Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange historyMasterworked.GG
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
GrimrollNewsWhat is Grimroll?
Community

What is Grimroll?

Grimroll · published 12 Jun 2025, 20:45 UTC

All newsPlayers around this dateRead on Steam

On some of our socials and our website I Previously mentioned a bunch of board games that inspired us to create Grimroll, most notably a game called “That’s pretty clever”. The core mechanic behind that game was also crossing out numbers in grids and then getting rewards which give you options to cross out more numbers which give you rewards to cross out even more.

In this post I'll go over what the core mechanics of Grimroll are, how it came about and why we believe it's the next roguelike you'll get addicted to.

Each choice is a reward

A very rewarding aspect of the game is the idea that every time you cross out a number you will get something in return. This makes the game very “push forward”, you’re always chasing that next reward and that next step to clear a level or defeat an enemy. The expectation is that if you have 3 dice with 3 numbers to use that you will most likely cross out 3 or less numbers but since every time you do this you get a reward, things tend to get crazy quickly. Most rewards are consumables that manipulate your dice rolls. Some examples are:

  • +1 consumable – Add a number to your rolls, a 2 can now become a 3, a 4 can now become a 5 etc.

  • Flip a die – A 2 can become a 5, a 1 becomes a 6 and so on. In case you didn’t know (I certainly didn’t), the sum of these two numbers is always 7

  • Reroll all dice – aren’t happy with what you got, use a consumable to try again

The best part of Grimroll is the moment when you start chaining together these consumables with rolls and you suddenly cross out 6-7 boxes with just 3 rolled dice. 

Instead of simply dealing damage to 3 boxes and killing a single enemy you could use them to gain extra consumables that can then give you extra hits on specific die, or a specific item. On top of this you might end up with several bad rolls that can then be modified to what you need. It’s this “just one more hit” mindset that the game puts you in that becomes very rewarding once executed.

No health bars, no problem

In most games, enemies always have a standard health bar, and your goal is to deal a certain amount of damage to them with your attacks until they die. Those attacks eventually evolve into specific targets on an enemy or specific timings that you must be mindful of, or they even mean using specific abilities or countering. In Grimroll however, there is no health bar, there are rows and columns to clear and each of them has an enemy intent that you can block or a reward you can get. For example, an enemy can have a row that once crossed out will reward the player with extra gold, or a consumable, or disable a specific intent that will deal more damage to a player. There are also rows and columns which must be crossed out to kill an enemy so it’s up to the player to figure out if they want additional rewards or just a quick kill. Eventually enemies get more and more boxes and more and more intents that must be prioritized to survive.

Mashing things up

When you put several enemy types together and add different enemy intents the entire fight becomes a challenging puzzle you must solve. For starters you must weigh up doing direct damage to enemies’ vs using your dice for your own item rewards. Some rewards could give you more damage to enemies but might require an extra turn where you lose health. It’s this tradeoff that creates tight and engaging situations where you’re constantly weighing things.

The cardboard

In a typical game development process, we’d normally make a prototype that would take a programmer, a designer and an artist some time. However, Grimroll was a bit different. Since the game is inspired by board games, we made it with cardboard and that allowed us to identify issues, streamline the concept and produce a version that was fun and playable before a single line of code was written. This meant that by the time we had to convert it all to digital there was already a proven concept that simply needed to be translated into another medium. When we finished the digitization process, we simply opened the design space a lot more.

Where do you go from here

Grimroll fully embraces its roguelike roots, with familiar features such as relics that change core mechanics, items to upgrade, and a procedurally generated map. But each new run will give you a different and fresh set of challenges based on all the choices you make, and that’s not even counting the various playable characters that we’ll save for one of the next blog posts. Until next time!

More from Grimroll

Other announcements

All news
Community9 Oct 2026Live to roll another die, part 2In one of our earlier posts, I spoke about the different varieties of dice that you’ll encounter in Grimroll. Today I want to continue by talking about a few more varieties of dice as well as a few more examples of our infusions and end rewards that define your playstyle. Poison and Rot die The poison dice work by applying a debuff on an enemy box, that debuff will then tick the number that’s o…Community2 Sep 2026Back from Gamescom!A short one this week. We're back from our yearly vacation and are already deep in development of the game again. In case you were wondering how the actual playable version is coming along, we spent a few days showing it off at Courage, a small indie showcase running alongside Gamescom in Cologne. Putting a build in front of strangers is the fastest feedback we get. You can watch someone pick u…Community14 Aug 2026Home is where the dice areWe’re back with another Art post today, and this time we’re showing you two places: one you’ll want to stay in, and one that will absolutely want you gone. Let’s start at home. Gaze upon this super early concept of the Hub, or as we call it, Baba’s Hut. This is where you’ll catch your breath between runs, so we’re filling it with different items, cabinets and a collection of trinkets all over t…