
Gather your minions, conquer the lands and become the Darklord! Grim Horde is a fast arcade game with rogue-lite elements, where you lead your armies through the lands of the mortals, raze villages and claim souls. Die and rise again from your ashes and learn new summoning spells.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English
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Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
nahhh. dont waste ur time, get a good Danmaku, there are more then enough. This one is good at nothing. 2/10
great game!
Hizmetkarlarınızı toplayın, toprakları fethedin ve Karanlık Lord olun! Grim Horde, ordularınızı ölümlülerin topraklarında yönettiğiniz, köyleri yerle bir ettiğiniz ve ruhları ele geçirdiğiniz, roguelite unsurları içeren hızlı tempolu bir arcade oyunudur. Ölün ve küllerinizden yeniden doğun ve yeni çağırma büyüleri öğrenin.
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Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
zurücklehnen und entspannen :)
Edit: The things that really needed to be improved on, haven't been. 5 months since last update. Changing this review to a 'Do not recomment' TLDR: I like what the game does, but it has to make some design decisions before the true fun of this game can be properly unlocked, because it's not there yet. Full Review: There is something good and fun here. But it's in a rough state. There are numerous little bugs present, which makes me feel as though this game needed a couple weeks of testing prior to EA-Launch. But I'm sure these will get resolved. Now, the 'good and fun' of the game, doesn't actually feel too apparent when you play the game. In fact, it might not even be there right now in the game's current state. Currently, it seems your whole gameplay style is focused around 'spawn portals, avoid arrows, collect souls/red stone.' The upgrades don't seem to change a whole lot other than just some numerical differences. Now, numerical differences are fine and good, but nothing really 'changed.' Maybe I need more than 30 minutes (across 3 matches). To see when things change. I don't know. Right now, it doesn't feel like what i'm doing 'really matters.' Other than dodging arrows and collecting souls. There's no real decision-making or build-making with the level-up system. There's no numbers to be found in relation to the hero you pick, and their minion capabilities. It's all 'lore fluff.' I love lore fluff. But I also love knowing what the stats are of what I'm choosing in a game like this. The 'How to Play' is pretty straightforward, as is the gameplay itself. My only concern is that my experience as the starter-demon, has left me wondering "Is this the entire gameplay loop?" "Do I just walk in circles and spawn portals and collect the souls when I'm done, to increase things numerically and then just walk(fly) over to the nearest houses and repeat?" It's fun when things change, and I'm worried that this game doesn't realize that. I'll probably keep the game. It's the proper price for this kind of game and based on what I've seen, I'm sure the Dev can improve the game as needed, if they listen to feedback. This is a 'Recommend' because the price and what I've seen so far, lead me to conclude that this CAN become a better game. At least, a 'good/ok' game. The dev just has to be able to get it there. Luckily, it's not far off.
Grim Horde is a dark-fantasy action roguelite that puts players in the unusual position of becoming the menace that ordinary heroes would normally be expected to defeat. Developed and published by Red Koi Box, the game casts the player as a Darklord attempting to conquer the mortal world by summoning monsters, destroying settlements, collecting souls, and steadily expanding an evil army. This reversal of the traditional fantasy formula is its most immediately appealing quality, giving a familiar roguelite structure a different personality without making the basic mechanics difficult to understand. Rather than relying entirely on direct attacks, much of the Darklord’s strength comes from summoned minions. Portal towers allow different creatures to enter the battlefield, gradually transforming a vulnerable beginning into a chaotic invasion. Managing this growing force is an important part of the experience because the creatures effectively become extensions of the player’s offensive capabilities. There is considerable satisfaction in watching a small group develop into a destructive horde capable of overwhelming opposition, and this army-oriented approach helps distinguish the game from survival roguelites centered almost exclusively on upgrading a single character’s weapons. Conquering villages is closely connected to character development. Destroying mortal settlements allows the Darklord to acquire souls, which can then contribute to improving abilities and strengthening the army. This creates a simple cycle in which destruction leads to resources, resources provide greater power, and greater power makes further conquest possible. The mechanics are intentionally straightforward, making Grim Horde easy to enter without requiring extensive preparation. Beneath that accessibility, however, players can still consider which minions and improvements are most useful for their current approach. Death