Of Grit and Graves
Do you have the grit to forge ahead or will you end up in the grave?
Of Grit and Graves is a turn-based tactical RPG where every decision hinges on the roll of a die. Lead a party of four heroes through procedurally generated dungeons where strategic thinking meets the thrill of chance. This isn't just another dungeon crawler—it's a love letter to classic tabletop RPGs.
Your Legendary Party Awaits
Command four distinct heroes, each with unique abilities and tactical roles:
⚔️ The Warrior - A relentless fighter whose rage builds with each fallen foe, eventually doubling attack power in berserker fury
✨ The Cleric - A divine healer who mends wounds, shields allies with sacred magic, and summons monstrous allies to fight along side your party
🗡️ The Rogue - A shadowy assassin who strikes from behind for devastating sneak attacks and expertly finds deadly traps
🔮 The Wizard - A master of arcane arts wielding battlefield-controlling spells and devastating offensive magic
Dice Determine Your Destiny
Roll physical 3D dice that tumble with satisfying weight, or speed up gameplay with instant results—the choice is yours.
Tactical Combat
Position your heroes strategically as line of sight, range, and hidden traps all matter. Plan your attacks, anticipate enemy moves, and use the environment to your advantage. Combat unfolds through dice rolls where your character build—not just luck—determines victory.
Monster AI that challenges you with sophisticated threat-based targeting and tactical spellcasting. Enemies remember who hurt them most and adapt their strategies accordingly.
Endless Dungeon Adventures
7 Levels - 120 Quests
Explore procedurally generated dungeons that ensure no two expeditions are identical. Face varied quest objectives that demand different tactical approaches. Each dungeon features unique layouts with hidden traps, locked doors, and treasure chests brimming with gold and rare relics.
Character Progression That Matters
Between expeditions, return to town to forge your party's destiny:
Upgrade Attributes - Invest experience points to increase Hit Points, Strength, Intelligence, and Dexterity
Acquire Equipment - Purchase weapons, armor, and shields that provide tangible combat benefits
Discover Relics - Equip powerful magical relics with unique and game-changing effects
Prepare Spells - Carefully select which magical abilities you bring with you
Key Features
🎲 Physics-Based Dice System - Real 3D dice with satisfying weight and physics, or instant results for faster play
🏰 Procedural Dungeon Generation - Endless combinations of rooms, corridors, and deadly challenges across 7 different environments
⚔️ Attribute-Driven Combat - Your stats directly determine how many attack and defense dice you roll
🧙♂️ Deep Spell System - Prepare limited spells with strategic resource management
🛡️ Powerful Relic System - Game-changing magical artifacts with unique effects
🕳️ Tactical Trap Mechanics - Dexterity-based disarming and evasion systems
🧠 Intelligent Monster AI - Enemies that adapt, remember threats, and employ complex strategies
🌟 Custom Hand Draw Art - Beautiful custom artwork, no AI generated images
📊 Comprehensive Statistics - Track every heroic deed across your career
🎵 Immersive Audio Design - Atmospheric soundscapes that draw you deeper into the depths
The Perfect Blend of Old and New
Of Grit and Graves captures the tactical depth and social excitement of tabletop RPGs while embracing modern game design. Whether you're a veteran of pen-and-paper adventures or new to turn-based strategy, every expedition tells a story and every dice roll writes your legend.
Gather your courage, sharpen your blades, and prepare your spells. The dungeons below hold both unimaginable treasures and unspeakable horrors. Will you emerge as legends, or become another cautionary tale whispered in taverns?
Your destiny awaits—one dice roll at a time.
Features and Improvements
New multi-target weapon mechanic added. Weapons now have a \"number of allowed targets\" property. Future weapons will make use of this mechanic along with specialty items and spells.
[/*]New monsters have been added to the lower dungeon tiers to increase difficulty.
[/*]Gold amount is now shown as a floating text above the container. (before it was only in the quest log)
[/*]Character selection added to turn order display. You can now click on any character in the turn order to center the camera on them.
[/*]Middle mouse button hotkey added to re-center the camera on the current character\'s turn.
[/*]Hot keys WASD and Arrow Keys added to move the camera.
[/*]The well is now a container. Only on the forest level as of now.
[/*]
Bug Fixes
Bug fixes to the barricade spell: Wandering and ritual monsters should no longer spawn on top of the barricade.
[/*]Relic bug fixes to gloves of precision and mask of the predator. These items should now give the appropriate bonuses in both automated dice or rolling dice mode.
[/*]Bug fix: XP meter now properly updates when disarming a trap.
[/*]Bug fix to berserk mechanic: it now doubles the dice when automating attack dice. Before it was only working on dice rolls.
[/*]
A new post quest reward system gives players gold and XP bonuses upon completing quests for achieving specific goals. XP and gold scale with quest count.
[/*]Weapons now have a minimum range, specifying the minimum distance you must be from an enemy to target them. Bows now have a minimum range of 2.
[/*]The rules for the ritual are now displayed during ritual for those with short term memory loss (like myself).
[/*]Shop items purchase costs have been updated to reflect new reward system bonuses.
[/*]Some weapons have been adjusted for game balance.
[/*]Bug Fix: There was a bug during find the relic win conditions where only the main inventory was checked for the relic. Now the main and relic inventories are searched to satisfy this condition. If you are stuck on a quest with this issue, walk off and back onto the entrance tile and it should allow you to complete the quest.
[/*]Bug Fix: Fireworks during the end quest victory scene are now controlled with SFX and master volume.
[/*]
All new dice art!
