

Grim Dawn
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.








01About Grim Dawn
Grim Dawn is an action RPG set in a collapsing fantasy world, where you fight through hostile areas, gather loot and shape a character by combining two classes. Quests can change the fate of people and settlements, while crafting and a constellation-based Devotion system add further ways to develop a build. Steam players: 93%% positive from 93,507 reviews. Interface languages: Simplified Chinese, English, French, German, Spanish, Czech, Japanese, Russian, Portuguese-Brazil, Italian, Korean, Vietnamese, and Polish. Released: February 25, 2016.
Credits
Lowest recorded in 36 months
$2.492024-12-19 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Czech | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Vietnamese | Yes | Yes | — |
| Polish | Yes | Yes | — |
Steam PC edition data · 2026-10-17
02Before you buy
Builds and loot
Choose and combine two of six classes, then refine your build with skills, equipment and Devotion bonuses. Loot includes multiple rarity tiers and item-granted skills.
Solo and co-op
The Steam PC version supports single-player and multiplayer for up to four people.
Language and controller
Steam lists interface support for {supportedLanguages}. English has full audio; full controller support is listed.
03Frequently asked questions
Can choices affect the world?
Yes. Some quests let decisions affect the fate of individuals, families and villages.
How does Devotion work?
It adds another layer of skill customization, with bonuses unlocked through points earned by restoring shrines and spent on a constellation map.
Are there challenge dungeons?
Yes. Special locked dungeons require a crafted key; enemy levels rise as you advance, and teleporting out is disabled.
Can I change skill choices later?
Skill points can be reclaimed for a cost.
“The buy-once solo looter that pushes build depth and class freedom to the ceiling, at the cost of a quiet story and a steep on-ramp”
Our Verdict
The gap it slotted into, exactly
To weigh Grim Dawn properly you have to set it back in 2016, because stripped of that context half the verdicts about it go quietly wrong.

The looter market then sat in an odd vacuum, and it is worth picturing clearly. Diablo III had turned bright and cartoon-friendly, a perfectly fun game that nonetheless nudged a slice of old-guard players away from the brand they grew up on. Path of Exile, the other giant, had committed hard to a high-barrier, high-complexity free-to-play life that gave serious pause to anyone who just wanted to grind solo, offline, in peace, without a passive tree the size of a galaxy. Players who craved a grim, grounded look, a one-and-done purchase, a fully offline solo option, and real build depth all at once suddenly had nowhere ideal to land. The slot was sitting empty and obvious, and almost nobody was filling it well, which is the kind of opening that either goes unanswered for years or gets answered emphatically by exactly one game.
The build ceiling nobody has matched
Grim Dawn slotted into that gap so cleanly it felt machined for it. It carried the lonely, gloomy spirit of Diablo II in its bones and then stood on its own two legs through a progression system with no visible floor underneath.

The receipts back the claim up rather than just the vibe: 93% positive across roughly ninety thousand reviews, sales past seven million copies, and a Strong critical rating that lands it in the top eleven percent of all games. That is the build ceiling no rival has actually reached. Where Diablo III bolts its builds into prefab set pieces and caps the ceiling deliberately low for accessibility, Grim Dawn opens the depth and the freedom a clear tier wider — and this is not a close call you could argue either way, it is a different weight class entirely. Anyone who has chased an off-meta combination to its limit here knows there is simply nothing else in the buy-once, single-player space that lets you build this freely.
