Compara los precios de Grim wanderings 2 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Ellinia games. Publicado por Ellinia games. Lanzado el 15/9/2021. Disponible en PC, Linux. Géneros: Indie, RPG, Strategy.

A scrappy one-dev hybrid that stitches tabletop RPG party-building onto a hex-grid 4X frame. Deeper than the budget price suggests, rougher than the ambition deserves.

My first instinct when I boot a new strategy-RPG hybrid is to check the decision tree: how many meaningful levers are there, and does pulling any of them actually matter? Grim Wanderings 2 surprised me on that front. The character builder alone opens up more combinations than you would expect from a sub-five-dollar indie. You pick one of ten races, each carrying faction diplomacy weight that shapes how your hired companions behave, then layer on a class from a roster of 25 options for your hero. Blood mage, druid, monk, ninja - the spread is eclectic enough that two playthroughs will feel mechanically distinct. Races are not cosmetic either: elves tolerate humans, lizardmen actively resent them, and party morale is a real resource you have to manage alongside stamina, supplies, and gear upkeep. The adventure mode is where most of your hours go, and it plays like a board-game RPG dropped onto a procedurally generated hex map. There are no quest markers; you discover objectives by physically exploring tiles, which will frustrate players used to waypoint handholding but rewards anyone willing to treat the map as a puzzle. Skill checks during random events draw on seven vital skills, including persuasion, stealth, lockpicking, and perception, so your build choices echo outside of combat. The card-shuffle resolution system for events gives outcomes a satisfying tactile quality without hiding the odds completely. On the tactical layer, battles run on a grid where positioning is genuinely consequential: ranged and magic classes need range, melee units block for them, and your healer dies fast if you park them up front. The system looks simple and is actually unforgiving, especially early. The 4X strategy mode, which layers capital construction, hex-tile buildings, and technology research over the RPG foundation, is where the game's ambitions strain against its production scale. The tech tree and building system give you the Civilization-style dopamine loop in miniature, but the AI opponents lack the sharpness to stress-test your expansion properly. Community feedback flags AI decision-making as inconsistent, and some players hit steep early difficulty spikes even on lower settings, with the tutorial offering minimal guidance on icon meanings or combat math. The crafting system, which includes artifact creation, adds another optimization axis, but the save-scumming workaround still used by players to reroll craft outcomes is a sign the system needs a proper reroll button. For the right player, none of that kills the appeal. If you track inspiration credits, the developer cited Might and Magic 6, X-COM: UFO Defense, and Civilization as touchstones, and those fingerprints are legible. This is a solo-developer labor with genuine mechanical ambition, a hand-drawn aesthetic, and enough class-race permutations to justify repeated runs. The rough edges, thin tutorial, and uneven AI balance are real costs. Go in with spreadsheet patience rather than expecting a polished studio release, and the depth-to-price ratio holds up. Newcomers should spend the first session just learning the racial dynamics system and resist the urge to expand until the starter hex is clean. Diego, Scout Team

Grim wanderings 2

Grim wanderings 2

15 sept 2021Ellinia games
GamerScout opina

A scrappy one-dev hybrid that stitches tabletop RPG party-building onto a hex-grid 4X frame. Deeper than the budget price suggests, rougher than the ambition deserves.

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My first instinct when I boot a new strategy-RPG hybrid is to check the decision tree: how many meaningful levers are there, and does pulling any of them actually matter? Grim Wanderings 2 surprised me on that front. The character builder alone opens up more combinations than you would expect from a sub-five-dollar indie. You pick one of ten races, each carrying faction diplomacy weight that shapes how your hired companions behave, then layer on a class from a roster of 25 options for your hero. Blood mage, druid, monk, ninja - the spread is eclectic enough that two playthroughs will feel mechanically distinct. Races are not cosmetic either: elves tolerate humans, lizardmen actively resent them, and party morale is a real resource you have to manage alongside stamina, supplies, and gear upkeep. The adventure mode is where most of your hours go, and it plays like a board-game RPG dropped onto a procedurally generated hex map. There are no quest markers; you discover objectives by physically exploring tiles, which will frustrate players used to waypoint handholding but rewards anyone willing to treat the map as a puzzle. Skill checks during random events draw on seven vital skills, including persuasion, stealth, lockpicking, and perception, so your build choices echo outside of combat. The card-shuffle resolution system for events gives outcomes a satisfying tactile quality without hiding the odds completely. On the tactical layer, battles run on a grid where positioning is genuinely consequential: ranged and magic classes need range, melee units block for them, and your healer dies fast if you park them up front. The system looks simple and is actually unforgiving, especially early. The 4X strategy mode, which layers capital construction, hex-tile buildings, and technology research over the RPG foundation, is where the game's ambitions strain against its production scale. The tech tree and building system give you the Civilization-style dopamine loop in miniature, but the AI opponents lack the sharpness to stress-test your expansion properly. Community feedback flags AI decision-making as inconsistent, and some players hit steep early difficulty spikes even on lower settings, with the tutorial offering minimal guidance on icon meanings or combat math. The crafting system, which includes artifact creation, adds another optimization axis, but the save-scumming workaround still used by players to reroll craft outcomes is a sign the system needs a proper reroll button. For the right player, none of that kills the appeal. If you track inspiration credits, the developer cited Might and Magic 6, X-COM: UFO Defense, and Civilization as touchstones, and those fingerprints are legible. This is a solo-developer labor with genuine mechanical ambition, a hand-drawn aesthetic, and enough class-race permutations to justify repeated runs. The rough edges, thin tutorial, and uneven AI balance are real costs. Go in with spreadsheet patience rather than expecting a polished studio release, and the depth-to-price ratio holds up. Newcomers should spend the first session just learning the racial dynamics system and resist the urge to expand until the starter hex is clean.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-5Hex-Grid CombatRace-Class SynergyBoard-Game InspiredNo Quest MarkersCard Resolution SystemArtifact CraftingSolo DeveloperMorale Management

Requisitos del sistema

Mínimos

OS
Windows 7 / 8.1 / 10
Memory
2000 MB RAM
Storage
500 MB available space
Graphics
1 GB video memory
Processor
1,6 ГГц or higher

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Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
Ellinia games
Distribuidora
Ellinia games
Fecha de lanzamiento
15 sept 2021

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¿En qué plataformas está disponible Grim wanderings 2?

Grim wanderings 2 está disponible en PC, Linux.

¿Cuándo se lanzó Grim wanderings 2?

Grim wanderings 2 se lanzó el 15 de septiembre de 2021.

¿Quién desarrolló Grim wanderings 2?

Grim wanderings 2 fue desarrollado por Ellinia games.