- Release Year: 2014
- Platforms: Macintosh, Windows
- Publisher: Almost Human Ltd.
- Developer: Almost Human Ltd.
- Genre: Dungeon Crawler RPG, RPG
- Perspective: First-person
- Game Mode: Single-player
- Gameplay: Character customization, Exploration, Grid-based movement, Puzzle, Real-time
- Setting: Fantasy
- Average Score: 86/100

Description
In Legend of Grimrock II, four prisoners are shipwrecked on the mysterious Isle of Nex after their transport ship veers off course, forcing them to navigate a perilous world of ancient ruins, dense forests, and treacherous mountains to uncover the island’s secrets and find a way home. Expanding on the grid-based dungeon crawler formula of its predecessor, the game blends classic indoor dungeons with expansive outdoor exploration, challenging players to battle cunning enemies, solve intricate puzzles, and customize their party from seven classes and five races using a flexible skill system, all while utilizing a built-in Dungeon Editor for creating custom adventures.
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Reviews & Reception
opencritic.com (84/100): Bigger, bolder and utterly sure of itself and its intended audience, Almost Human may be looking to the past for inspiration, but it’s created one of the best pure role-playing games of the year.
metacritic.com (85/100): There’s a quiet confidence to Grimrock 2 that is utterly beguiling. Bigger, bolder and utterly sure of itself and its intended audience.
gamespot.com (90/100): Legend of Grimrock II is another fantastic trip to the grid.
progamer.pro : Interestingly enough, it turned out to be quite good.
Legend of Grimrock II: Review
Introduction
Imagine awakening on a fog-shrouded beach, the wreckage of your prison ship splintered around you, as the distant howls of unseen beasts echo through an untamed wilderness. This is the visceral hook of Legend of Grimrock II, a game that thrusts you into a world where every step could lead to enlightenment or oblivion. As the sequel to the 2012 indie sensation Legend of Grimrock, which single-handedly resurrected the long-dormant dungeon crawler genre from the annals of 1980s and ’90s PC gaming, Grimrock II builds on its predecessor’s legacy of unforgiving exploration and cerebral triumphs. Developed by the Finnish studio Almost Human, it expands the formula beyond claustrophobic stone corridors into a sprawling island of peril and puzzle, all while honoring the grid-based purity of classics like Dungeon Master and Eye of the Beholder. My thesis is clear: Legend of Grimrock II is not merely a worthy successor but a pinnacle of the genre, masterfully fusing nostalgic rigor with innovative freedom, delivering an experience that challenges players to think like historians unearthing lost civilizations—rewarding patience with profound satisfaction, even as it tests the limits of frustration.
Development History & Context
Almost Human Ltd., a small Finnish indie studio founded in 2011 by a core team of passionate developers including programmer and designer Petri Häkkinen and level designer Antti Tiihonen, emerged from the crowdfunding success of the original Legend of Grimrock. What began as a modest Kickstarter project to homage the golden age of dungeon crawlers quickly became a cult hit, selling over a million copies and proving that retro-inspired indies could thrive in the post-Minecraft era of player-driven discovery. For Grimrock II, the team initially envisioned it as downloadable content (DLC) to extend the first game’s labyrinthine depths. However, as Häkkinen revealed in interviews, the scope exploded due to engine limitations—the custom engine, built from scratch by Häkkinen himself, couldn’t accommodate their ambitions without a full rewrite.
By early 2013, the project pivoted to a standalone sequel, relocating the action to the Isle of Nex, an open island environment that demanded non-linear design. This shift was visionary: it broke free from the linear dungeon structure of its predecessor, allowing for emergent exploration amid technological constraints like grid-based movement on a real-time 3D engine. The budget ballooned—roughly double the original’s—thanks to a larger team (around 10 core members, including artist Juho Salila for visuals and composers from Scoring Helsinki like Perttu Vänskä for the haunting score). Development stretched to two years, twice as long as the first game, incorporating Lua scripting for the included Dungeon Editor, which empowered community modding from day one.
The 2014 gaming landscape was ripe for this revival. The indie boom, fueled by platforms like Steam, saw retro genres resurging—think Shovel Knight or Spelunky—amid a AAA market dominated by open-world behemoths like Skyrim and narrative-heavy RPGs such as Dragon Age: Inquisition. Grimrock II stood out by embracing austerity: no voice acting, minimal story, and a focus on mechanical purity. Technological hurdles, like rendering multi-height levels and outdoor biomes on modest hardware (requiring only a quad-core CPU and 4GB RAM), highlighted Almost Human’s ingenuity. They navigated these without compromising the real-time pacing or puzzle intricacy, creating a title that felt like a bridge between the 8-bit era’s constraints and modern accessibility. By launch, the game had nearly recouped its costs through pre-orders, underscoring the enduring appetite for “old-school heart with modern execution,” as Häkkinen put it.
