locate all the secrets in the dungeon so far?
Sephie Feb 2, 2014 @ 11:05pm 
Yeah I love secrets every time you find one makes you feel like a little accomplishement to keep you going.
Donoknight  [author] Feb 2, 2014 @ 4:10am 
Thanks for the suggestion, I was thinking about adding more secrets. I am currently creating some custom equipment that I think that everyone will enjoy, weapons that are more powerful and armor that is even better than that of the valor gear.
Sephie Feb 1, 2014 @ 10:51pm 
one thing i would like to probably see more of would be a few more secrets to get the items such as valor gear. Make is just as easy to get a set of plate or something but put more of the valor or some great weapons in some secret areas for us to have to scout out. so If we finish the Custom maps we have a reason to go back through and play at it again to try to find those secrets.
Donoknight  [author] Jan 28, 2014 @ 2:55pm 
I also want to give credit to anyone who has written me comments and suggestions, and anyone the leaves a comment with a reasonable suggestion will be included in the end game credits (Unless you don't want to be, then I won't put your name in it). So from now until I release V2.0, any reasonable suggestions will get you into the credits, even if I don't use your suggestion I still think you deserve credit for it!
Donoknight  [author] Jan 28, 2014 @ 2:55pm 
I have began working on V2.0, which shall be called from now on "Into the Chaos Realm". I need your help with ideas for this new update which will finish the game. I already have some good ideas together and have started work on them, but I want to hear what everyone has to say about what should be done to improve in "Into the Chaos Realm". So please, play through the mod, and think of ideas as to what you think should be added to the new update. These can include ideas for puzzles, traps, custom monsters, whatever! I will accept any idea and take all of them into consideration.
Donoknight  [author] Jan 28, 2014 @ 2:42pm 
Sorry about the seemingly excessive numbers of fireballs, maybe I should have warned everyone that this game is rather heavy on action and may run slower on some computers. Works fine on my computer and my computer a few years old. Make sure that you have anything else running turned off and have almost all of computer usage free for this one task.
Colorblind Knight Jan 26, 2014 @ 4:53pm 
Too Many Fireballs. Seriously, I just bought my computer, I'm pretty sure I have the game on normal (medium) settings, and the infinite-fireball areas cut my framerate in half.
Also the equipment seemed too easy to locate, and I definitely ended with a minotaur who had his entire inventory full of skulls (hit like a truck, but I mean come on...).

However, it was definitely a fun game, solid 7.5/10. Looking forward to part 2.
Donoknight  [author] Jan 22, 2014 @ 10:14am 
Just keep looking, some secret doors should have opened near where you entered at. Glad you are enjoying it so far and hope you like the rest as well.
Pacha Jan 22, 2014 @ 8:33am 
Great start. But I am strcuk at lev 13/14 used the levels and opened the holes and then nothing happens and can't find any escape to get to lev12. Any clue ?
Epic The Incandescent Jan 19, 2014 @ 12:03pm 
I did this at level 15 so I found it reletivly easy, save for that one part with the golems in the maze, that part is tricky because those bastards hit like a truck, gotta ask though do the golems with the fire clubs deal elemental damage? because if so that is a really neat concet that if you applied to a special skeleton and put him in a crypt with a horde of 4 man custom skined heavy armor skeletons ones that HE CAN BUFF that would make for a hella tough floor.
asaad Jan 19, 2014 @ 10:49am 
This is scary as shit. I must have jumped like 6 times at the beginning
Donoknight  [author] Jan 19, 2014 @ 10:03am 
Thanks, it is good to hear that people are liking my custom monsters! So do you all think that the fire golems were balanced well enough, not to hard but challenging enough?
Epic The Incandescent Jan 19, 2014 @ 9:29am 
yeah I liked the part with the fire dudes, the two fire club wielding ironasshats killed me alot in this, justp lease dont do what masterquest does and throw a bazillion fuckin crabs at us in on e room, I hated that goddamn room in master quest
Ron_HH Jan 19, 2014 @ 9:08am 
Nice one, thanks! I just have finished it; 3h 54m, nine skulls, secrets 0/2.
I played it with a level 17 party - and even with that it was hard to survive the last levels. The fire wardens are really good!
(Save often, live for ever!)
Donoknight  [author] Jan 19, 2014 @ 4:26am 
Thanks for the advice, as I have stated in the above description, my release of V2.0 will include around 15 more floors, around 10 more custom-made monsters, and so on, so keep watch for when I release it so you can try those.
Epic The Incandescent Jan 18, 2014 @ 9:09pm 
it was fun and I want to smack a dragon cult leader in the face so yeah ill play it again. Just make it a lil bit longer and mabey put more 4 unit enemies, ogres those are easy, swarm of swarmers? OH DEAR GOD WHY!
Donoknight  [author] Jan 18, 2014 @ 8:06pm 
Thanks for the many comments, it is always a good thing to hear comments concerning the mod, as it allows me to consider new things that I may not have thought of. I really like the idea of a switch to turn on and off the furnace, as well as maybe having more purposes for the tapestrys (such as secrets and such). I glad that you seemed to enjoy it, and I hope that you play this again when I update it so you can see some of your suggestions in-game.
Epic The Incandescent Jan 18, 2014 @ 10:54am 
Ok I just finished it last night, I dont know why the levels skip around like they do, kind of annoying, also the dungeon was very easy save for 2 parts:the maze with the goddamn rock golems and the room full of casters, I died to those two almost as many times as I died trying to get all those skulls in the butchery(I got em all btw) I like the paladin speaking from beyond the grave thing but I think you should spread out his stuff across a few levels. Oh and please hide some switches behind those tapestrys, I cut all of em looking for a button of somne kind I missed, EVERY LAST ONE, oh yeah and did you put the chitin armor in this? if so where can I find it?
