Grimmwood

Grimmwood

released on Aug 02, 2018

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Grimmwood

released on Aug 02, 2018

Explore – Craft – Survive: Grimmwood is a challenging social multiplayer RPG seamlessly blending survival, roguelike and exploration. Defend your village together with up to 30 strangers in a mystical forest against the merciless monsters who unleash their wrath against your shelter every night!


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Its been down for a while now, so I'll give a little history lesson about why this game exists and the larger context of its existence.

A long time ago, there was a thriving community on a browser game called Die2Nite made by little known French company Motion Twin. The idea behind the game was that 40 survivors would group together and have to ration resources, scavenge, build, and plan to survive as many days as possible.

In the game's prime, there were several groups that would "jump" into new towns together, and they often had the most success. I was in one such group called Working Class Heroes, a group that accepted both free account members and premium members, thus the name.

Each town had its own forums, so you had to actually communicate and talk to people to get anything done. This had limited (but some) success in random towns, but the real planning often happened in irc. Yeah... It's that old.

So, eventually, Die2Nite died down in popularity. The success of Dead Cells (which presumably took up most of Motion Twin's focus), the declining popularity in forums, and the aging userbase led to it being unsupported. However, there is still a fan-led recreation of it out there... it's been a while since I checked.

So that brings us to Grimmwood. It was, in essence, meant as a successor to Die2Nite. There were some... limitations. For one, the game had a price tag on it. This is a terrible business model for something that's already unpopular and requires a constant userbase. In addition, it lacked a lot of the... Charm of Die2Nite, and the mechanics were rather half-baked in comparison.

Due to the nature of how Die2Nite worked, you would log in for 5-10 minutes and do your actions for the day, then you were done. There was no need to stay longer unless you were busy planning with others. In Grimmwood, however, it was a much smaller time scale. Instead of a limited amount of actions per day, you'd have a little energy bar that replenished every half hour or so. This was probably an attempt to make people log on more often, but in reality it just made the bar higher than it needed to be and rewarded a no-life playstyle.

The only time this game had a somewhat active community was in the first 2-3 months or so. I remember struggling to find anyone to even play with beyond that. Oh, and the amount of people in each town was much lower than before, and I don't even think there were forums. Looking back, I can't tell if it was a genuine effort or a cash grab to take advantage of Die2Nite players wanting to fill a hole.

So, that's the context of this incredibly obscure game that very few have had the privilege of playing. A failed successor that ended up being replaced by what it was succeeding anyway. It shut down within the first year or two it was up on Steam.