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So far Brent has created 30 blog entries.

Patch Notes: v1.0.4.0 – August 12, 2017

This week we are testing out some big changes so please check out this patch and let us know what you think! First up, we have a increase in the movement speeds of all classes from 300 to 375. This may or may not be a temporary change and there are a few other speeds that we have in mind so please send feedback. Next up there is now a health bar that will pop-up above enemy players when you hit them. With this change we are also considering removing the floating damage numbers and changing each classes model from a team specific color to a color that is based on their class element.

Also with this patch are some changes to this week’s focused class: Lightning. This class is overall pretty well balanced and so there weren’t many changes needed but they can be found below and include a few nerfs.

Reduced cooldowns of the following primary spells so that they will always more readily available to use.
Fire 1 Flames – Reduced DPS from 40-50 -> 40. Changed cooldown from 0.3 -> 0.1s. Reduced the size of the spell effect by 25% so it’s easier to aim.
Fire 1A Barrage – Changed cooldown from 1s -> 0.33s.
Ice 1 Ice Lance – Changed cooldown from 0.5s -> 0.33s.
Ice 1B Frigid – Changed cooldown from 0.5s -> 0.33s.
Lightning 1 Electricity – Changed cooldown from 0.2s -> 0.1s.

Lightning 1B Defibrilate – Changed effect so that it disappears quickly. Increased range from 512 -> 768.
Lightning 2B Ball Lightning – Reduced the hit size of the spell’s fully charged version.
Lightning 3B Thunderstorm – Reduced AoE from 512 -> 386. Increased damage from 20-25 -> 23-25. Reduced size of the spell effects and decreased the vision blocking aspects. Increased cooldown from 15 -> 20. Increased number of bolts per second from 2 to 3.

Nature 2A Anima Blast – Changed spell effect so it will disappear more quickly. Reduced max charge time from 2s -> 1s. Max damage reduced to from 40+ to 33.
Nature 2B Fly Swarm – Increased mana cost from 10 -> 20.

Ice 3A Cold Snap – Changed particle effect to better warn enemy players. Changed movement slow from 80% to 50%.

Nether 1 Chakram – Added momentum transfer which will pop-up a enemy if they are hit at the feet.
Movement Speeds changed from 300 -> 375 for each class.

If you want more information on the game’s spells you can view the complete list here or join our small but friendly community on Discord. Big thanks to everyone for all the feedback and help! Especially the new volunteer Devs who contributed directly to this patch.

If you want more information on the game’s spells you can view the complete list here or join our small but friendly community on Discord. Big thanks to everyone for all the feedback and help! You can support us directly by visiting our website to buy concept art prints, classes, or make a donation.

By | 2017-08-12T09:30:18+00:00 August 12th, 2017|Patch Notes|0 Comments

Patch Notes: v1.0.3.0 – August 5, 2017

This week’s patch should be called the Ice patch. Besides fixing the server bugs the main focus right now is finalizing the spells and classes. Right now there are some spells that are weak or don’t fit well with their class. Over the next 5 weeks there will be changes coming to all classes. Most will be minor tweaks but others will be major changes. One of the later is with Ice and was our focus for this week. Some excellent feedback from the community confirmed a lot of my own problems with the class and I have decided to make some big changes. There is even one new spell, Cold Snap which is replacing Glacial’s special spell slot.

Cold Snap – Throw down a projectile of packed ice that lasts for 10 seconds and deals minor area damage on impact. This spell can be retriggered to explode the ice sending shards into nearby enemies dealing 20 damage and slowing their movement speed by 80% for 2s.

Triggerable Projectile        Cooldown: 10s    Max Range: 1024

Cold snap can be used as a player triggered movement trap. Toss out the projectile on a likely path and wait for an enemy to walk by it. Once they are close by hit the spell button again and it will damage them drastically slowing their movement speed for 2 seconds. It can also be used as a quick cast in the middle of a fight as it can be triggered again as soon as you cast it.

There have also been other Ice spell changes. Icicles has been replaced by Glacial which has been buffed significantly. Ice Lance is now a channeled spell which can be rapidly fired. Gust has gained a knock back effect but be aware it now has a smaller hitbox and must be aimed much more precisely. Hypothermia has also gotten a buff and is now much easier and more effective to use.

