Grim Tides MOD APK (Free Shopping)

1.12.5
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4.7/5 Votes: 28,586
Developer
Monomyth
Updated
Oct 9, 2026
Size
146 MB
Version
1.12.5
Requirements
7.0
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Google Play
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Description

Grim Tides drops you into Farhaven as a nameless prisoner, then hands you a ship, a stack of random dungeons, and a slow creep of the Dark. New captains who keep dying three floors deep will get a clear order for spending gold, picking perks, and knowing when to walk away. The best Grim Tides tips all point to one payoff: a hero built around one background and a few matching perks survives far longer than one spread thin.

How to Play Grim Tides: Dungeon Crawling Basics

Playing Grim Tides means building a hero in a classless system, sailing out from the port of Farhaven, and clearing random dungeon grids through turn-based combat. Between fights, text-based events ask you to make choices, and each result shapes your hero, your crew, and the story.

Croatian studio Monomyth d.o.o. built the game as part of a dark fantasy series, and its Google Play page now shows more than 500,000 installs. That reach makes sense after one evening with it. The pace feels like a solo tabletop session, with a narrator, a map, and dice you never see.

Most Grim Tides gameplay splits into two loops. On land, you crawl floors and fight. At sea, you spend what you earned and pick the next island.

How Turn-Based Combat Works in Each Dungeon Fight

Every fight runs in rounds. You pick one action per turn, such as a weapon attack, a spell, an active skill, or a consumable, and then the enemy answers. Nothing happens in real time, so you can stop and think before every move.

Bosses change the math, though. A normal enemy might fall in a few swings, but a boss can outlast your healing if you open with weak moves. The store page warns that any encounter could be your last, and on harder settings that is no exaggeration. In my runs, I hold my strongest spell until I have seen how hard the boss hits.

Farhaven, the Southern Isles, and the Nameless Prisoner

The story opens in Farhaven, a lone port in the tropical Southern Isles that runs on crime and excess. You play a nameless prisoner who gets one shot at redemption on this rough frontier. Several factions are already moving around you when you arrive.

The tone is dark fantasy wrapped in jungle heat. Most of the mood comes from the writing, which reads like a game master describing a scene, while hand-drawn art fills the gaps. Somewhere in the old jungles sits a secret big enough to shake the whole world, and every faction wants a piece of it.

How Grim Tides Compares to Eldrum: Red Tide and Moonshades

Eldrum: Red Tide is the closest match on Android, since it also leans on text and choices. However, it plays more like an interactive book, while Grim Tides adds grid dungeons and a full combat loop. Moonshades sits at the other end as a first-person dungeon crawler with far less reading.

All Who Wander and Dungeons of Dreadrock round out the field. All Who Wander shares the roguelike feel, while Dungeons of Dreadrock leans toward puzzles. Of the four, none puts you in charge of a ship and a paid crew between dungeons, and that sea layer is the real reason to pick this one.

Grim Tides on Android vs the PC Version

The game also runs on Windows through Google Play Games, and a Steam release serves desktop players. Both builds share the same story and systems. The difference sits in how you handle them.

On a phone, swipe movement and on-screen keys suit one-handed play on a commute. On a PC, by contrast, a mouse makes long menu sessions and inventory sorting faster. The Android version also carries light ads that one purchase removes for good, so it costs nothing until you decide to support it.

Grid Movement, Text-Based Events, and Docking in Grim Tides

Two control schemes move your hero across each dungeon grid: swipe movement and on-screen movement keys. A recent update reworked the swipe, added the keys, and placed small indicators that show when the grid scrolls past the screen edge.

Careful steps pay off in this game. Each tile can hold a fight, a chest, or one of the text-based events the series is known for. Because the floors are randomly generated, the roguelike elements show up on every single run, and no two layouts line up.

Once a floor is clear, the ship waits back at port. Docking there closes the loop and turns loot into real progress. Skipping that step means hauling full bags into the next crawl.

Swipe Movement and On-Screen Keys on the Dungeon Grid

Swipe movement works well for long hallways. A quick flick sends your hero along a straight line. For short, careful moves near a fight you want to avoid, however, the movement keys feel safer.

I switched to the keys after the update and kept them for boss floors. They stop accidental steps into a tile I meant to check later. On easy floors, swiping is still faster and saves a lot of taps, which makes this offline RPG comfortable on a bus or train.

How Text-Based Events Change a Dungeon Run

Many tiles open a short written scene instead of a fight. You read a few lines, then choose how to act. The result can be loot, a wound, or a strange new lead, and some outcomes depend on how you built your hero.

The best part is how these scenes tie into the wider story. A carved symbol or a dying sailor often points toward a side quest or a lore page. So read slowly, because the hint usually hides in the wording.

