
Fangs of Asterkarn is our largest addition to the apocalyptic fantasy world of Grim Dawn, introducing players to the mighty Kurn tribes of Asterkarn as they contend with Ch'thonic corruption. Customize your potions, awaken the true power of Epic items, and enable the challenging new Ascendant mode.
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About
Trek across the glorious snowy peaks of Asterkarn, delve into frozen caverns, and explore ancient forest valleys and breathtaking hot springs as you seek to purge the corruption tainting this idyllic landscape. Parley with the Kurn tribes and aid them in rekindling old alliances as you contend with the darker side of their bloody history. Uncover hundreds of new items and create wondrous potions customized to your needs.
Fangs of Asterkarn requires the Forgotten Gods and Ashes of Malmouth DLCs to play.

Conquer the Ascendant Game Mode – turn the campaign world into a challenge worthy of ascendant demigods, with every dungeon and boss encounter sure to test your limits. Ascend your equipment to attain incredible new power.
A Transformative 10th Mastery – become a frenzied force of destruction upon the battlefield capable of shapeshifting into vicious beastlike forms. The new Berserker mastery brings the total number of mastery combinations to an astounding 45!
A New Chapter of Cairn Unfolds – journey West into the rugged wilderness of Asterkarn and contend with the mighty Kurn. Discover the dark legacy that continues to haunt these nomadic people and again drives them East, towards renewed conflict.
New Environments – discover a vast new region that expands the total game world by a staggering 32%, over 80% the size of the base game. Trek across the glorious snowy peaks of Asterkarn, delve into frozen caverns, and explore ancient forest valleys and breathtaking hot springs as you seek to purge the corruption tainting this idyllic landscape.
Potion Customization – alter your potions to suit your playstyle. Turn them into powerful tonics that restore your character’s vitality, or have them provide powerful unique buffs and effects.
Affix Transmutation – reroll your rare and magic items to perfect your equipment.
Crucible Expanded – delve deeper into the Crucible’s challenges with thirty additional waves (requires the Crucible DLC).
The Shattered Realm Grows – discover new regions and boss arenas being slowly consumed within the Shattered Realm’s unstable infinity.
Discover Hundreds of New Items – a veritable vault of treasures awaits you with hundreds of new Monster Infrequents, Epic items, and unique Legendary items!
Awaken Items – unleash the true potential of many Epic items to turn them into powerful implements worthy of Legends! Ascend items to unlock their full potency.
Three Factions – parlay with the Kurn tribes and aid them in rekindling old alliances as you contend with the darker side of their bloody history. Learn ancient secrets from an unusual new ally.
Tackle New Foes – test your mettle against new super bosses and additional Nemesis bosses for old factions. Five new hero monster archetypes populate the entirety of Cairn alongside to deliver new twists to old content.
Two New Rogue-Like Dungeons – two new roguelike dungeons will be introduced with free content updates for the Fangs of Asterkarn expansion.
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Reviews
Themes across 565 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
While I love Grim Dawn, it is hard for me to recommend FoA it in its current state. This most recent DLC represents a change in design philosophy from previous expansions that I find puzzling. The Pros: -The new area is beautifully designed, very atmospheric with a great soundtrack. -A huge number of new items and skill modifiers to experiment and theorycraft with. The Cons: -The new act introduced feels huge and empty most of the time. Most of it is spent running, especially the first part - slogging through the snow and fighting birds, wooly rhinos and beavers. BTW - I could personally stand to see much less of the demonic beavers with their wooden huts throughout this DLC. It also doesn't help that quest-giving NPCs stand at random places away from rifts, so you constantly have to backtrack to some remote location to complete quests. -Speaking of running to remote locations, the main questline requires you to backtrack and do quests in previous expansions, which is a poor design choice IMO. It completely throws off the rhythm of the new expansion and does not feel particularly engaging. Not to mention it prevents you from completing the new expansion before the others, although you are offered to enter Asterkarn simply when reaching fort Ikon. -The story was never the strongest part in Grim Dawn for me, but this entry falls shorter than previous expansions, centered around a hardy, warlike barbarians from the north who are just sitting around waiting to be saved from some Ch'thonians by a LOWLANDER. Nothing too exciting. -The new mastery is not bad, but feels a bit lackluster; it is basically divided into auto-attack replacers and WPS skills, some nice passive buffs and the much-touted Wereforms, which I personally felt missed the mark a bit. Their main utility seems to be in buffing damage and action speed with skills like Everwinter and Form of the Beast, but the Wereforms' inherent skills I found to be pretty average - nothing too bad, but definitely better stuff to do. Also you can use spells in Wereforms but not auto-attack replacers which doesn't make much sense to me. -The increase in difficulty in all game modes was not a welcome change. The game before this DLC felt perfectly balanced - you either leaned more into the damage side or the tankiness side, and you had to invest in your items and bring your many stats to a good balance according to your