If you want more information on the game’s spells you can view the complete list here or join our small but friendly community on Discord. Big thanks to everyone for all the feedback and help! Especially the new volunteer Devs who contributed directly to this patch.

You can support us directly by visiting our website to buy concept art prints, classes, or make a donation. Thanks!

Ice 1 Ice Lance – This spell can now be channeled to fire every 0.33s dealing 8-10 damage. Fixed effect so that it doesn’t last longer than the shots.
Ice 1A Gust – Added knockback, decreased cone of effect, changed sound, increased range to 768, and increased damage to 25-28.
Ice 1B Frigid – Increase projectile speed from 3800 -> 4000. Decreased duration from 1s -> 0.5s>. Changed spell range from X -> 2000. Added 32 damage radius. Fires projectiles every 0.33s that deal 10-11 damage.

Ice 2A Icicles – Replaced with Glacial: Deals 5 damage and drains 5 mana every 0.25. Lasts for 4 seconds. Cooldown 3s.
Ice 2B Penetrating Cold – Buffed max speed of base projectile […]

By | 2017-08-05T14:00:17+00:00 August 5th, 2017|Patch Notes|0 Comments

Patch Notes: v1.0.2.0 – August 1, 2017

In today’s patch Lightning will replace Nature as a starting class. We also have some balancing and changes to two of the maps. Out of combat health regen has also been increased from 5 to 10 per second.

Follow us on Twitter and Facebook for the latest news and updates. Join us on Discord for insider updates, Q&A, and twice weekly Dev playtests on Wed at 6 PM EDT & Sat at 3 PM EDT.

If you like what we are doing you can support us here by purchasing a class, high quality concept art posters, or making a donation. Thanks!

Nature 1B Needle Thorns – Add to tooltip that it drains mana. Changed damage from 10-12 -> 12-14. Increased projectile speed from 2500 -> 3000.
Nature 3A Groundskeeper – Increased min healed from 5 -> 8. Decreased radius from 512 to 386.
Lightning 1 Electricity – Changed damage interval from 0.25s -> 0.1s. Removed damage range. Changed DPS from 20-25 -> 30. (Note: The interval change will make it much easier to do consistent damage.)
Lightning 2 Lightning Bolt – Decreased max damage from 36 -> 32.
Earth 2B Tremor – Reduced the delay from 0.5s to 0.25s.
Rolling Boulder and Magma Bomb – The collision size was too high, this caused the spells to frequently get caught on objects where it seems like it should have passed easily. Reduced the collision size.
Ice 4B Whirlwind – Increased speed from 200 -> 250. Increased damage from 7-8 -> 10-12.
Changed out of combat health regen from 5 -> 10 per second.

FFA & Conquest Temple:
Fixed a bug where ground-casted spells couldn’t be cast on the walkway.
Added a 2nd story to inside of temple. Only accessible by spell. (Testing out making this point more defensible).
Added 2 additional ramps on each team’s side of the inside of the temple that go up to the 1st story.
Removed some clutter from the center area
Reduced the size of most fences. These should now act more as intended, as half cover not full cover with players able to shoot back and forth over them.

Conquest Slums:
Added large cover along main path from spawn to middle point.
Blocked out backalley under Church
Fixed some places under walkways where players could get stuck.

Fixed a bug where ground casted spells couldn’t be cast on the length ways walkway in the middle of the map.

Changed default resolution to 1920×1080 instead of 1280×720
Turned back on announcer sounds. You should now hear a kill announcement for kill streaks.

By | 2017-08-04T10:53:23+00:00 July 31st, 2017|Patch Notes|0 Comments

Free-To-Play and State of the Game

Welcome to all the new players, and a huge thanks to everyone for the great feedback. My name is Brent Caulfield and I am the Lead Developer and Owner of Omniconnection. In case someone missed it, Grimoire: Manastorm is now Free-To-Play! A detailed description and FAQ can be found on our website.

Overall, the Free-To-Play patch has been a success. As of today, there have been 7,000 new downloads, and the revenue will cover basic maintenance costs. There were two big bugs, one with Arcane Points displaying incorrectly and another which was crashing entire servers. These were uncommon and have been patched.

Unfortunately, revenue has been well below what was expected. Our marketing efforts have not met our goals and although the sales conversion rate is close to where it needs to be the total number of new players is simply too low to pay anything but server bills.