Narrative & Thematic Deep Dive
At its core, Legend of Grimrock II‘s narrative is a minimalist parable of survival and hubris, delivered through environmental storytelling rather than overt exposition—a deliberate nod to the genre’s roots in games where the dungeon itself tells the tale. You control a party of four nameless prisoners, convicted of unspecified crimes and en route to the original Grimrock’s depths when a storm wrecks their ship on the Isle of Nex. Stranded and voiceless, they awaken to scrawled notes from the enigmatic “Island Master,” a god-like antagonist who alternates between cryptic guidance (“The path to freedom lies in the shadows of the great tree”) and sadistic mockery (“Fools, the island devours the weak”). This dynamic establishes a thematic tension: the prisoners as pawns in a cosmic experiment, echoing themes of imprisonment and existential trial from predecessors like Dungeon Master.
The plot unfolds non-linearly across the island’s biomes—beaches to forests, swamps to subterranean crypts—without traditional quests or dialogue trees. Instead, lore emerges organically: crumbling murals depict ancient civilizations harnessing elemental forces, journals reveal the Island Master’s backstory as a fallen guardian protecting “secrets of creation,” and optional secrets uncover a hidden dungeon where an alternate ending exposes Nex as a bulwark against forbidden knowledge. Characters lack individuality; your party is a customizable blank slate (humans, insectoids, minotaurs, or the skittering ratmen), defined by player choices in races and classes. This anonymity amplifies themes of collective struggle and anonymity in the face of overwhelming odds, but it also underscores a flaw: the absence of personal arcs or branching narratives limits emotional investment. Dialogue, confined to the Island Master’s taunts and riddle-like hints, is sparse yet poetic, evoking the sphinx-like riddles of Greek myth or the lore scrolls of Ultima Underworld.
Thematically, the game delves into isolation, ingenuity, and the hubris of mastery. Nex isn’t just a setting; it’s a labyrinthine metaphor for the human (or monstrous) condition—traps symbolizing fate’s capriciousness, puzzles representing intellectual ascension, and the Island Master embodying tyrannical control. An undercurrent of creation and destruction permeates: elemental gems, key to progression, hint at alchemical origins, while the alternative ending confronts players with Nex’s purpose as a defender of cosmic balance. Critics like those at RPGFan praised this subtlety as “a work of genius,” a sphinx with starry eyes, but for narrative purists, it’s austere—prioritizing thematic depth through implication over explicit drama. In historical context, it revives the genre’s tradition of player agency over scripted tales, where your party’s survival becomes the story, fostering a profound, introspective bond akin to the solitary puzzles of Myst.
Gameplay Mechanics & Systems
Legend of Grimrock II refines the dungeon crawler’s core loop—explore, puzzle, fight, progress—into a symphony of tension and revelation, blending real-time action with grid-based strategy. Movement adheres to an invisible 1×1 tile grid in first-person view, with your party of up to four characters advancing as a unit (though you can swap positions for tactical positioning). This evokes the chunky navigation of ’80s titles like Wizardry, but modernizes it with smooth 3D rendering and optional mouse-look for aiming spells or thrown weapons.
Combat is a pulse-pounding real-time affair: enemies lunge in grid-locked turns, demanding precise clicks on equipped weapons (swords, bows, firearms) or runes for spells. Innovations shine here—weapon-specific special attacks (e.g., a fighter’s sweeping cleave or a mage’s fireball chain) add depth, while improved AI lets foes flank, use environmental hazards, or resurrect as spectral variants. Persistent injuries (a broken arm crippling melee) introduce risk without permadeath, forcing alchemy for bandages or trait investments in resilience. Progression is skill-point based: seven classes (farmer, fighter, mage, etc.) and five races provide starting bonuses, but a flexible tree allows hybridization—e.g., a ratman thief excelling in evasion and traps. Leveling comes from kills and food consumption (a quirky farmer trait), encouraging balanced parties: one tank, a ranged DPS, a healer, and a puzzle specialist.
Puzzles form the game’s intellectual backbone, deconstructing logic through pressure plates, levers, and riddles that span the open world—solve a swamp cipher to unlock a forest vault, or backtrack for a gem missed hours ago. The UI is clean yet unforgiving: a hotbar for quick-swaps between loadouts, an auto-map (toggleable for Ironman mode), and inventory management via drag-and-drop. Flaws emerge in opacity—some puzzles demand pixel-hunting for hidden switches, leading to frustration without guides—and combat’s occasional clunkiness (group movement can misalign in tight spaces). Yet innovations like underwater sections, multi-height terrain, and the Dungeon Editor (Lua-scripted for custom levels) elevate it. Core loops feel exhaustive: 20-30 hours for the main path, doubling with secrets, in modes from casual (frequent saves) to Insane Ironman (one-use crystals, no map). As Destructoid noted, it’s a “perfect sequel,” refining without overcomplicating, though newcomers face a steep curve—veterans of Dark Souls will adapt, but casual RPG fans may balk at the trial-and-error ethos.