What Happens After You Clear a Dungeon and Return to Port

Clearing a dungeon sends you back to the ship. From there you dock, pay your upkeep in gold, and spend the rest on gear, crew, or supplies. Loot only counts once you reach port safely.

The return trip is also where the world moves forward. New quests and bounties appear, and story beats open when your level allows. I use each return as a checkpoint and plan the next island there, not halfway through a floor.

How to Build a Character With 7 Backgrounds and 50+ Perks

To build a character in Grim Tides, pick one of 7 character backgrounds, then add gameplay-changing perks as you level and shape your spells and skills inside a classless system. The strongest builds match the background’s strengths with two or three perks that push the same playstyle.

The store lists more than 50 perks, and each one changes how fights or events play out. That number looks generous. A wasted early pick, however, follows you for many floors, so planning matters from the first level.

Gear finishes the job. Weapons, armor, and accessories lift whatever your perks set up, and the right accessory can turn a decent Grim Tides build into a strong one.

Picking One of the 7 Character Backgrounds

Your background is the first real decision, and it shapes your early strengths. Each of the seven pushes the game in its own direction, so the opening floors feel different from one choice to the next.

For a first run, I suggest a background that leans toward survival over raw damage. Early dungeons punish mistakes more than slow fights do. A sturdier start also buys time to understand the systems. After that, a second hero can try the riskier picks.

Stacking Gameplay-Changing Perks That Fit Your Background

Perks are the main way your hero grows beyond the starting kit. Some boost combat, while others help outside of it, and each one nudges your playstyle a little further.

The trick is stacking. Two perks that reward the same habit, for example heavy spell use, do more than four perks that each help a different style. A focused hero also gets more out of every new piece of gear.

Spells and Skills in the Classless System

The classless system means no class locks you out of anything. A sword-swinging hero can still pick up spells, and a caster can still carry a blade. Active skills fire during combat, while passive skills work quietly all the time.

That freedom is powerful but easy to waste. Spreading your picks across both magic and melee leaves you average at both by the mid-game. Instead, pick a lane early and use the other side only for one or two utility tools.

How to Captain Your Ship and Recruit Crew in Grim Tides

You captain your ship in Grim Tides by recruiting crew, managing gold and supplies, and choosing which island to sail to next for quests and bounties. Docking after each dungeon costs gold, so the ship works as both your home base and your main money sink.

The sea layer is what sets this offline RPG apart from most mobile crawlers. Inside a dungeon you fight alone, with no party at your side. Back on deck, your crew quietly adds bonuses that make the next crawl easier.

The archipelago is wide, and the Southern Isles hide quests behind almost every coast. Choosing a route is part strategy and part story, so a little planning at port saves a lot of sailing.

Budgeting Gold for Docking and Supplies

Gold is the single currency behind everything, from docking to new gear. There are no gems or premium coins to juggle, which keeps the economy easy to read. It also means every purchase competes with every other purchase.

My rule is simple. I keep enough gold for roughly two dockings before I buy anything else. That way, even a run that goes badly still ends at port with a working ship.

Crew Recruitment and the Bonuses Each Sailor Brings

Crew recruitment happens at port, and each sailor adds a bonus to a different part of your journey. The exact effect varies by recruit. Read each description before you hire, because two sailors can look similar and help in very different ways.

Hiring early pays off more than hiring late, since a bonus that lasts dozens of runs beats one fresh weapon. Even so, I never spend my docking reserve on a recruit. An empty purse at port stalls everything else.

Bounty Hunting and Quests Across the Southern Isles

Bounties are targeted hunts that pay out when you finish them. Quests run longer and often tie into a faction or the main plot. Both send you to specific islands, so they shape your route.

Bounty hunting is also the cleanest way to earn while you wait for your level to rise. Each one gives a fight a purpose beyond plain experience. I pair a bounty with an island I already planned to visit, which saves both a trip and a docking fee.

What Loot and Crafting Ingredients Do in Grim Tides

Every chest in Grim Tides can drop weapons, armor, accessories, consumables, or crafting ingredients, and each item feeds either your build or your purse. Loot rolls randomly, which keeps each run fresh.

Crafting turns spare materials into gear and consumables you might not afford otherwise. That makes odd drops worth more than they look. Players who sell every strange herb early often regret it by the mid-game.

Reviewers on Google Play single out the random loot as a highlight. Shops and events shift from floor to floor as well, so two players rarely carry the same kit at the same point in the story. In every dungeon crawler run, what you pick up matters as much as what you kill.

Weapons, Armor, and Accessories Worth Keeping

Weapons set your damage, armor sets how long you last, and accessories add the small edges that make a build click. An accessory that boosts your main perk often beats a raw stat upgrade. I also keep one backup set for harder islands, so a bad roll never leaves me stuck.