Who should buy, who should walk, and how
So who is this actually for? If you will happily sink dozens of hours into theorycrafting, love assembling a one-of-a-kind build from absolute scratch, and savor a character growing stronger one drop at a time, the bottomless freedom on offer here is a genuine feast and little else competes. If instead you want a strong dramatic story, a hand-holding tutorial, or top-shelf bleeding-edge visuals, this is probably not your game, and the steep early gate may quietly push an impatient player out the door before any of it clicks into place. On the question of version, my advice is blunt and unconditional: play it with Ashes of Malmouth and Forgotten Gods both, every time. They are not garnish you can skip; they are the pieces that complete the classes, the constellations, and the entire late-game replay structure. Without them you are seeing half a game and judging it short. The complete thing, nearly a decade on from release, is still the hardest name to walk around — and harder still to beat — on the grim solo-looter road. That a small studio's crowdfunded passion project has held that throne for this long, against far richer competitors with far bigger budgets, is the most telling verdict of all, and the one no review score can quite capture on its own.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Have you been diagnosed with Diablo Disappointment Disorder Stage 3? While PoE treatment is free it has side effects that may be harmful: anger, greed, depression, addiction, microtransaction transmitted diseases. Have you lost all hope in finding the right cheap medication? No worries Grim Dawn is cheap and effective with little to no side effects - if you become too tolerant, there will be more content added. Please ask your doctor if you, friends, or family have any addiction problems relating around fun arpg adventures before you make your decision.Show moreShow less
The nicest thing I can say about the game is that it's very divisive. I know the people that love this game love this game: the game was funded it via kickstarter and it was in early access for a long time. The people who want this game know exactly what they're getting into, but for those same reasons the rest of us will find it lacking. It's a loot based RPG, in the vein of your Diablo IIs and Torchlights, but it is also what I would consider needlessly complicated. For example, there are eight types of damage, but many of the damage types go by multiple names: you don't take fire damage over time you take Burn damage, okay that make sense I guess. Chaos damage or "Damage from Chthonian Beings" They both start with C at least. But you can also take Cold or Frostfire damage. That seems like an odd choice. Was it in a novel or something? Each class has access to 10 or so "Active abilities," plus another half dozen or so passive ones. Not bad! Except that each ability has 12 levels of improvement for you to sink points into. And then the majority of the active abilities have multiple passive upgrades for you to throw 12 more points into. And you have to use those same points to level up your "mastery" stat to gain access to the new abilities and upgrades for your class. And Ten levels in they have you pick a second class. Fortunately you can respec. For a small cost. One point at a time. At an NPC sitting in a corner that no one as much as mentions "Hey you should go talk to that Witch maybe." Oh and you can further improve your character with Devotion points, which are completely different points used on a completely different screen. It's not that I mind a complicated game, but complexity does not equal depth. No matter how many points you throw at it. None of the various complex systems are explained overly well, nor do they make much of an effort to dole these systems out in parts so you can come to terms with any of them. Oh hey you unlocked the Blacksmith? Here is a list of the 60+ items he can make for you. Some of them for items slots you might not even know you have. Or requiring items that the blacksmith himself has to make from a handful of other crafting materials. Oh, also all the crafting materials can be used to grant bonuses to an item. The item that can augmented depends on the crafting material on a case by case bases. Good thing you have that sizeable stash they never actually tell you about, hope you spend the time to explore the opening base. People who love this game will love all of this, and they will mock me for being too casual or some such business. Which is fine, the game isn't for me and I'm glad they enjoy it. But don't come into this game because D3 is between seasons and you like loot based games. If you do pick up the game, do so because you hate that Diablo 2 became Diablo 3 and Torchlight was too jovial for your taste Edit: There seems to be some confusion relating to my confusion. I did not find the mechanics confusing, I found them complicated. That complication does not add to my enjoyment of the game. Yes, the internet exists, at any point I am but a few keystrokes away from infinite knowledge of a given subject. That does not mean that gameplay mechanics should be designed and implemented without elegance. Yes the respec Witch does have a quest she offers you, but no other NPC ever mentions her and she is alone up in a corner of the starting camp. A new player might not find her, is there a compelling reason that her quest isn't issued by another NPC to help draw attention to her position? It is fantastic that the community for this game is heavily involved with it, and if you look at the online guide or the Wiki there is a plethora of information for you, I merely wish that more of that information was presented in the game itself, or was more intrinsic during gameplay. That said, Grim Dawn is designed like this on purpose I am sure. It harkens back to the classics of the genre, where study was required for a player to excel in a game. That is fine, it's just not for everyone. Also "damage from Chthonian beings" is taken directly from the mouse over text for Chaos Damage on the character screen. If this actually isn't a damage type then it should be removed from the description. This is also where I learned that Frostfire was a subtype for cold damage. For a while I thought that it was some sort of hybrid Fire/Cold thing based on the name. Fun fact: Chthonian is a real word meaning "relating to the underworld." Go Go Gadget Classical Education.Show moreShow less
