Legend of Grimrock on Steam - User reviews, Price & Information

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Legend of Grimrock is a dungeon crawler, rpg and grid-based movement game developed and published by Almost Human Games.
Released on April 11th 2012 is available in English on Windows, MacOS and Linux.

It has received 6,401 reviews of which 5,995 were positive and 406 were negative resulting in an impressive rating of 9.1 out of 10. 😍

The game is currently priced at 14.79€ on Steam, but you can find it for less on Gamivo.


The Steam community has classified Legend of Grimrock into these genres:

Media & Screenshots

Get an in-depth look at Legend of Grimrock through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *:Windows XP Service Pack 3
  • Processor:Dual Core 2GHz Intel or 2.8GHz AMD
  • Memory:2 GB RAM
  • Graphics:ATI Radeon X1600 or NVIDIA GeForce 7600 or better (256MB graphics memory or more. Shader Model 3.0 needs to be supported). Minimum supported resolutions 1280x720 and 1024x768.
  • DirectX®:9.0c
  • Hard Drive:1 GB HD space
  • Sound:DirectX 9.0c compatible
MacOS
Minimum
  • OS: Mac OS X 10.6 (Snow Leopard) or newer
  • Processor: Intel Core 2 Duo
  • Memory: 2 GB RAM
  • Hard Disk Space: 1 GB HD space
  • Video Card: Graphics card supporting OpenGL 2.1 or later. (256MB graphics memory or more) Minimum supported resolutions 1280x720 and 1024x768

