Trudging through the murky mire, a band of nameless mercenaries finally reach solid footing - an ominously still clearing, the ancient presence of a decrepit fountain commanding all attention. “Dig.” Many days and lives later, an entrance to the Under is revealed. The meagre cheers are silenced by the fountain flowing water again, almost urging for metal to hit liquid. “Now, we delve.”The cheers rage on as word slowly spreads: gold and glory be here for all that seek it.
GRIT is a rogue-like inspired dungeon crawler where the aim of the game is to send in multitudes of '20-minute' mercenaries to loot gold, gain glory, and destroy evil.
Through repeated delves, the Players will slowly build up a base camp that'll unlock benefits and continually change how the game is played. The megadungeon below is expansive, intricately mapping out rooms is useless Just like the action-packed combat, Mercs will have to overcome skill-challenge-like obstacles that'll harry their exploration, including: falling debris, flame traps, and faceless swarms of enemies.
Inspired By
Videogames: Darkest Dungeon, Heroes of Hammerwatch, Lemmings
TTRPGS: Into the Odd, The Sygian Library, and The Gardens of Yinn.
Player Character Death will Happen
Those that don't like player character death will probably not enjoy playing this. The tone of the game can be shifted which might alleviate it's violent nature. By default, the game is generally run as a dark comedy but action and death can be altered: horror and viscera, heavy-metal blood and violence, cartoon scrapes and puffs of smoke, or pixelised disintegration. However, the truth is, player characters are going to be removed from play.
This game is meant to be played like you are playing a bunch of one-shot characters multiple times in a single game. Enjoy the chaos and have fun thinking how you'll make each death glorious.
Barebone Edition
This game has the structural bone of what it will become. This game is in a constant state of development. It also will be undergoing an overhaul/rework of some of its systems to provide a smoother core experience.
If you are ok with the idea of buying an 'early-access' game, and want to support the development, welcome!
Full Edition?
A summarised list includes: structure for campaign-play (end goals), Bosses, expanded everything (base-building, mercs, weapons, enemies/challenges, crawling, etc), megadungeon legacy mechanics (permanent changes to the generation), random tables for quick delve and crawl generation, proper layout and editing, and more!
Funding Goals
Yes! We're Itch Funding! Every purchase and donation will go towards furthering the development and future expansions to this game. These are goals I want to accomplish sooner rather than later but I need to pace myself and understand scope. Reaching a goal will let me know I can start on a new expansion project on top of what I'll already be doing normally.
Goals are to be announced properly, however they'll include: expanded lists of tags, mercs, enemies/challenges, and crawling zones and locations, story-linked delves, and few other things. The biggest goal is a megadungeon replacement. Rip out the Under and put in a new megacomplex that'll be 'crawled' through. Who knows, maybe a massive forest or a city-expanse. This'll include everything that'll need to be run with it, including new rules, enemies, and challenges.
This game is Illuminated by LUMEN, based on the LUMEN RPG system designed by Spencer Campbell, Gila RPGs. This game is in no way affiliated with Spencer Campbell or Gila RPGs.