World-Building, Art & Sound
The Isle of Nex is a triumph of layered world-building, transforming the dungeon crawler from a vertical slog into a horizontal odyssey of discovery. No longer confined to torchlit tunnels, the island sprawls with beaches lashed by storms, verdant forests hiding ancient shrines, fetid swamps teeming with vermin, and labyrinthine ruins delving into multi-level crypts. This open design fosters emergent narratives: day-night cycles alter visibility (torches scare off nocturnal foes), weather obscures paths, and biomes interconnect—rivers lead to hidden coves, trees conceal elevators to underworlds. Lore permeates subtly: murals chronicle the Island Master’s elemental experiments, while scattered tomes reveal a world of warring gods and lost magics, contributing to an atmosphere of mysterious isolation that builds dread organically.
Art direction, helmed by Juho Salila, is evocatively primitive—blocky polygons and low-poly textures evoke paper-craft dioramas, yet detailed with flickering torchlight, rippling water, and swaying foliage for immersive depth. Outdoor vistas provide breathing room from the first game’s claustrophobia, with dynamic elements like swaying vines or crumbling walls enhancing verticality (climbable ledges, swimable depths). Sound design amplifies this: Antti Tiihonen’s ambient SFX—dripping water, skittering insects, guttural enemy growls—create a tangible sense of peril, while Scoring Helsinki’s orchestral score (composed by Vänskä, Honkonen, and Vartio) swells from eerie flutes in forests to thunderous percussion in boss lairs. The “Grimrock Orchestra” adds live-recorded tension, syncing with real-time action for heart-pounding crescendos. Together, these elements forge an atmosphere of wondrous horror: Nex feels alive, a breathing puzzle box where visuals and audio cue dangers (a distant roar signals ambush), immersing players in a genre staple elevated to artful poetry. As GameSpot described, it’s a “glorious glimpse of the past,” where every creak and shadow deepens the exploratory thrill.
Reception & Legacy
Upon its October 2014 launch, Legend of Grimrock II garnered widespread acclaim, earning an 86% critic average on MobyGames (from 41 reviews) and 85 on Metacritic (38 critics), with standouts like RPGFan’s 95/100 calling it a “work of genius” and Destructoid’s 9.5/10 hailing it as a “perfect sequel.” Praise centered on its puzzle mastery, non-linear freedom, and genre revival—Eurogamer (9/10) lauded its “quiet confidence,” while PC Gamer (85/100) celebrated the “sublime blend” of combat and exploration. Commercial success was solid for an indie: Steam sales pushed it to profitability within months, bolstered by a $23.99 price and bundles, though exact figures remain private (it ranked #358 on Windows MobyGames). Player scores averaged 8.3 on Moby (7 ratings), though some newcomers griped about difficulty (e.g., New Game Network’s 74/100 cited “impenetrable” puzzles).
Over time, its reputation has solidified as a cult classic, with Steam reviews at “Very Positive” (91% from 2,882 users) emphasizing replayability via the Dungeon Editor, which spawned mods like Eye of the Atlantis. Criticisms evolved too—initial quibbles about puzzle opacity led to patches adjusting a few (e.g., PC Games noted post-launch tweaks)—but the consensus holds: it’s more accessible yet punishing than its predecessor. Legacy-wise, Grimrock II influenced the indie RPG wave, inspiring titles like Druidstone (by some ex-team members) and broader genre revivals (The Bard’s Tale IV, Might & Magic X). By preserving dungeon crawlers’ essence amid open-world dominance, it educated a new generation on classics, earning academic nods (MobyGames cites 1,000+ citations). In an industry chasing spectacle, it reminds us of gaming’s roots: challenge as catharsis, exploration as epiphany.
Conclusion
Legend of Grimrock II is an exhaustive tapestry of peril and ingenuity, weaving the rigid grids of yesteryear into a nonlinear masterpiece that demands your mind, body, and soul. From its humble indie origins to its thematic depths of survival and creation, refined mechanics blending brutal combat with brain-teasing puzzles, evocative world of shadowed isles, and enduring critical acclaim, it surpasses its predecessor in scope and subtlety. Flaws like occasional UI clunkiness and narrative sparsity pale against its triumphs—hours of triumphant “clicks” as gears align, secrets unveiled, and foes felled. As a historian of the form, I verdict it a definitive revival: essential for RPG enthusiasts, a benchmark for indies, and a timeless entry in video game history, proving that in the right hands, the past can illuminate the future. If you crave challenge over hand-holding, embark on Nex—victory awaits the worthy.