I just wanted to say thank you Crate! Thank you for making a game that I and my family has truely enjoyed. My wife and I both played this game alot. Also I even gotten my sick mother into playing this game. She has never played games before until i got her to finally start with this one. It helped over the last several months to help take her mind off her pain level while she was sick this past year. If i was unable to play my wife would play using my account to game with my mother. This is a magical game for me and my family. My mother finally passed this morning at 1:24am, and i'm sitting here looking at your expansion. Even though its going to hurt me and my wife. both of us plan on getting the expansion so we can continue our adventures. I just wanted to say thank you to all the people at your company who made this game. You have no idea of the lives that you touch, and how the things you make can help ease the pain a family endures. Its nice to unplug once in a while from life and have fun. I'm going to miss her alot. But our characters will pick up the torch and continue on for her. Thank youShow moreShow less
Please take note that this review is for the vanilla version of the game (no mods or third-party in-game tools). I still maintain the opinion that I do not recommend this game long term. However, I don't think I've ever claimed for this to be a bad game. I personally just don't think it hits all the checkmarks for an ARPG that you want to keep playing, and it's certainly plagued by odd choices and many stubborn design decisions. At first, you might think this game is huge after you level for a bit and discover the dual class and Devotion system. It certainly provides a lot more freedom than most other ARPGs out there, however, it's already being crippled by some of the core design systems in place that, to this day, at least to my knowledge, remain the same. Game Mechanics Monsters, in particular bosses, often have massive resists, and when it comes to CC (crowd control; i.e. stun, freeze, etc.), they usually have 500% resistance (meaning they are practically immune). This applies to many other enemies in the game. The entire game is balanced around this and in such a manner. Broad strokes with little nuance. Fake "complexity" for the sake of it. There are 10 damage types, 1 of which has only damage over time, 3 of which have only hits, 6 of which have both. Nothing too spectacular for someone coming from PoE, but for anyone else, this can be a lot to learn and adjust to. IMO the game has too many damage types and would have been just fine with at most 6. To top it all off, for some ungodly reason, the game also has this weird armor system: "Armor in Grim Dawn is location-based. Whenever an enemy attacks you with a physical attack or skill, an area on your body will be randomly selected to take the hit." Why an ARPG needs something like this is beyond me. This is basically what I meant earlier by "stubborn design decisions". To quote Jeff Goldblum here: "Your scientists were so preoccupied with whether or not they could, they didn't stop to think if they should." The developers insist on these kinds of odd systems and, in their own words, they EXPECT players to pick up a lot of Resistance Reduction (RR) in one form or another and they design the entire game around it. This has the consequence that you will build many characters with similar stats that you need in order to compete in endgame; X amount of resistance shred, X amount of OA and DA (depends on build), X amount of overstacked resistances and so on. There's no real variance to this, despite what some veterans might try to tell you. Builds without RR simply cannot compete in endgame. Many enemies will also debuff your stats, so beware and (over-)prepare. This also pigeonholes you into certain setups, i.e. Devotions or items that you'll always pick up on every build. True diversity be damned. The dual class system is great on paper, but for me it never really added much. It only expands a little on what you could do with a character, but in essence, it always boils down to which class can benefit X the most and/or gives you the best X stats for what you are going for. There's little to no room for funky and fun twists on builds, simply because the game over time was designed and re-designed so many times that there is now an established gameplay loop and meta. Every new patch basically just adds more bloat. Visuals Another personal gripe I have with the game: visual clarity. If you have played PoE before, you know what a true clusterf*** it can be at the high end. This game suffers from the same problem, except it has about the same or even worse performance on higher end PCs. Feel free to look at my profile and check my rig. The game runs great a lot of the time, but it also doesn't run great a lot of the time. Combined with intense screen vomit, it can become very difficult to distinguish devastating enemy attacks/spells from regular enemies. (Note: This section was written when I still had a fully OC'd i9-9900KF and RTX 2080 Ti and may no longer be as relevant.) Case in point: There's an