naturally plays a major role in the roguelite design. Losing a run does not mean that everything accomplished was meaningless, since the Darklord returns and can benefit from progression that influences future attempts. This persistent development gives failure a productive purpose and encourages experimentation. The technology tree adds another layer to progression, while the Minionpedia provides information concerning the creatures available to the player. Endless Mode further emphasizes the game’s focus on replayability, allowing its central systems to continue beyond a more conventional objective-based structure. Visually, Grim Horde adopts pixel graphics that fit both its independent production scale and its arcade-inspired gameplay. The top-down viewpoint provides a useful perspective over the battlefield, particularly when numerous minions and enemies begin occupying the screen simultaneously. Its presentation does not attempt elaborate realism, instead using a stylized fantasy aesthetic that keeps the destruction playful and readable. This approach suits the premise because the player can enjoy behaving like an exaggerated fantasy villain without the atmosphere becoming excessively grim or serious. The most entertaining moments emerge when the Darklord’s forces reach sufficient strength to make the battlefield feel genuinely dominated by an expanding monster army. There is an effective sense of progression between the comparatively modest beginning of an attempt and the later stages where numerous servants are participating in the destruction. Choosing improvements and discovering useful combinations adds some strategic consideration to what might otherwise have been a purely arcade experience. Grim Horde consequently works particularly well in shorter sessions where the player can enjoy building momentum without expecting an enormous role-playing campaign. Its weaknesses become more noticeable over extended play. The fundamental loop of summoning creatures, attacking settlements, collecting souls, purchasing improvements, dying, and beginning another attempt can eventually become repetitive. A roguelite built around commanding monsters has enormous potential for radically different army compositions and strategies, but Grim Horde does not always provide enough variety to make every new attempt feel dramatically different. More substantial differences between minion combinations, encounters, environments, enemies, and progression choices would have strengthened the replay value considerably. The game’s Early Access status is another important consideration. Red Koi Box originally outlined ambitions for additional Darklords, creatures, abilities, attributes, challenges, exploration elements, quality-of-life improvements, and a broader open-ended structure. Such additions could have greatly expanded the foundation already present. However, the project has remained in Early Access far longer than its initial development expectations suggested, so the existing game should be judged primarily on what it currently offers rather than on features that were once planned. This makes the limited breadth of its present content more significant. Despite those shortcomings, the underlying concept remains appealing. Playing a Darklord who grows stronger by harvesting souls and unleashing increasingly dangerous creatures creates an entertaining alternative to the usual fantasy hero narrative. The summoning mechanics are particularly important because they make the player feel like the commander of an invasion rather than simply another lone warrior surrounded by enemies. When a horde begins functioning effectively, the resulting spectacle delivers exactly the kind of villainous power fantasy promised by the premise. Grim Horde ultimately feels like a promising framework that never completely develops into the larger experience its ideas could support. Red Koi Box established a compelling central loop, approachable mechanics, suitable pixel presentation, persistent progression, and an enjoyable emphasis on commanding minions. The limited variety and uncertain state of its Early Access development keep it from reaching its full potential, but there is still entertainment available for players attracted to compact action roguelites and unconventional fantasy perspectives. Its strongest accomplishment is making the process of creating and unleashing a monster army immediately satisfying, even if the surrounding systems eventually reveal their limitations. Taking its creative premise, enjoyable horde mechanics, accessible progression, replay value, content limitations, and unfinished potential into account. Rating: 5/10
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interesting game to kill off time
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** Be aware it's got a bug with the boss that hasn't been resolved for a while now so i'm not sure if it's being fixed now ** For under 5 buck this is satisfying. It's not as flashy as playing vampire survivors with all the slot machine-type visuals but I really like it so far
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4M | 21.8K | 90% | $6.99 | |
| $0 | 0 | 71% | Free | |
| — | 0 | — | — | |
| $0 | 49 | 98% | Free | |
| — | 0 | — | — | |
| $152.8K | 1.3K | 73% | $4.99 |