Compare Grim Wanderings prices across trusted key stores and find the best deal. Developed by Elllinia games. Published by Self-publishing. Released on 2/27/2018. Available on PC, Mac, Linux. Genres: Indie, RPG, Strategy.

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.

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

Grim Wanderings

Grim Wanderings

Feb 27, 2018Elllinia gamesSelf-publishing
GamerScout Says

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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Best Price Available
€0.49
at Gamivo
Lowest tracked: €0.49
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GamerScout Verdict

Worth it for veteran roguelike tacticians who can tolerate a wall-of-text tutorial and bare-bones production values.

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€1.49
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€1.99
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€84.81
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Price History

Lowest tracked
€0.4923 Jun 2026
Current best
€0.49
Lowest since we started tracking
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€0.40€0.70€0.99€1.298 Jun1 Jul23 Jul15 Aug6 Sept
8 Jun — 6 Sept
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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
Diego · Scout Team

Strategy & simulation

Tags

singleplayertier:aaaTurn-Based TacticsParty ManagementResource ManagementProcedural MapsDark FantasyDisciples-likeTroop PromotionMobile Port

System Requirements

Minimum

OS
Windows® XP / 7 / 8 / 10
Memory
1 GB RAM
Storage
300 MB available space
Processor
1.4GHz or faster

Recommended

Requires a 64-bit processor and operating system

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Game Info

Developer
Elllinia games
Publisher
Self-publishing
Release Date
Feb 27, 2018

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Frequently asked questions about Grim Wanderings

How much does Grim Wanderings cost?

As of 6 September 2026, the cheapest in-stock offer for Grim Wanderings is €0.49 at Gamivo, out of 4 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Grim Wanderings cheapest?

The lowest in-stock price we track for Grim Wanderings is €0.49 at Gamivo (6 September 2026). We compare 4 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Grim Wanderings available on?

Grim Wanderings is available on PC, Mac, Linux.

When was Grim Wanderings released?

Grim Wanderings was released on 27 February 2018.

Who developed Grim Wanderings?

Grim Wanderings was developed by Elllinia games and published by Self-publishing.