gameplay preferences, but the main content never felt overly punishing and uninteractive. You could pursue extreme challenges by taking on Superbosses, pushing into deep SR or high Crucible waves, but the main campaign was possible with many different builds which I felt was the main appeal of the game. Now, you constantly have to worry about being one-shotted out of nowhere. The experience is inconsistent and feels punishing and frustrating, especially on lower levels. Also, the new difficulty spikes now punish certain playstyles like melee or channeling builds, and old defense staples like Inquisitor's Seal are made obsolete by the constant need to reposition. The new final boss of FoA is the biggest offender, but we will get to him later. -The new expansion also introduced a new difficulty - Ascendant mode. While the additional challenge is welcome, I didn't feel that there were any benefits to actually playing it; the extra item drop chances are not making up for the vast increase in monster HP and damage, so this is strictly an extra challenge mode. -The new Ascendant Affix Transmutations is a huge miss. It is ridiculously overpriced for the additional affixes they add and suffer from too much RNG. You will spend through much of you hard earned soul fragments to maybe add a marginal increase for a skill you use. Most likely you will have to re-roll it with increasingly steeper costs. It is basically a new expansion feature which will be mostly locked until after many hours of farming. I decided to skip to altogether for the time being since it doesn't feel like this system respects your time. -Beronath, the final boss of the main questline of FoA, is an absolute pain to face. His mechanics are incredibly frustrating, especially in ascendant mode. He greatly limits the types of playstyles you can face him with. You constantly need to avoid telegraphed attacks and overlapping ground effects, and his second phase doom bolt clusters are completely uninteractive. I found myself being one-shotted many time with a highly defensive character which handled all ascendant content up until the final boss really well. And most of the times it was after I had seemingly leapt or evaded away from the marked areas. And of course the boss resets completely every time you die. In my opinion, such design should be reserved to superbosses. Even defeating him on ascendant mode left a very sour taste for the end of the expansion. While I do not recommend the most recent DLC, I still think the main game and the two previous expansions are great and I definitely recommend playing them!
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Languages: English*, French, German, Spanish - Spain, Czech, Japanese, Russian, Simplified Chinese, Portuguese - Brazil, Italian, Korean, Vietnamese +1 more
Hours played at review time, across 565 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Grim Dawn has long been my favorite loot-based ARPG, which is why I didn’t hesitate to purchase the DLC to support the developers. Nevertheless, I have to say the DLC delivers a very poor experience. Fundamentally, the development team seems to have forgotten the unique advantages that kept Grim Dawn among the top tier of loot farming games, and instead attempted to create an ARPG with extremely unsatisfying gameplay. Here is my analysis. Grim Dawn’s most distinctive feature lies in its gameplay loop where build strategy offsets reliance on reflexes. You must play cautiously when your defenses are insufficient, and you can stand and dish out damage once your defenses are robust. You continuously balance your investment between offense and defense for a character, and eventually craft a perfect build capable of handling most scenarios. Since strategy can make up for mechanical skill flaws, many typical weaknesses found in other ARPGs can be easily ignored in this game. However, in the new DLC, even with a fully optimized defensive build — capped resistances, immunity to critical hits, 40% damage absorption and a huge health pool — you can still be instantly killed on Ultimate difficulty. Not to mention the massive number of abrupt hard crowd control skills with no wind-up, plus non-stop ground effects introduced in the new DLC. If the development team is determined to transform this top-tier loot and build-focused game into a competent ARPG, you will at least need to implement the following adjustments: 1.Better visual presentation. A great many skills suffer from severe visual clutter. Markers for ground abilities are ambiguous; warnings for dangerous and crowd control skills are unclear. Many skills with obvious threat indicators deal little damage, while some unmarked attacks are capable of instantly killing players. It is hard to tell apart player and enemy skills. When players are forced to actively evade mechanics, clear skill indicators become vital. 2.Extended ability timeline cycles for bosses. In most loot-based ARPGs, even two forced phase shifts in one fight are already frustrating for players. But against nearly half of the bosses in the new DLC, players have to reposition roughly every five seconds. This renders all stationary damage playstyles extremely unenjoyable. 3.Desynchronize ability timelines within monster packs. This is standard design practice for ARPGs with mob groups. You should never let monsters from the same spawn wave align their skill timelines; synchronized attacks from all of them can easily result in instant deaths. Only after implementing these changes can Grim Dawn offer a minimally acceptable experience as an ARPG. THERE IS ANOTHER OPTION HOWEVER: keep investing in the diversity of character builds and set item choices, and continue adding endgame content that allows for even stronger player builds, and forget to force players deal with these frustrating skills.