enemy modifier in the game that gives them an ability to instantly turn off all your auras and remove temporary buffs like potions. And while it's technically easy to avoid in a vacuum (slow and large purple projectile with a cooldown), you often just CAN'T SEE it. Enemy Design & Bosses This brings me to enemy design. There's the issue where enemies often, well, aren't even what you'd expect, or rather, they do not match what is visually being communicated to you. I.e. aetherial looking enemies that have low Aether Resistance. Or fire spitting skeletons that are immune to Bleeding but not Fire Damage (?). The developers have responded to this in the past, stating that skeletons cannot bleed because they have no blood, to which other players replied that they have bone marrow that could "bleed" from their bones. That was never acknowledged and got ignored. How a charred and literally on fire walking skeleton can somehow burn more from Fire Damage is honestly a mystery to me. On the other hand, the devs have also consistently refused to change their (rather stubborn) stance towards enemy resistance hard caps (i.e. to make them cap at 90%, so they are never truly immune). The PoE devs learned this lesson many years ago, for good reason. Make of that what you will. Enemies will scale with you, up to a point. And they are usually 4-6 levels above you at all times, unless they hit the cap. This is intended. I think they did this because the game relies on a lot of backtracking and you'd otherwise stop leveling up at some point. However, this makes progression seem slow and you never really feel powerful until you've reached a point where you just are. Items & Crafting I like that you can repurpose useless loot, including legendary gear. You can deterministically farm for certain items and affixes, but classic crafting in the form of crafting an item from the ground up and improving it, to my knowledge, does not exist. Then there's the problem that legendaries start dropping only at level 50 and beyond. Legendaries are supposed to be very powerful and unique items, but they have very limited uniqueness in general. It's often damage conversion, skill levels, skill limits, whatever. I much prefer the system of "unique items" that Path of Exile uses. Maybe I'm a bit spoiled in that sense, but I find their implementation archaic and bland. I personally disagree with this approach because it also often limits you in what a build can do, i.e. you want a specific interaction for your build, but then it adds/removes something else that completely breaks the idea or has generally too many bad or useless stats that it cannot be justified. That makes for a rather stale build library of X build using X set and/or Y items and so on. And it can only grow smaller as more people play the game and start making builds. There's nothing like (in PoE) setting yourself on fire to take damage which then triggers spells that hit enemies and make you take damage again so that it creates a feedback loop. All this type of fun stuff was patched out rather quickly. Final Note I've defeated Celestial Bosses and other hard content, and I've invested over 600 hours overall. I was there when the game was still fun and not nerfed into the stale bread version of its former self. https://steamcommunity.com/sharedfiles/filedetails/?id=3422324090 (ENDGAME SPOILER) This is a video of the character I used to play to kill Celestials with: https://steamcommunity.com/sharedfiles/filedetails/?id=3422315506 I've seen most of what the game has to offer and I have more than enough experience to base this review on an informed opinion. I hope you find it useful.Show moreShow less
i am 70 years young and have been gaming for over 40 years i have played many p c games, many board games , many card games . i like grim dawn it is challenging it has many different levels it can be played not just levelling up but various ways of causing damage and armour for protection . the variety of different combinations of these and spells weapons gems makes it a game for the thinking player or if yopu prefer just hack and slash, wel lgrim dawn has that as well but not just that......8.5 / 10Show moreShow less
Sorry, but my first experience is so bad that I have to give a bad review for it. I bought this game especially to play with a friend. I quickly stumbled upon 2 major (multiplayer) problems: 1. Only one player can speak with an NPC at a time. The real problem is that nobody can "See" what the NPC is saying. That means that for every once-only dialogues, for example story-wise dialogues, others will ultimately miss what that NPC had to say. This lack of feature is a serious bummer considering this type of game is best enjoyed with friends. 2. My friend wanted to play the Necro (DLC Character) so he bought and installed it. Guess what. DLC is not compatible with Non-DLC. That's right, DLC only with DLC, and Non-DLC with Non-DLC ONLY. Therefore, we couldn't play together anymore. DLCs should be EXTRA content. It should remove any available options to a player pre-DLC. We are in 2017, compatibility between version was already proven possible, and I find this lack of compatibilty a serious design flaw in my opinion.Show moreShow less
0/10, literally unplayable. There is no battle pass, no limited weekly content, no requirement to log on once a day, and if that all wasn't bad enough, it doesn't even force you to be online to play. What the hell were they thinking???? Oh, and there's NO MICROTRANSACTIONS. Not a single one. It's literally incomprehensible that a game this bad exists. How am I supposed to play the game if I can't even spend hundreds of dollars to get the most OP gear possible, only to use it for an hour before finding out that there is a limited time deal that lets me get even more OP gear? Another huge problem is how deplorable the story is. It's almost like they put effort into writing the lore (unthinkable). How am I supposed to care about a world that isn't some hyper-unrealistic fantasy world with characters that don't resemble humans at all? The developers must have been super out of touch with the gaming community to create something this awful.Show moreShow less
