We started work on this game back when people pushed their cars around with their feet like the Flintstones! It was beta tested before the widespread adoption of refrigeration in the home! The Dodo was a popular fried bird served in fast food shops! The Coecanthe was a common staple in fish’n’chips!
Grimoire has been in development for a long, long time. It was first featured in games magazines in Australia and the United States back in 1997 and first beta tested back in 1998. It went through several successive overhauls of both the artwork, music and roleplaying system in the early 2000′s. Beta tested again in 2002. Then again in 2005. In 2009 all the NPCs had their logic completed after switching three times to different scripting languages.
Guess what? It looks better and better the older it gets! A bit of nostalgia in 1997, it has become the definitive retro CRPG since and heralds a very bright future on the mobile platform!
All we need to do (of course) is to finish it. It is the last 2% of a game this size that really gets you when you insist on working alone on it. A lot of debugging and game balance involved.
You can visit the GrimDarkly Blog to see the author’s son painstaking playthroughs before the game was originally released to the public in a super demo that was nearly as big as most commercial games in itself.
Third and final IndieGoGo Campaign is now pending launch, before release of complete game! This is to afford one last chance to all players to acquire a printed manual, hint book or map!
IndieGoGo Campaign for Grimoire has gone live!! Pledge now for release coming in May 2013 !!