I didn't play the game for months but was pretty hyped for the dlc. Unfortunately it seems they have introduced one hit mechanics which i despise more than anything else. If i wanted to play a twitch game or soulslike i wouldn't play arpgs. Shame on the devs for ruining this otherwise fine game.
In-progress review but my feelings so far, put simply as I can: The base game, Ashes, and Forgotten were all like a hearty stew full of rich, nourishing stuff. The sort of thing that leaves you with a warm glow inside afterwards. This is like thin, lukewarm, runny soup. You rarely come across anything to even nibble on. WTF happened?
I have spent 1700+ hours in Grim Dawn and its 2 DLCs, been there since before early access. Pains me to say this but FoA is a lazy, rushed, unfished garbage of a cash grab. Grim Dawn + 2DLC was a finished, complete package that felt good - it had its limitations but being a 10 year old game its normal. However, this DLC threw the complete package thing out the window, messed up balance and created issues devs are not even going to fix (disparity of texture quality across the game to name one). This DLC offers least amount of content compared to others, bringing so many new issues and on top of that costing more! I bought a ''d2 like'' game in 2016 and now after 2DLCs they swapped product I paid for into ''poe2 like'' and it sucks ass. The good: + chieftan of kurn - Viagra, model copy pasted from female barbarian from d3 + design of last boss The neutral: ¬ you have health globes now (who cares?) The bad: - this is a lazy cash grab - FoA feels like it was made by some new hires with no experience - piss overlay on the health globe - game randomly stutters in some locations - when time passes in game the shadows move so quick its jarring and then they stop - dread mechanic - over tuned, annoying stuff you cant turn off, devs didn't even play test their own game as this ended up being one of the key issues brought up by players on day 1 - developer made fun off people on the forums that complained about difficulty - next day hotfix addressed, you guessed it, difficulty across the game - recent behaviour of devs on the forum is quite shocking, not what I came to expect from crate - devs boasted transformative mastery - its just a funky gimmick, it changes nothing in terms of gameplay, werewolf is just the same boring melee gameplay with a different model/texture for your character model, same for wereraven - new mastery is uninspiring and doesn't have many synergies - new items are only available to preview if you check external software outside of game to look it up and then plan a build - very much increased difficulty across the game, this reduces the ability for an inexperienced player to have a good time because building around defences is super important and even then experienced HC players are loosing characters to BS random chance 1 shot mechanics - devs introduced dodge mechanics - this is not POE and not soulslike, we didn't ask for it - WASD was introduced but in a very limited, awkward way, its pretty much unusuable - new DLC introduced spongy enemies, 1 shot mechanics, balance is all over the place - DLC does not resolve the issue of your build coming alive at lvl 94 when you can put on the set and weapons (specific/end game for your build), before that its a struggle, at 94 bam, game goes from challenge to Ez mode - no foot steps on snow - FoA has new nicer textures but it makes the rest of the game look s***, I asked zantai if they can update textures so the rest of the game is not sticking like a sore thumb, he said its too much work (even though modders do this on their own for many games and its somehow not a problem), he said to me that its devs best use of time to work on GD2 right? If that is the case why did crate waste time doing a DLC in the first place and not gone to do GD2 instead not to waste dev time? Devs contradict themselves, make it make sense - devs brag this DLC has 6.11 square miles - like who gives AF?! its quality of content that matters, not how much empty open space you have in it... - playing on normal bosses/mini bosses/elite packs have a lot of BS 1 shot or regen attacks, its ridiculous how over tuned game is overall, devs just catering to the tryhard sweats - they changed something with how you progress Vanguard of Thee quest - devs have enabled and allowed toxic fanbase (as long as you agree with devs you won't be banned) - once you install FOA you can't go back so back up your saves! - enemy variety in FOA: reskinned boar, reskinned bird, reskinned mountain giant, beaver -.