BEST ABOUT IT: Hack n slash with tons of loot and ways to build your character, cool dual-class options. It’s essentially a modded version of Titan Quest which was a fantastic game, and you don’t even have to squint to see that this is Titan Quest underneath, yet this is also one of its weak points. WORST ABOUT IT: It’s about the most unimaginative game possible. It’s essentially a modded version of Titan Quest skinned with generic post-apocalyptic elements. I’ve seen little that has improved anything, although having a layered health meter was a good idea, eating rations to keep a secondary health meter up will allow your health to quickly refill, but even that “survival” feature isn’t immersive as you can’t hunt, cook, or even carry food in your pack, you eat upon touching a ration (seems like a tacked on zombie survival gimmick but it actually does add a useful mechanic that replaces constant regen) and you'll still be waiting on your energy bar or chugging down blue potions. Auto pickup of iron (currency) is appreciated, as is the ability to start an item combination from your vault. But I think there were many more ways to improve on the engine other than a cosmetic extreme zombie makeover. GAMEPLAY: You squeeze screenfulls of monsters to death with your mouse clicker in an effort to obtain xp and loot to build up your character to be a BAMF. You’ll also likely be drinking lots of potions and comparing stats in your stuffed packs of gear. If you've played Titan Quest you've played this. Diablo 3 is very similar too and I remember playing Titan Quest in anticipation of Diablo 3. Now that we have Grim Dawn and Diablo 3 I would still prefer to play Titan Quest. [8/10] CONTROLS: Great responsiveness but nothing that strays at all from the already well established action RPG genre and nothing that wasn’t already built in its Titan Quest foundation. There's a heavy load on your mouse finger as you use it to move, aim, and attack, while your keyboard hand doesn't do much especially if your character doesn't rely on many active skills. [7/10] STORY: I guess you’re a soon-to-be-zombie in some other universe that’s mostly like a post zombie apocalypse Earth and you were in the process of being executed by a town of survivors but then weren't and now go on to start your quest of robbing monsters of their loot. [3/10] GRAPHICS: At this point they're awful and remain awful on all settings. I'm not even referring to the bland and muddy palettes we get here and in most post-apocalyptic games. They look ok when the screen is still but as soon as it starts scrolling everything except the main character shakes hyper fast so I wasn't able to focus my eyes on anything but my own character. I also experienced bands of horizontal tearing. If you just sit there with a 10 yard stare in a daze (like a zombie I suppose) you can progress but this was actually painful and my eyes were crossed after playing. I reloaded Titan Quest (released in 2006) for comparison and experienced nothing at all like that and was actually amazed at how much better Titan Quest’s graphics looked than Grim Dawn’s. Also Grim Dawn wouldn’t even launch at all (because I have 2 monitors hooked up) until I manually edited a game file. What’s more, if any change at all is made to the options menu while in game it will crash to the desktop and attempt to send a crash report which errors out presumably without sending. Some of the special effects look wrong, like weather effects just seem off. [3/10] PERFORMANCE: Many areas of the maps cause extreme drops in FPS, even after cleared of enemies. Loading screens are frequent (something that TQ had almost none of) and often lead to your demise as you enter a new area and monsters pounce you before you have control. Game was stable once running, so long as you don’t alter any options. [4/10] SOUND: The guns don’t sound like guns, more like bongos tapped gently, and the music sounds like someone just randomly plucking at an electric guitar and plinking keys on a piano. The music does fit the mood of the game but it would be better if it was less repetitive. The human enemies sound…special, as the yell “heeeey” when they see you and I wasn’t sure if they wanted to tell me a joke or kill me like every other moving object ever on the screen. Of course I assumed the latter and shot them dead. [4/10] DIFFICULTY: Currently there's just normal difficulty and it's not too challenging, I was able to run away, kite, or warp out if I ever got in over my head (I played both a melee soldier and a ranged demolitionist), but the monsters do scale to your level and respawn every time you enter the game. [5/10] REPLAYABILITY: There’s a lot of potential replayability due to the versatility of the multi-class character builds, random loot drops, and respawned enemies. You’d probably want to try the various classes and after doing so would likely experiment with different combinations. You can freely swap most items between characters so your main could be the vanguard who assembles epic gear for subsequent play-throughs on alternate characters. [8/10] MULTIPLAYER/SINGLEPLAYER: It's currently a planned feature but is not implemented yet. The single player mode is incomplete and it doesn't take all that long to hit a bridge that is uncrossable because the content on the other side isn't done. [0/10] CONCEPT: Although it's not novel in any way, there is a place for this game if it's