
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
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Reviews
Grim Dawn itself is fantastic. This DLC is very underwhelming and not really worth it.
I've been playing Grim Dawn since the early alpha, and I've seen many changes and many problems throughout the game's development. I was active on the forums, and my friends and I used to play absolutely crazy, trash-tier builds in Shattered Realm 114–116. I think I have enough experience to judge both what I'm playing now and what I've played in the past. I've seen that part of the community is very angry or even toxic about the release of the Fangs of Asterkarn DLC, while others are very happy with it. I'd like to share my own observations and opinions. Overall, my feelings about this DLC are mixed, but one thing is certain: it still has the same Grim Dawn atmosphere. It truly feels like a Crate Entertainment expansion, and considering the limitations of this old game engine, they've done an impressive amount of work. The Kurn campaign and its lore are definitely worth experiencing. I can't say that it reveals a huge amount of new lore, but it certainly expands the world of Cairn. While many people expected a DLC focused on places like the Erulan Empire capital or continuing the story of Ulgrim and Creed, Crate chose a different direction by making the world itself feel much larger, and I think that was a good decision. Many people say that the opening areas are too large and feel empty. I can understand that criticism, but I also think it serves the atmosphere well. As you progress deeper into the DLC, the locations become darker, denser, and much more dangerous. The pressure gradually builds, and the experience goes from a relatively calm journey to a challenging finale. That progression works very well for me. That said, I still feel that the early areas could use more interactions. In future updates, it would be great to see additional bounties, trials, or random events there, and I think Crate may very well expand those locations over time. As for the graphics, I don't think they're dramatically different from the previous expansions, and that's perfectly fine. The game still looks and feels like Grim Dawn. Some people say that a few locations are too colorful, but as you continue through the DLC, the atmosphere gradually becomes darker and more oppressive. Again, I think that works well. Overall, I really like the visual design, especially the boss encounters and their mechanics. One of the biggest strengths of Grim Dawn has always been its items, classes, skills, and build variety. I've seen people criticize the DLC for not adding enough content in this area, but I don't agree. Even one new mastery creates a huge number of new class combinations, and together with the new sets, MIs, and the additional items the developers have already promised, it easily adds hundreds, if not thousands, of hours of experimentation with different builds. Technically, they've achieved a lot, and I imagine that adding an entirely new mastery pushed this old engine close to its limits. It's true that some class combinations currently have only one or two dedicated support items, but Grim Dawn has always been a game where creative players find other ways to make a build work. The new Flask mechanics, Ascendancy difficulty, and the new factions are all great additions. Balance is probably the biggest issue right now, and I agree with much of the community on that point. However, this isn't anything new. The same thing happened with the original release, Ashes of Malmouth, and Forgotten Gods. Over time, the developers adjusted the balance and improved the overall experience, and I'm confident they'll do the same again. Some regular monsters and several Nemesis bosses clearly need health and damage adjustments. At the same time, playing on Ascendancy gives me a feeling I haven't experienced in a very long time—the feeling of being genuinely on the edge of survival. That's something I really enjoy. I do understand, however, that this is a serious problem for Hardcore players, especially average ones, and it could discourage many people from playing that mode. I hope future patches will address those concerns. Personally, I'm already happy with the recent changes to Beronath. The developers reduced the number of AoE pools, and the fight now feels much cleaner while still being worthy of a Celestial-level boss. Music is a very important part of Grim Dawn for me, and this time I would honestly give it a perfect 10/10. The ambient soundtrack fits every location beautifully and makes the entire adventure much more immersive. I also really like the rock music that plays during The Dread encounter. There are still a few issues with some sound effects being too loud, but I don't see that as a major problem since I'm confident the developers will continue polishing the audio. I'm a little disappointed that there wasn't an overall cinematic, and of course the bugs can sometimes be frustrating. I also wish there had been more lore and additional content in the base-game areas. Even so, I can't say this DLC is bad. I think it's a great expansion, and with future patches, it will become even better.
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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 567 reviews with recorded playtime.
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Grim Dawn is a masterpiece (9/10); Fangs of Asterkarn is the worst part (3/10).
It has the same bugs found in previous DLCs, plus a little something extra: now you can get one-shot even by regular monsters—even with your defenses capped—so just imagine what the bosses can do.
At the moment, it is difficult to recommend this DLC due to the tuning and overall new encounter design. While it is not a bad idea to populate the mob pool with Sunder (Massive defensive debuff!) + Shotguns and undodgeables as mechanics to enforce defensives, dodging and proper movement, there are simply not enough well designed telegraphs to accommodate them. Perhaps it is because their engine is really old. Therefore, go into FoA with your reputations all maxed so that you can meet and overcap resistance checks. You'll also require a thorough understanding of the game's defensives and character sheet. Nothing less otherwise your experience will sour. Depending on your build, it's even more fun to simulate in GrimTools than actually play at the moment. If you are an ARPG enjoyer looking to dip into Grim Dawn for the first time, get the DLC for Berserker only. The expansion feels very endgame and is designed for built rosters and characters. You will also need to backtrack very late into Forgotten Gods and somewhere in between Ashes of Malmouth to unlock the latter end of FoA's quests. Overall, while not all bad there is a lot to come to terms with.
Unpolished, unbalanced, not particularly fun. Devs who appear to be so far up their own arses that they can't even deal with the community in a reasonable way. What a bad taste.
They turned the open maps into a linear slop
Love everything about Grim Dawn up until midway through this expansion where it is forcing me to go through old content in order to progress the latest expansion is annoying as hell. Having to progress to Fort Ikon just to start the campaign is manageable but why not make it like Forgotten Gods where I can jump straight in and play the content I paid for? Yes I'm starting a new ultimate run but that should not be punishing with it being the last expansion for the game. P.S - this is the best ARPG I've played but this has put me of finishing what could be the last bit of content we get.
a subpar dlc that also brought with it a slipshod balancing pass to all content. fangs has utterly soured the legacy of an otherwise great game. i went from wanting to play a few builds to uninstalling after finishing one character. wont be back. there are better offerings that arent on one hand stubbornly clinging to anachronistic thinking while on the other hand trying (and mostly flailing helplessly) to modernize an old system. shouldve let sleeping dogs lie.
Bruh, when everyone thought the altar affecting rerolls is a hidden feature, you "fixed" it as a bug. I'm neutral to the new playstyle and balance but this move is too stupid. I mean, it's such an obvious thing that anyone who played it around would notice, if it was a "bug" why tf you had not found out during test? You are either trolling or proving that you tested nothing.
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