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GRIMHOLD: every fall makes you stronger

Work in progress

Every fall makes you stronger.

Grimhold isn’t a castle. It’s a prison. Monsters are drawn through its cracks like moths to a dark flame, and you are the one standing on the wall.

Genre
Roguelike tower defense
Platforms
iOS and Android
Session
3–5 minutes per run
Status
In development
GRIMHOLD logo

The loop

A run is one stage of 20 waves. You start with a single hero on the wall, and every level-up is a choice about what the fortress becomes next.

  1. 01

    Hold the wall

    Monsters march down from the top of the screen. Your heroes on the battlements fight on their own.

  2. 02

    Level up, pick a card

    Every level-up pauses the battle and offers three cards: a new hero, a skill, or a passive.

  3. 03

    Build your run

    Skills and passives stack into a different build every time, so no two falls play out the same.

  4. 04

    Survive 20 waves

    A boss waits at the end of the stage. Soul Embers carry over, so each fall leaves the fortress stronger.

Every run is different

Random hero drafts and card picks create a different build each time.

Short sessions

One run takes a few minutes. Soul Embers carry progress from one fall to the next.

Choices, not tapping

Designed so a meaningful decision arrives every 15–30 seconds, without constant tapping.

The seal is breaking

Deep beneath its foundations lies the Hollow King, a chained entity of pure void. Seven warrior orders sacrificed themselves to bind him and built Grimhold as his cage. Now the cage is cracking.

Heroes are heirs of those orders, bound to the fortress by a Soulbrand. They cannot leave Grimhold, and when a hero falls, the fortress absorbs their essence and reforms them.

Rowan

In build

Order of the Keen Eye

Watchers who always saw the threat first. Rowan’s arrows can ricochet between enemies.

Ignis

In build

Order of the Pyre

Keepers of the sacred fires that hold void darkness back. Ignis burns the ground beneath the attack.

Five more heroes from the other orders are in design.

From the current build

Screens from a work-in-progress build. Art, UI and balance are still changing.

GRIMHOLD combat: a goblin approaches the castle wall while Rowan fires from the battlements
First contact: wave 1 of 20
GRIMHOLD battle HUD showing the wave counter, level and castle health bar above the battlefield
Battle HUD: wave progress and castle health

Development status

  • Status: in development, work-in-progress build
  • Platforms: iOS and Android
  • Release date: to be announced
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