Selling is fine, but sell with a plan. Gear that does not fit your build should become docking gold, not clutter. Clutter only slows down every menu visit.

Consumables and Crafting Ingredients for Hard Floors

Consumables cover the moments when a fight turns against you. A single healing item at the right turn can save a run that skill alone would lose.

Crafting ingredients are the long game. Combining them creates items that shops may not stock. So even scraps deserve a second look before you sell them, because one missing material can block a useful craft later.

Dungeon Shop Events Inside a Run

Dungeon shop events place a merchant inside a floor, far from port. They let you swap loot for supplies mid-run, which can turn a doomed crawl into a clean exit. A recent fix sorted out a bug that had affected these shops, so they now behave as intended.

Treat each shop as a reset point. Sell what does not fit, buy one consumable you lack, and keep moving. Spending everything here is a trap, though, because port still charges for docking when you return.

How Grim Tides Progression, Lore, and Story Gates Work

Progression in Grim Tides runs on character level: you earn experience in dungeons, and the main story opens its next beat only once your hero is strong enough. Along the way, scattered lore and side quests fill in the history of the islands.

The Grim Saga links three standalone games. This one was the second release but sits first on the timeline, several centuries before Grim Quest. Grim Omens later completed the trio, and none of them requires playing the others first.

That setup turns progression into more than numbers. Each level brings the next story beat closer, and each lore fragment explains a bit more of the world the later games inherit.

How Character Level Gates Each Story Beat

The main plot moves forward in beats, and each new beat waits for a minimum level. Until you reach it, you crawl dungeons, take on bounty hunting jobs, and build up gear.

Some players on Google Play call this stretch a grind, and they have a point. Familiar enemies repeat often between story beats. The gate exists so your hero can survive the next boss, however, and it rarely feels unfair once you plan for it. In my runs, the waits got shorter once I mixed bounties into every trip.

Where Scattered Lore Turns Up

Pieces of lore hide inside dungeons, written scenes, and quest rewards across the islands. They are optional. Still, they explain why the factions fight so hard over the jungle’s secret.

Collecting them never makes your hero stronger. They do make the ending land harder, because names and places finally click together. I read each piece on the spot, since the context fades if I wait a dozen floors.

What the Ending Sets Up in the Grim Saga

Finishing the story wraps up the port’s plot on its own terms. Because the game is a prequel, the ending also explains parts of the world that Grim Quest picks up centuries later. No spoilers here, but the jungle’s secret matters well beyond these shores.

Players who love the setting can move to Grim Quest or Grim Omens next. Each one stands alone, so the order is purely a matter of taste. My pick is release order, since the tone shifts in interesting ways from one game to the next.

What the 4 Difficulty Levels and Optional Permadeath Change

Grim Tides lets you tune its challenge with four difficulty levels plus optional permadeath, which ends a hero for good when they fall. Settings chosen at the start shape the whole run.

These options touch the roguelike side of the game more than anything else. On lower settings, a bad run costs time. With permadeath on, it costs the character, and that changes how every fight feels.

The game also offers a few advanced options when you start a new save. One of them changes how dungeons look on screen, which matters more than it sounds for long sessions.

Picking a Difficulty Level for Your First Run

The lowest of the four difficulty levels suits players who came mainly for the story. Fights still matter, but mistakes rarely snowball. The higher levels, meanwhile, raise the pressure on every encounter.

I started on the second setting and found it fair for a first run. It punished greed without blocking the story. Moving up for a second hero felt natural once I understood the gold economy.

Optional Permadeath and Roguelike Elements

Optional permadeath turns the game into a true roguelike. When your hero dies, that character is gone, along with every coin and item they carried.

It is a thrilling way to play, but not on a first run. Without knowing which islands and bosses hit hardest, one misstep can erase hours. Turn it on for a second hero instead, after the first one has shown you where the danger lives.

When the Dark Closes In on Your Hero’s Mind

The Dark is the series’ signature threat, a creeping force that turns your own mind against you. This entry frames it as fear of the unknown. In my runs, it weighed heaviest on long, deep crawls.

The Dark also drives the writing. Scenes grow uneasy, familiar places start to feel wrong, and the horror side of the setting comes forward. It is the thread that ties this prequel to the rest of the Grim Saga.

New Game Settings: Dungeon Walls and Font Size

A recent update added a dungeon walls toggle to the advanced settings for a new game. It changes how the grid looks, and some players find layouts easier to read with it. Because it sits in new-game settings, decide on it before your first floor.

A font size slider now lives in the game settings too. On a small phone, a larger font makes the long written scenes far easier on the eyes. Both tweaks matter in a game where you read as much as you fight.

Common Grim Tides Mistakes That Sink New Captains

Most early setbacks in Grim Tides trace back to three habits: spending the docking money, rushing the story, and skipping the written scenes that hold free rewards. None of them shows up in a tutorial.