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2025
Fun game. Resolution setting in Options on Mac displays as 'nil' and constantly crashes the game any time you try to change and save any setting. - Navigate to: /Users/username/Library/Application Support/Almost Human/Legend of Grimrock - Right click: grimrock.cfg - Open With -> TextEdit - Type the resolution you want in quotes: "1234 x 1234" - Change any other setting while here - CMD + S to save the file - Launch the game
Expand the review
Dec. 2025
Finally got around to actually beating this game after owning it for over a decade. I always found it intriguing but for some reason never put the time in to actually get more than a few floors in. Just finished my playthrough on hard difficulty with no map. I tried using a book to make maps but got frustrated by my lack of grid paper and gave up on that fairly quickly. I found that the dungeons weren't too difficult to navigate just by memory but your mileage may vary. The game is great, hardly anything to complain about. The developers clearly had a certain idea in mind that they executed pretty much flawlessly. I wasn't around to play a lot of the older titles that they are trying to emulate, but the game overall does have a classic old school feel that manages to be a throwback while not being unwelcoming to new players. I think it's a little bit tricky to get the hang of at first, modern gamers aren't used to the idea of having to click to use all your different weapons and items unless it's a turn-based game, and the magic system is definitely something not used today. However, by the end of the first few floors, I got the hang of it and felt like it was actually a very fluid system. As for the puzzles, I felt they were brilliantly designed good fun each time. The game is also beautiful, despite being over 13 years old as of this review. I'd say the entire thing took me about 15-17 hours to beat, but it's hard to say. I did leave it paused overnight once and I'm not sure how that inflates my playthrough timer. I really don't have much to complain about, honestly. It's a lot of fun, looks great, sounds great, and I just want to play more of it. There's even a level editor that has plenty of community content, and apparently a lot of that is very good so I'll likely check it out for myself. Forewarning, there are 2 issues relating to a later part of the game that caused me a good amount of annoyance, and while I don't think they are game breaking or anything, I think they are worth mentioning. I'll avoid any direct spoilers, but if you really don't want to know anything, I'll blank it out for you. On one of the later levels of the game there is an area known as the "checkered room". This puzzle is seemingly difficult enough to warrant its own achievement. My issue is that I spent at least a good hour struggling to solve this puzzle only to realize that the information I was using had nothing to do with the puzzle, and subsequently I had been interpreting the entire thing incorrectly. Perhaps this is just my problem, but I felt it was a bit of an unjustified red herring to place a scroll with very clear hints as to how to solve a major puzzle only a few steps away from what is seemingly the most difficult puzzle in the game (according to achievements), only for those two things to be completely unrelated. I just found that annoying, I feel the scroll should've been placed after the checkered room. Maybe I'm just whining. My only other issue is that in the final level there is a puzzle where you must find and place 4 different objects in specific places, these objects being hidden in piles of other useless trash. I wasted a good amount of time on this because despite having the correct items, I couldn't place them in their spots. It was a bit of a pixel hunt, and I was left very confused as to whether I was actually doing something wrong. I took the item and clicked all over the damn thing and it just wouldn't work, I eventually gave up and looked it up only to learn that I DID have the correct items, I just wasn't clicking in the exact spot the designers intended. I feel this could've been avoided. All things considered, those are pretty minor complaints. It's a 10/10 from me. The game is only $15 normally which is a steal, in my opinion. Pick it up, tons of fun.
Expand the review
Oct. 2025
An excellent throw back dungeon crawler, but also one that's timeless in it's own right. Legend of Grimrock is a pretty obvious successor to 1987s Dungeon Master. Like many RPGs of the time, it's the source of a lot of industry firsts. In DM's case, it was the introduction of the "paper doll" interface for equipment management. Yes, it's that old. If you've ever played a game with that style of UI, you have DM to thank. Within the sphere of dungeon crawlers, DM marks the creation (or at least popularization) of what I see as the opposite end of a spectrum of dungeon crawlers. Most prior entries in the genre drew from Wizardry, which was very focused on battles and character statistics. It's one of the reasons why it created the JRPG genre, after all. Puzzles existed, but were less of a focus to the endless cavalade of turn-based battles. Dungeon Master eschewed that, creating a real time battle system that involves you managing a 4 person party. There's still RPG stats and all that, but you aren't getting stopped to do battles in between puzzling. In exchange, the puzzles in Dungeon Master were far more complex and had a greater focus placed on them than anything you'd see in Wizardry. It was necessary, as the combat itself was a lot less in-depth, as you can't really have complex action commands in a real-time game. I bring all of this up because Grimrock, as a successor to Dungeon Master, is firmly on that more puzzle sided end of the genre. If you are looking for something like Etrian Odyssey or similar games, you won't find it here. The main critique most people will have of this style of combat is that is very focused on real time movement and dodging. If you are standing in one spot and hacking away at the enemy in front of you, you are doing it wrong. You are expected to do things like camp an enemy at a door so that you can keep opening it, cast your poison cloud spell, then close the door and let it take damage while you wait in peace. You're expected to use hit and run tactics, distance, and any other cheese you can think of to take down the monsters. You simply cannot brute force your way through the game with raw stats alone. (well, maybe on lower difficulties.) This was present in Dungeon Master, but it is turned up to 11 here through the many visual and control improvements that the game makes. Attacks can be done in a single button press, movement is quick and snappy, and even Dungeon Master's clunky spell system has been reworked to a 3x3 rune grid that you can quick draw shapes on to cast spells without having to go through 3 pages of buttons. It's just excellent all around, and feels fun to play. It's an example of more modernized design actually improving a game's overall flow. What makes it work so well is that it is a natural extension of the game's other primary gameplay: puzzles. Combat is no longer a stat check, it's a puzzle that tests your knowledge of the dungeon and ability to manage space and positioning within cramped hallways. Because yes, you can "Square Dance" around a single enemy in a 2x2 grid space and basically never get hit. But is there actually a 2x2 grid to dance in? Are you only fighting a single enemy? If there is, can you actually get there, or will a wrong turn cause you to get cornered by the monster you were kiting? The combat may seem simple, as your characters don't have that many different tools to use in combat aside from the basics of melee, ranged, and magic (even weapon skills are just % chance triggers for bonus damage), but the complexity comes from the wide variety of different types of situations you'll fight in. Sometimes you'll be in an open room you can kite enemies in. Sometimes you'll face down an enemy in a long hallway and be forced to back away while firing off your bow. It's all contextual, which is what makes it so fun to play. And it works well with the rest of the game, too! Because spacing and positioning puzzles are something that you do even outside of combat. Most puzzles in the game are effectively based around levers, switches, and pressure plates. There's not really that many unique elements within the game's puzzles, but the way that these elements are arranged create a shocking amount of different puzzles and variations that require you to think outside the box and really understand the layout of the area to properly accomplish. And of course, there's plenty of hidden walls and optional puzzles which hide rare loot that you'll miss on your first playthrough. But I like how the optional puzzles are clearly marked so that you know which things you can safely ignore without failing to progress. The modern addition of an auto-map (which can be turned off) greatly helps here, as it keeps a grid map without breaking the pace of the game for you to scribble down your custom map. It's not without flaws, of course. I do think the weapon skills are kind of lame, and the skill point system feels a bit restrictive and weirdly granular with it's 50 point trees and strict 3 class system. The focus on dodging does make armor a lot less useful than I'd like, even if it can bail you out of a tough spot at times. Not every puzzle is a banger; some can just be obtuse and annoying. Especially the more riddle oriented ones, where it's more about figuring out what an obtuse hint means you actually have to do. There's also some weird areas near the end of the game, as one of the final floors recreates several of Dungeon Master's most difficult challenges. Which is fine as an homage, but considering how much of an improvement the game's level design is over it's predecessor, dipping back into that can feel jarring even if you don't realize it in the moment. Plus, a few mechanics that are carried over can clash a little: while I like the spell scrolls and rune system, it's very annoying to run a mage on your first playthrough because you simply don't know any spells to cast yet, and you still have to meet specific skill point requirements, so running the wrong mage type might leave you with a useless party member for quite a while. The system is thankfully logical enough that you can learn it's quirks to properly guess at specific spell combinations, but I feel some improvements could have been made. But at the end of the day, Legend of Grimrock is one damn excellent game. It's an improvement over Dungeon Master in almost every way, and really showed me that Dungeon Crawlers aren't an outdated genre, but one that can stand the test of time. I do think this game will continue to hold up in the coming decades, and I highly recommend it even for players who are new to the genre. TL;DR: game good.
Expand the review
Sept. 2025
A wonderful dungeon delving delight. Truly evokes the spirit of pen and paper Dungeons & Dragons few games can. I especially like how they simulate mages preparing spells. It's easy to select what runes you want for your next spell cast outside of combat but arduous within it, communicating how mages struggle to maintain concentration in the heat of battle. I undertand why this is considered a classic, especially for fans of old-school TTRPGs like myself. Not much I can praise hasn't been said already so give it a try. I'm immediately off to Legend of Grimrock II.
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May 2025
Great puzzles, combat and loot. Really suits my style
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Frequently Asked Questions