- wtf, - first new location already shows bad map design, large open areas that have nothing, they boasted 6 square miles or sth like that but clearly don't understand that empty garbage is nothing to brag about - snow looks unnatural, like its plastic - snowy areas look bland - okey so we now have a snow storm mechanics that strains your eyes ffs - if I am walking towards kurn portal there is a snow storm, I cross the tree stump across ravine storm turns off, I go back storm turns on, I go to kurn portal storm turns off what a joke, not even a smooth transition - you can literally pin point the pixel where the trigger for storm sits, at times can't see where I am going - some mobs in FoA have insane regen, insane - you very quickly realize whole FoA is built around fetch quests - music in FoA is bad, really dull, uninspired - I offered a frozen aster to some shrine, game didn't tell me what it does - kurnhold looks meh - ascension altar alters your game but uses very rare hard to farm resources and does not persist from one game session to another - so basically is garbage and waste of time, it also increases enemy life and damage and with the prevailing and random 1 shot mechanic would make the game even more insufferable than it already is, hell no - the DLC quests are poorly marked, communicated, had to look up majority of the BS fetch quests - pacing of dlc is off - journey to the Roof of the World is full of boring and samey locations - DLC drags on its that DULL, I never had the problem with base game or other DLCs Overall this is a disaster, all the high regard I held crate in is gone, from behaviours on the forums to release of this trash content DLC I won't be buying their products day one anymore...wish I could refund this DLC - I have wasted my money. What's is more DLC review score keeps going down and its dragging base game's review score with it!
Ultimately disappointing DLC with one of the most annoying quests I can remember. Basically I wanted to try the new class and play the new DLC area. So I rushed there as soon as I could. Then main story quest near the end forces you to go back to older DLC's to complete it. This quest wasted hours of my time. What were they thinking? Areas also feel overly large with not much in them.
The weakest DLC for Grim Dawn by far, feels empty and pointless. The quality of life changes to the game itself are really the only reason to buy this DLC, but wait for a sale.
Vast and boring. Low effort in terms of story design and map design. Also there's a team member of the Grim Dawn dev team that is belligerent in the Steam discussions. (I don't want to name them, because it seems that other people have been banned from the Steam discussions when they did, which is crazy) What a sad downfall.
OKAY. this DLC has some issues. I play solo pve offline, and I have managed to solo the entire game, this DLC required me to bump it down to easy because the you get gated by these chaos bosses that just heal 100% and hard lock you if you don't have a build that can nuke them. It's a real shame, i have usually been able to manage even hard bosses by good dodging and maneuvering, but the fact that the bosses just fully heal (not like fast regen or small boosts, but litterally gain all their health back no matter what) really destroyed the immersive magic.
Выглядит как какой то обман - как и многие не увидел массы контента и разнообразия - а самое обидное это бесконечные вылеты . Ждать 70% скидок - хватит это терпеть ! Неочевидные моменты с квестами тоже минус . Во время игры не покидала мысль за чем я это терплю ведь есть Diablo 2 где я точно получу удовольствие - для меня как старичка Grim всё-таки перегружен цифрами и параметрами - это не хорошо и не плохо просто такие ощущения . А вишенка на торте это рассинхрон ваших облачных сохранений - ваш прогресс и герой очки навыков всё это слетает ( постоянно делаем бэкап папки сэйв ) На форуме разработчик банит недовольных - ну вы поняли ...
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