Grim Dawn - Steam Loyalist Items Pack (DLC)
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I went into Grim Dawn expecting a competent Diablo clone and came out the other side 80 hours later with four characters I genuinely cared about and a notepad full of build ideas I still haven't finished. The world of Cairn does something most ARPGs don't bother with: it earns its grimness. This is a Victorian-tinged, post-apocalyptic dark fantasy where two warring otherworldly factions have ground humanity nearly to dust, and the environmental storytelling, bodies piled in wagons, ruined homesteads, scraps of readable lore scattered everywhere, makes the bleakness feel earned rather than decorative. It is not a game with a rich dialogue tree or branching narrative choices in the BG3 sense. The story is a vehicle, not the destination. But for an ARPG, the lore density is genuinely impressive, and finding hidden notes that flesh out Cairn's history beats yet another fetch quest every single time. The real architecture of Grim Dawn is its dual-mastery system, and it is one of the most satisfying build engines in the genre. You pick one of six base masteries at level 2, Soldier, Demolitionist, Occultist, Nightblade, Arcanist, or Shaman, and then unlock a second mastery at level 10, creating a fully fused dual-class character. With nine total masteries (three more added via the Ashes of Malmouth and Forgotten Gods expansions), that gives you 36 possible combinations, each with a distinct identity. A Nightblade paired with a Soldier becomes a Blademaster, built around dual-wield cadence and relentless pierce damage. Pair an Arcanist with a Necromancer and you get a Spellbinder, a cold and aether caster with Mirror of Ereoctes as your emergency panic button. The Conjurer, Occultist and Shaman fused, runs an entire pet army of Hellhounds and Briarthorns while you watch from a safe distance. Every combination has synergy potential, and the community has been theory-crafting these for years in tools like GrimTools. The build variety absolutely holds past hour 40. It holds past hour 200. Skill investment comes with genuine stakes. You spend points across a mastery bar that gates higher-tier skills, plus individual active and passive nodes, plus transmuters that flip a skill's fundamental behavior. Attribute points into Physique, Cunning, and Spirit shape survivability, crit chance, and energy throughput. Armor is location-based, so every slot matters for mitigation. The Devotion constellation system layers on top of all of this, letting you unlock celestial-themed passive bonuses through exploration rather than raw level-grinding, it is the most elegant progression hook in the game, rewarding curiosity over time-gating. The criticism that lands is this: your first character will probably be built suboptimally, and the game offers only limited respec options through the Spirit Guide NPC. Blindly experimenting is valid and fun through the campaign, but if you want to push the endgame Shattered Realm or the Crucible arena, you will want to read a guide. That is not a dealbreaker for me, but players who resist external resources should know the depth here is genuine, not cosmetic. On presentation: the isometric world is beautifully bleak, with earthy tones and grimy atmosphere that suit the setting perfectly. The combat audio, the crunch of a Forcewave slam, the rattling bark of Demolitionist firearms, the wet sound of a Nightblade Shadow Strike connecting, is satisfying in a tactile way that the flashier competition sometimes misses. Multiplayer supports up to four players in co-op, and the experience scales reasonably well, though loot-sharing in a group can get competitive fast. Controller support exists but, in my experience, the UI was clearly designed for mouse and keyboard first; navigating gear and skill menus with a pad requires patience. Grim Dawn is the ARPG for players who want to feel like they built something, not just something that works, but something that clicks into place and tears through endgame content in a way that feels authored. The campaign itself clocks in across multiple difficulty tiers, Normal, Elite, and Ultimate, meaning you will run the same maps more than once, and the later difficulties do lean on that repetition. If map recycling breaks your engagement, note the warning. For everyone else: the sheer build permutation space, the atmospheric world, and the generosity of Crate's post-launch support make this one of the few ARPGs I return to every year without feeling like I am retreating into nostalgia.
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Información del juego
- Desarrolladora
- Crate Entertainment
- Distribuidora
- Crate Entertainment
- Fecha de lanzamiento
- 25 feb 2016