Legend of Grimrock is currently priced at 14.79€ on Steam.

Legend of Grimrock is currently not on sale. You can purchase it for 14.79€ on Steam.

Legend of Grimrock received 5,995 positive votes out of a total of 6,401 achieving an impressive rating of 9.05.
😍

Legend of Grimrock was developed and published by Almost Human Games.

Legend of Grimrock is playable and fully supported on Windows.

Legend of Grimrock is playable and fully supported on MacOS.

Legend of Grimrock is playable and fully supported on Linux.

Legend of Grimrock is a single-player game.

Legend of Grimrock does not currently offer any DLC.

Legend of Grimrock is fully integrated with Steam Workshop. Visit Steam Workshop.

Legend of Grimrock does not support Steam Remote Play.

Legend of Grimrock is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Legend of Grimrock.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 23 January 2026 00:04
SteamSpy data 26 January 2026 08:33
Steam price 28 January 2026 20:45
Steam reviews 27 January 2026 18:04

If you'd like to dive deeper into the details about Legend of Grimrock, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Legend of Grimrock
  • SteamCharts - Analysis of Legend of Grimrock concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Legend of Grimrock compatibility
Legend of Grimrock
Rating
9.1
5,995
406
Game modes
Features
Online players
38
Developer
Almost Human Games
Publisher
Almost Human Games
Release 11 Apr 2012
Platforms
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