
Grim Wanderings
Deep party tactics wrapped in bare-bones presentation: rewarding for genre veterans who know to push past a wall-of-text tutorial, punishing for everyone else.
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About Grim Wanderings
I have a soft spot for games that punch well above their production budget on pure mechanical depth, and Grim Wanderings is exactly that kind of stubborn little oddity. Released in 2018 by the one-person micro-studio Elllinia Games, it is a turn-based roguelike RPG built around a grid map, a six-member party roster, and the kind of resource anxiety that makes you reconsider every combat engagement. If your tolerance for rough edges is low, stop reading now. If you have ever colour-coded a unit roster in Disciples II, keep going. The core loop works like this: you pick a dark fantasy race and a hero class at the start, then build out a war band that can hold up to six slots. Warriors, healers, magic users, and occasionally large-creature types fill those slots, and your troops promote into new class tiers as they level alongside your hero. The map itself is a rectangular grid of icons representing terrain cells, events, and enemies, all procedurally generated. Each run you are managing food supplies, gold income, and encounter difficulty simultaneously. Venture too aggressively into high-level cells and you will find your party starving before the fight even starts. That resource pressure is the actual game beneath the game, and when it clicks, it genuinely compels. The creature variety is substantial, reportedly around 500 distinct enemy types, and several hundred random events give each run a different shape. The strategic layer is where Grim Wanderings earns its credibility, and also where it shows its mobile-port origins most clearly. The GUI asks you to do a fair amount of tapping around to learn what is clickable, and the tutorial amounts to several paragraphs of text rather than interactive onboarding. Community players note that the game's translation is occasionally off, adding another friction layer on top of an already demanding set of systems. Once you have internalised the interface, though, the decision density per session is genuinely high: balancing party composition across warrior-healer-mage archetypes, managing troop promotions, and stretching supplies across a hostile map forces the kind of deliberate play that defines the genre at its best. The AI is not sophisticated, but in a game where the map itself is the primary opponent, that matters less than you might expect. The honest warts: skill variety for individual warriors is thinner than the roster size implies, and some players run through a full promotion tree faster than they would like. There is no overarching narrative to speak of, the map resets at intervals, and the expressionist art style will not win over players expecting anything polished. A reported display bug on certain Windows configurations has also surfaced in community threads, so checking compatibility before committing is wise. On the flip side, the Steam review sample, while small, sits at a mostly positive rating, and the third-party coverage it has received from niche outlets describes it as a satisfying strategy-RPG hybrid that rewards patience. For a strategy-heads-only recommendation: this is a deeply affordable entry point into a style of game that larger studios have mostly abandoned. It is not going to replace a full Disciples campaign, but if you want a solo run with real party-building stakes and a brutal resource economy, Grim Wanderings delivers more per dollar than its obscure status suggests. Approach it as a puzzle first, a roguelike second, and an RPG third, and the hours will disappear quietly. Diego, Scout Team
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System Requirements
Minimum
- OS
- Windows® XP / 7 / 8 / 10
- Memory
- 1 GB RAM
- Storage
- 300 MB available space
- Processor
- 1.4GHz or faster
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Game Info
- Developer
- Elllinia games
- Publisher
- Self-publishing
- Release Date
- Feb 27, 2018