Epic The Incandescent Jan 17, 2014 @ 11:35pm 
oh I noticed that a few tapestrys when cut will still show a visual of a tapestry there even though the audio for cutting cloth is heard and a cut cloth version appears behind hte still visual preset cloth! happend to me in the butchery and the floor with all those big ass iron golems in the maze, your a mean bastard for that btw :P Oh and the butchery thing with the fire the skulls cna stay I love that there are so many but hey might wanna scattter em or like I said before put a switch somewhere(so many good places) in there to turn it off if even temporarly.
Epic The Incandescent Jan 17, 2014 @ 8:46pm 
well I dont mind jumping into a furnece to upgrade my minotaur with sweet sweet skulls just make a hidden switch somewhere to turn it off but spawn something that attacks in tern, vermin like so mabey spiders or those horrible desease bugs, also pff ogres easy once you got decent range damage :D was there a switch for the trap in the altar room?? or is it just as soon as you enter boom it activates, also nice job with those first asshat golems, scared teh shit out of me and murdered me first time I met em hahaha
Donoknight  [author] Jan 17, 2014 @ 5:27pm 
As for the room with the dagger on the alter, I may have made it a little challenging, but if you take your time you should be able to get through it. If you searched the previous floors you would have found a few health potions which would help you if you should set off the trap. Also, if you set off the trap, the best thing to do is line yourself up with the frost bolts instead of the fire bolts, as the frost ones deal significantly less damage. The room with the ogres and the cooking thing, the oven thing which has corpes and skulls in it was supposed to be purely for decoration only, as I wasn't expecting people to want to take time to get them on account of the numerous ogres and the constant explosions of fire. In a future update I may change/remove the skulls so that going into the furnace is less tempting, and I may also make the dagger-alter room slightly less difficult. So is everything else in this mod pleasing enough or would you suggest I make any more changes?
Epic The Incandescent Jan 17, 2014 @ 3:51pm 
I ment my saved party, oh yeah btw FUCK that room with the dagger on the alter! am I suposed to move slowly and heal inbetween or did I miss a button somewhere :/ I like this so far I just gotta ask if you could mabey remove the skulls in the cooking roomthing in the butchery, I CANT HELP MYSELF I WANT THEM BUT I KILL MY MAGES DOING SO!! or leave em but put em more agaisnt the wall please
Donoknight  [author] Jan 17, 2014 @ 1:52pm 
Or do you mean use the custom monsters I made in this mod for your own mods? I will probebly put the textures and scripts for the custom monsters online sometime but haven't yet. Can you upload things to Grimrock Nexus without having the paid subscription for it?
Donoknight  [author] Jan 17, 2014 @ 1:49pm 
Do you mean use characters you have used in other dungeons for this one? If so then yes, this dungeon will be rather hard unless you do.
Epic The Incandescent Jan 17, 2014 @ 10:42am 
can I import saved characters?
Donoknight  [author] Jan 16, 2014 @ 1:26pm 
Thanks for being interested in this mod! I know many people will probably want to subscribe and play after it is 100% complete with V2.0, I will update this something in the near future so keep watching to see when this update occurs.
Bahamut Jan 16, 2014 @ 7:15am 
Okay. I'll wait. =)
Donoknight  [author] Jan 15, 2014 @ 6:58pm 
I am working on creating custom texture/scripted monsters and decoration and wallsets, the wallsets are being extra tricky to script and finding some trouble in them. I already have most the monsters created, I may find a sneaky place to put them in a early update such as V1.6, probably maybe post a demo picture of some later as well. V2.0 will contain the full 30 (estimated) floors of dungeon, around 10 new, created by myself and only found here, monsters, as well as custom decorations and wallsets (as I said, wallsets are being a real pain to script).
Donoknight  [author] Jan 15, 2014 @ 6:57pm 
No, as I have stated in the description, this is only the first half of the adventure which contains the first 15 floors. The second half of the adventure, which is still a work in progress, will contain another 15 or so floors, but the first half is complete and the storyline is complete up to that point. Think of it like a book series, the first half of the story contains a lot of good things and has a good enough ending to where it doesn't make sense for the next book. Unfortunately, I will not have very much time in the near future to work on this, so it appears that people will have to be happy with only book one for now.
Bahamut Jan 15, 2014 @ 7:48am 
This is not full release version?
Donoknight  [author] Jan 13, 2014 @ 6:34pm 
Two weeks on the workshop and this mod has over 750 subscribers, nearly 4,000 visitors! Thanks for playing it, gives me more reason to continue working on it!
Donoknight  [author] Jan 12, 2014 @ 5:28am 
We have gotten enough ratings to get the game noticed on a larger scale! Currently at #34 in the Top Rated of All Time catagory! With comtinued support that number can go down even more!
Donoknight  [author] Jan 9, 2014 @ 4:37am 
Sometimes it is best not to fight, like our good friend Gandolf the Grey says, "Run you fools"!
oliverg81 Jan 8, 2014 @ 6:24pm 
My game is starting at Level 15!!??

In a long room with big monsters that keep charging and I cannot kill, as I have only stones!
Greylok Jan 8, 2014 @ 2:36am 
Great work, thanks, enjoyed it a lot. Well, not so much trying to win that last battle :)
Donoknight  [author] Jan 5, 2014 @ 12:47pm 
400 Subscribers in only six days of being on the workshop! Thanks to everyone that subscribed so far, and special thanks to those that liked and shared this to their friends or whoever!
Donoknight  [author] Jan 5, 2014 @ 9:35am 
About ready to release next update, testing it now actually. As for the skeleton room Rsandee, I already fixed the getting stuck in room problem with last update, make sure you are using the most recent version. Should you grab the key or get stuck, a hallway should open which will allow you to go back and get the sword and/or key.