Grimoire has been developed over the last 4 years by a very small independent team and has been about 95% self-funded, with the rest coming from donations and Early Access sales. When we co-founded Omniconnection we were determined to make our ideal game into a reality. After a failed Kickstarter and a poor Early Access release my co-founder, the lead programmer, left the project. This was a devastating blow to the game and the programmer who replaced him also left later on that year. Although we have seen a good amount of setbacks, we have also pushed through with successes and recently released Free-to-play with custom classes and 48 new spells. The reason for bringing this up is because we want to give some context for the rest of the post and the state of the game. Although we have been able to find some great help (Thanks Saishy and Rachel!) the costs involved in replacing these key team members has been very high. I have been forced to cut many features and delay bug fixes in order to simply continue with developing the foundations of the game.

With all of that said, part of today’s announcement is that in about 3 months Grimoire: Manastorm will be leaving Steam Early Access and have its final release.  In this forum post you can see the changes we can afford to do with the current budget.

There are many things missing from this list including new movement/utility spells, countless minor bugs, simple upgrades to game modes like spectator mode, and of course no new classes. The reason for this is simple, without an increase in budget we can only afford one month of full-time contracted programming work.

This isn’t the announcement we were hoping to make after the F2P switch but it is the current state of the game and its future. The above list is what will be added to the game for its final release if nothing changes.

If you want to help us with the current final release list we can always use help reporting new bugs and testing bug fixes, submitting balance reports and […]

By | 2017-07-28T18:09:02+00:00 July 28th, 2017|Announcement|0 Comments

Patch Notes: v1.0.1.7 – July 26, 2017

Small patch today to try out a new style of Out of Combat health regeneration with a nerf from 20 per second to 5 per second, a couple of balance tweaks, and hopefully a fix for the server crashing bug. This bug was crashing entire servers full of people and we believe is also related to false player numbers on the server browser as well as a bug where players were unable to reconnect to servers after crashing on them. Please let us know if you experience any of these bugs again after this patch. Big thanks to all of the people who have been playing and a special thank you to those that have been reporting bugs and discussing balance. If you want to join the conversation please join us on Discord and our new Forums.

Fight the Devs in twice weekly playtests:
Wednesday: 6 PM EST (3 PM PST, 12 AM CET)
Saturday: 3 PM EST (12 PM PST, 9 PM CET)

-Out of combat Health Regen changed from 20 per second to 5 per second.
-Fire 2A Flash Fire – 22-24 base damage depending on charge. Removed the range of the secondary damage from 12-18 to 12.
-Fire 1 Flames – Reduced DPS from 30-40 to 30.
-Earth 1A Pebbles – Increased mix damage from 11 -> 14. Now deals 14-16 damage on hit.

-Potential fix for a bug that was causing entire servers to crash.

By | 2017-07-26T13:58:04+00:00 July 26th, 2017|Patch Notes|0 Comments

Patch Notes: v1.0.1.6 – July 24, 2017

Fire 1 Flames – Reduced range from 1024 to 768. The effect and the spell range should now be very similar.
Ice 2B Penetrating Cold – Increased min damage from 33 -> 35.
Ice 1B Frigid – Reduced effective range from 6k to 3k. Fixed a sound problem where this was playing fire sounds.
Nature 2B Fly Swarm – Reduced size of effect and changed it slightly. Reduced the lifespan from 3s -> 1s decreasing its effective range to 2000. Increased cooldown to 2s. Costs 10 mana per projectile.
Earth 1 Burst – Increase the size of the projectiles to be closer to the old size. Reduced spread slightly.
Nether 3A Blackhole – Reduced Increase in damage per projectile from 1.5 -> 1.25. The projectile appears closer to the caster now.
Nether 1A Leech – Increased projectile speed from 1500 -> 1800.

Nature 4 Tree of Life – Fixed a bug where this spell wasn’t healing and was healing past the spell effect. Heals every 0.5s for 7.
Fixed a bug that was causing the following spells to not properly hit enemies when there was an object too close to the beam: Fire 1 Flames, Ice 1 Icelance, Lightning 1 Electricity, Lightning 1B Shock, Lightning 2 Lightning Bolt, Lightning 2A Energize, Nature 2A Anima Blast.
More performance tweaks to some Fire spell effects.