[/*]Mechanic change: NPC Rescue mission now respawns all dungeon monsters when you find her instead of spawning wandering monsters along her path.
[/*]Rescue mission bug fix: The captive NPC is no longer blocked by characters standing on the target entrance tile. Win condition completion now triggers when she enters entrance room.
[/*]
Fixed a game breaking bug where the captive NPC didn\'t activate.
New d20 dice mechanic added: Some weapons now have critical hit chances. Critical hits do double damage and ignore defense.
[/*]Real time lighting has been added to give the dice a more realistic look to help distinguish which side is facing up.
[/*]Damage flash has been added to characters for better feedback when damaged in combat or by traps.
[/*]Equipment slots have a new look with the appropriate symbol in the background of the slot.
[/*]Spell scrolls now have a mini icon displayed with them denoting which spell the scroll is associated with.
[/*]Dice collider has been raised so dice can be read easier and makes for slightly faster rolls.
[/*]
Players can now equip an unequip a hero\'s gear during quests giving an advantage to having multiple equipment pieces and loadouts.
[/*]Quick item slots have been added for consumable items. They will automatically fill when empty. You can manage them in the hero\'s inventory by dragging and dropping items.
[/*]Summon imp spell added.
[/*]A couple of tutorial popups for new games added. Shown only once. More will be added in the future.
[/*]
New \"Rescue\" random win condition added. Find the wandering adventurer and escort them to the entrance. If they die, you fail the quest.
[/*]Arrow animation added for ranged attacks.
[/*]Bug Fix: Summon monsters now \"unsummon/expire\" without breaking/freezing the game.
[/*]Bug Fix: Wandering monster spawns no longer spawn on the Vendor NPC.
[/*]Bug Fix: If you have an existing save file where a wandering monster is spawned on top of the Vendor NPC, it should be removed from the quest after reloading the game. Leave a message on the community discussion board or contact me on our discord if you are still experiencing this issue.
[/*]
All classes can now search for traps.
[/*]Disarming trap is now a rogue specific action.
[/*]Gold obtained from searching for traps is now randomly generated.
[/*]The mini map now shows dark areas where you have already searched for traps.
[/*]Treasure is now marked off the mini map after collection.
[/*]Additional spell power is now +1 per 4 intelligence instead of 6.
[/*]Better trap generation algorithm.
[/*]Enemy waves remaining now displayed during ritual.
[/*]Minor tweaks and polishing to win condition display for easier readability.
[/*]Demo now allows access to forest and tomb levels upon completion of 1 dungeon quest. Demo has been reduced to 9 quests instead of 14.
[/*]
New wandering monster random spawn points added. Triggered when players walk across specific tiles that are randomly generated for each quest.
[/*]Minor fixes to monster ai pathfinding and decision making.
[/*]Fixed drift with combat sword / shield animation when attacking the same monster multiple times.
[/*]Fixed sleep and frozen status bug with dice rolling.
[/*]Added hit point counters to in game characters.
[/*]Freeze trap in tomb replaced with bee swarm trap. Freeze trap moving to ice cave level.
[/*]Animations now use unscaled time so dice roll speed doesn\'t effect animation speed.
[/*]
Check out the official game rules website for more detailed information on playing Of Grit & Graves: Of Grit and Graves
Players can now see monster dice rolls for attack and defense.
[/*]Dice rolls have been added for dexterity checks when triggering or attempting to disarm a trap.
[/*]Dice colors have changed: Green - movement, Red - attack, Blue - defense, Yellow - trap checks
[/*]New camera pan feature: moving the mouse cursor near the edges of the screen moves the camera
[/*]Mimics now appear on the minimap like regular treasure.
[/*]Summoned monsters pathfinding updated to match that of their allied players, now allowing them to move through heroes
[/*]Fixed bug where player would lose the ritual even if they completed it on the last remaining turn
[/*]
Resolution and full screen settings added to options menu.
[/*]Minor fix to sneak attack on rogue where sneak attack icon wasn\'t showing for ranged weapons.
[/*]
Options menu and quit button is now accessible on the title screen.
Video options are in the works for changing to and from full screen as well as setting resolutions.
Fixed UI scaling to work with all major desktop resolutions with no forced aspect ratio and cropping.
Dev live stream for of Grits & Graves Demo!
Added Scroll of Summon Greater Demon to the randomized treasure
[/*]Options button to return to game relabeled as it was slightly confusing
[/*]Fixed a bug where you couldn\'t cast polymorph on summoned monsters (although I haven\'t found a use case for this yet.)
[/*]Fixed a bug where summoned creatures turn counters didn\'t update on loading a saved game
[/*]
Fixed issue where aspect ratios wider than 16:9 were cutting off parts of the UI
[/*]Traps with movement penalties now correctly display the action buttons when triggered
[/*]
Fix for rare spell soft lock that was occurring for multi-target spells.
[/*]Spells or items that modify movement directly are now applied before and after rolling movement dice instead of just before.
[/*]
Added a mouse sensitivity slider to the options menu. Minor quest log fix which was reporting incorrect party level but didn\'t affect actual party level.
Fixed issue where player characters teleported with teleport trap didn\'t reveal room.
Minimum Setup
- OS: Ubuntu 20.04 LTS
- Processor: Intel Core 2 Duo E6600 (2.4 GHz) or AMD Phenom X3 8750Memory: 4 GB RAMStorage: 2 GB available space
- Memory: 4 GB RAMStorage: 2 GB available space
- Storage: 2 GB available space
[ 6192 ]
[ 5853 ]
[ 1933 ]
[ 2282 ]