The game never stops you from making these mistakes. There are no energy timers or paid shortcuts to bail you out, so a poor choice simply costs time and gold. That fair design is a strength, but it also means the game trusts you to plan.

Players who avoid all three tend to reach the second half of the story with a stronger hero and a healthier purse. The fixes are small. Most cost nothing but patience.

Spending the Docking Gold on Gear

The most common early mistake is buying a shiny weapon with the gold you need for docking. The upgrade feels great for one floor. Then the next return to port leaves you short, and progress stalls. The same goes for draining gold on crew recruitment or at dungeon shop events before the reserve is safe.

Keep the reserve first, then shop. If a piece of gear truly fits your build, it will still be worth buying after one more crawl.

Pushing the Story Before Your Level Catches Up

Charging at a new story beat the moment it opens is tempting. However, the level gate only sets a minimum, and a hero sitting right at that minimum often struggles with the boss that follows.

One or two extra dungeons before a big story fight make a real difference. Pair them with bounties so the extra time still pays. It feels slow, but losing the fight costs more time than the preparation would have.

Skipping Written Events to Save Time

Tapping past every written scene speeds up a crawl, but it throws away rewards. Many scenes hand out loot, quest leads, or scattered lore to players who read and choose with care. A rushed choice can also start a fight you did not need.

The developer built the whole game around these moments, much like a tabletop session built around its narrator. Reading them takes seconds and often saves a healing item or two later. Think of every scene as a small puzzle with a prize attached.

Best Grim Tides Tips and Tricks for Beginners

A focused build, a stocked purse, and an early exit are the three habits that keep a new hero alive in Grim Tides. Every one of these Grim Tides tips ties to a system this game handles in its own way.

Most of the best moves happen outside the turn-based fights, at port and in the perk menu. Even the strongest dungeon crawler instincts fail when the gold runs dry or the build drifts. Your character backgrounds pick only sets the stage.

Beginners often chase damage numbers first. In practice, planning and patience carry a new captain much further than any single weapon.

Plan Your First Three Perk Picks Before the First Dungeon

Before your first crawl, read the gameplay-changing perks your background can reach and choose three that reward the same habit. Write that goal down. Then check every new perk against it before you commit.

Test the plan on an easy island before a boss fight. If the first pick underperforms, adjust the next two rather than dropping the whole idea. A plan you tweak beats a pile of random picks.

Save Rare Materials for Boss Floors

Rare materials are worth more as a boss-day item than as gold. Before each story fight, I craft the strongest item my materials allow and carry it in.

Common materials are different. Craft with them or sell them freely, since they turn up again on almost every floor. That split keeps your bag light without throwing away the items that win hard fights.

Leave the Dungeon Grid Before the Dark Peaks

Set a floor or loot goal before each crawl, and leave once you hit it. Long pushes are where both health and nerve run out. The Dark, moreover, makes greedy runs far riskier.

A clean exit with a small haul beats a wipe with a full bag. Port turns that haul into progress, and the next crawl starts fresh. Over a dozen runs, this habit added more to my hero than any lucky drop.

Frequently Asked Questions About Grim Tides

Can you play Grim Tides offline, and on which devices?

Yes. Grim Tides is a fully offline RPG that runs on Android, iPhone and iPad, and Windows PCs through Google Play Games, with a Steam version for desktop. Google Play rates it 12+ with a horror content note, so younger teens may find some scenes intense. The listing files it under adventure and interactive story games.

Is Grim Tides hard for beginners?

It is challenging, but fair once you plan around gold and perks. On Google Play it holds a 4.7-star average across roughly 28,500 reviews, and many players describe it as hard without feeling impossible. Starting on the lowest of the difficulty levels with permadeath off gives new players room to recover from early mistakes.

Does Grim Tides still get updates?

Yes. The developer keeps shipping fixes and quality-of-life changes, and the store listing shows an update as recent as August 2026. Translation work has been steady too, adding Japanese, Korean, Traditional Chinese, French, German, Brazilian Portuguese, Romanian, and Malay over time. That keeps the Grim Saga open to players far beyond English speakers.

Final Verdict: Who Should Play Grim Tides

Grim Tides fits players who miss solo tabletop campaigns, enjoy reading as much as fighting, and want a fair offline RPG with no energy timers. Fans of Eldrum: Red Tide who want deeper combat will feel at home, and so will anyone who loves old-school dungeon crawler design. Players who want fast action should look elsewhere. After many runs from port to the deep jungle, my honest verdict is that it ranks among the most rewarding RPGs on Android for patient players. Pick one of the character backgrounds, start on a gentle setting, and play it.

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What's new

- minor bug fixes & typo corrections