By | 2017-07-25T10:49:22+00:00 July 25th, 2017|Patch Notes|0 Comments

Patch Notes: v1.0.1.2 – July 22, 2017

With the Free-To-Play switch comes a ton of great feedback on balance and this weekend’s patch is a direct result of that feedback. If you would like to join our small but growing community we have a Discord and also recently launched a new Forums (WIP).  Included in today’s patch are buffs to Earth’s starting primary, nerfs to many healing spells, and a few random bug fixes. We also have fixed the -1 Arcane Points bug that many players were experiencing the first few days. The other big change are performance tweaks to some Fire spell effects that seem to be causing FPS lag.

Earth 1 Burst – Increased speed of projectiles to 3000, Decreased projectile lifespan from 5s -> 0.5s (Range 1500). Decreased projectile size by 50%, reduced spread from 100 to 20. Reduced size of explosion effects.
Earth 1A Pebbles – Reduced projectile lifespan from 3s -> 1s (Range 2500). Decreased DPS by 25% from 45-60 -> 33-45. Increased mana cost from 2 per shot to 5.
Earth 3A Granite – Reduced projectile from 30-38 -> 20-22. Reduced triggered explosion from 30 -> 15. Decreased explosion radius by 25%.
Ice 4 Blizzard – Reduced the size of damage radius by 25% from 768 -> 576.
Ice 2B Penetrating Cold – Reduced cooldown from 2.5s -> 2s. Reduced charge time from 2s -> 1s.
Lightning 3A Energy Well – This spell is just simply too good. It heals for 10 health and 10 mana every 0.5s for 3s. Increased cooldown from 10s ->  15s.
Nature 1A Healing spores – Increase healing slightly. Increased damage range from 2-4 -> 3-4 every 0.25s. Increased homing range from 150 -> 200.
Nature 1 Thorns – Increased range from 1200 to 1500. Increased DPS from 16-24 -> 20-24.
Lightning 2A Energize – Decreased damage range from 20-30 -> 22-25. Decreased healing done from 30 -> 25.
Nature 4 Tree of Life – Increased range from 512 -> 768. Decreased healing done from every 0.5s -> every 1s for 15s. Heals for 15.
Nature Passive – Increase the cooldown on this spell from 1 minute to 2 minutes.
Fire 3A Lavaflow – Change fire sound cue.
Fire 1B Ignite – Reduce cone size. Reduce damage range. 23-37 is too wide. – Reduced damage range from 23-37 -> 29-37.

Fixed a problem where Nether 2, 2A, and 2B were all able to be cast on the side of objects.
Ice 4A Stormfront – Fixed a bug where this spell wasn’t properly damaging on some surfaces.
Fixed a bug with the Arcane Points system that was causing crashes and showed player’s Arcane Points as  -1.
Nether 4A and 4B weren’t lasting long enough. These spells should now be working properly again.

Fire 2B Flash Fire – Replaced the old particle effect with a new one.
Fire spell effects seem to be causing lag. Reducing some of the effects to improve performance.
Reduced the volume of the starting music.

By | 2017-07-22T09:11:55+00:00 July 22nd, 2017|Patch Notes|0 Comments

Grimoire: Manastorm is going Free-To-Play on July 18!

On July 18th at 8 AM PST Grimoire: Manastorm will be switching to a F2P system using the game’s 6 classes. Each week, 2 of the 6 classes will be temporarily unlocked and every few weeks replaced with new classes. All currently available content, including all 6 classes and 48 new customizable class spells, can be permanently unlocked using Arcane Points gained by playing Multiplayer games. Pre-F2P players have all automatically received the new class DLCs which will be available for purchase to new players through Steam. While this is a large update please remember that we are still working on the game and you will find bugs, imbalances in combat, and crashes.

Added since Jan, 2016:
– Arcane Points and Free-To-Play System. Earn points after each Multiplayer game and use them to unlock new spells and classes.
– Customizable class system with 48 new spells – Mix and match each class’s 4 spell slots with 8 new spells to fit your personal playstyle.
– Survival – a single player wave survival game mode with 2 difficulty levels.
– 6 new maps – Conquest Market, FFA Temple, FFA Market, FFA Sanctuary, FFA Ruins, and FFA Futhark.
– In-game Voice Chat
– Updated environment art and refined layouts for all maps.
– Tooltips with detailed descriptions for all class spells.
– Updated first and third person character models and textures.
– Countless bug fixes and performance updates.