done well. As long as they're already jumping on the zombie survival craze I personally would have liked them to take the survival aspect further, along the lines of Project Zomboid. [7/10] SUMMARY: Just as we'll likely be salvaging derelict ships and airplane fuselages in the inevitable zombie apocalypse to survive, this indie team has recycled the remains of a dead company's game to make a profit. However in its current early access state it somehow does not quite reach the height of the game whose shoulders it stands on. I FOUND SIMILAR TO: Titan Quest, Diablo 3, Torchlight 2, Drox Operative RECOMMENDED PURCHASE PRICE: I do not recommend that you buy yet. RATING- REVIEWER'S TILT (what I expected): 80+/100 MY RATING AS OF 7/30/2014: 49/100 Grim Dawn Crate Entertainment 2013 (early access) UPDATE 2/27/2015: Since this review multiplayer has been added as well as additional content. I'm playing it some more and can say that the graphics issues have noticably impoved, although there is still quite a bit of stuttering especially with loot drops. So far I'm still not impressed with the game and wouldn't recommend it... but I remain hopeful that this turns into a decent Titan Quest spin off.Show moreShow less
This game is the exact opposite of Diablo Immortal. That's why it's great.Show moreShow less
I'm adding an edit since I've clearly played hundreds of hours since I originally wrote this review, but I'm leaving the original review below. There are 2 main points I want to make: The below review only reflects the BASE GAME WITHOUT THE DLC. Each expansion changes the game version which means if you want to get the updates you have to own all the DLC. The base game has essentially gone 8 years without any balancing updates. The second point is that this game is incredibly unfriendly to new players. If you don't follow even a basic leveling guide (or end up doing something close to one on your own intuition) a lot of factors become much more difficult, and imo, less fun. With all the DLC and a guide/veteran to help you learn the complexities of character builds, yes, I recommend the game. Original review below: I've finished the game at level 50 on Veteran using a pure Arcanist. It's not for me, as many of my problems with the game are points of praise for other players. There's so much diversity that you never feel like you've "filled out" a build with skills like you might in Diablo. My Arcanist's skills and build never really changed after Act 1, because so many of the level up points went into leveling up the 3 active skills and 2 or 3 passive skills I had just to keep me alive. You get 3 skill points per level, and most skills have around 12 levels, plus the mastery level in the class which also requires skill points. To max out a mastery 10 skill with 12 levels, not including any of the passives that may branch from it to improve it/change its focus you have to commit 8 levels without any investing in anything else. That may not seem like much at first, but I literally only leveled up 4 or 5 times in the entirety of Act 4, the final act of the game. The end result is feeling encouraged NOT to branch out into a second class or try new skills, because it requires so many of your limited levels to do so. Combine that with the sadistic loot system, and you're looking at being crippled the instant you decide to mix things up. I call the loot system sadistic because I enjoy having at least a percentage of my loot pool being "smart drops" that consider my character's build and skills. Grim Dawn does not have that. It randomly drops series of gear that generally increase one to four of it's dozen different damage types by a percentage. God help you if your skills inflict more than 2 or 3 damage types, max. My primary damage came from elemental, aether, and fire, but also had lightning, electrocution, and burning (yes, electrocution and burning are separate from lightning and fire ????) I literally used a level 5 wand until I was around level 36 because nothing better dropped until then for that combination. On the topic of loot, I was excited to finally reach level 50 so Legendary gear would start dropping. I'm used to the wildly varied legendary effects from Diablo that can totally transform skills and redefine your build with a single effect. I got 3 or 4 pieces of legendary gear before I finished, and they were all X% Chance to activate (insert skill you don't have from a different class here) on attack/% health. Virtually no different from any of the rare or epic gear I'd been getting since Act 1. It was just immensely disappointing how boring they were when they even had a loading screen tip dedicated to how to get them. My last gripe is the ending. The boss itself was a joke, I beat it on the first try with only 50% constitution going in. When I went to the East Marsh to finish up one side quest afterwards, I was instantly killed by a heroic ♥♥♥♥♥♥♥ mosquito that stacked so much bleed on me with a single attack the damage over time literally out performed a mending potion. I can't help but find it ironic since the final boss is lore wise some kind of blood god, and a regular ass mosquito curb stomped me in a swamp harder than it did. The story side of the ending was also disappointing, as it was effectively a cliffhanger with zero fan service for beating the game. No cinematic, no credits, nothing. Just a "I'm not ready for the next part yet" from some NPC we've talked to maybe 4 times up til now. It fell flat, and with everything else that annoyed me, I don't think I'm going to return to see if the requisite 300 hour grind for reaching the "real" end game is worth the time. I'd unironically rather just re-install Diablo 3 and enjoy the power fantasy for an hour before I get bored.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.