Customizable Classes
As a part of the Free-To-Play system and Arcane Points we have added customizable classes with 8 new spells for each class. We have been working on this new spell progression system for a long time and it is very exciting to finally be releasing it to a larger audience. Here is how it works: Each class starts off with the current four Active spells and one passive spell. After every Multiplayer game, you will earn Arcane Points which can then be used to unlock eight new active spells per class (48 total). These new spells are designed so that players can customize each class to their preferred play style and role. Want to change Lightning into a short-range burst DPS class with a bit of healing? Find Fire boring as an area damage class? Tired of getting pushed around as Nature and want some more damage? With the new spells, you can do all of these things and more by mixing and matching to create entirely new combinations or multi-role classes. We can’t wait to see what you all come up with!

Singleplayer Wave Survival
Survival is a basic and barebones wave survival mode with an objective to defend. Fight waves of undead warriors and mages as well as the occasional golem. The main goal behind releasing this mini-game is to give players a chance to test out new spells, classes, and general gameplay in a fun and challenging offline setting. This isn’t a huge epic campaign with lots of voice acting and cinematics […]

By | 2017-07-17T16:32:21+00:00 July 17th, 2017|Announcement|0 Comments

Patch Notes: v0.9.9.98 – July 8, 2017

Patch Notes: v0.9.9.98 – July 8, 2017

Today’s patch includes some new spells to replace some of the progression spells which were too repetitive or didn’t work with design goals for that class. We also have some major changes to Conquest and FFA Temple with updated layouts, cover, and lighting. In addition, there are many balance changes and performance fixes for other maps. Finally, we have added a long-needed feature and in Conquest mode there are now objective indicators above each ley-line.

We have also made great progress with the F2P patch and now have the entire system working and ready to go! Once we finalize the release date and time we will have a big announcement post along with a new trailer. For now I can say that you can expect the release before the end of the month! Big thanks to everyone for being patient and for all our awesome playtesters.

Follow us on Twitter and Facebook for the latest news and updates. Join us on Discord for insider updates, Q&A, and twice weekly Dev playtests on Wed at 6 PM EST & Sat at 3 PM EST.


  • Conquest and FFA Temple: The temple building has had some layout changes. Added cover and more high ground to the central area. Also made some minor layout changes and slightly increased the overall size of the building. Changed the layouts surrounding the starting ley-lines on both sides refined the main pathways between each team’s 1st ley-lines and added back alley paths as well. Various performance tweaks so FPS should now be 10-15% higher. Added some extra ambient sounds.
  • Fixed some collision/pathing issues on Quarry maps.
  • Fixed some collision problems and performance tweaks to Sanctuary.
  • Updated Futhark paths to add more ramps up to the 2nd level and removed a teleporter.
  • Adjusted character lighting on all maps.
  • Conquest and FFA Market – Reduced the snow particle effect which should result in a 20-50% FPS increase for most players.
  • Reduced ambient sound in Conquest Slums.
  • Updated Minimap for all Conquest maps.


  • Fixed a bug that was causing players to only be able to join one server after leaving a game through the escape menu.


  • Nature will now heal herself for 80% instead of 50%.
  • Nature 2 Anima Blossom – Reduced charge time to 1s. Decreased damage bonus on charge by 75%. Increased base damage from 18-20 -> 25-30. Increased the on-ground health pickup from 3 -> 25. Increased lifespan of health pickup from 3s -> 5s.
  • New Nature 4A Four Ancients – Summon 4 ancient ones which fall to the ground in the targeted area. These wait for enemies to come nearby and then grow in size and launch themselves at the enemy causing 25 damage in a large area on impact.
  • Fire 2A Hot Spot – Added Fire Damage over Time, Reduced the pulse range of the half charge from 64 -> 32 (the same as basic charge)., Reduced the pulse range of the full charge from 72 -> 32. Increased […]
By | 2017-07-08T13:33:57+00:00 July 8th, 2017|Patch Notes|0 Comments

Patch Notes: v0.9.9.94 – June 24, 2017

Today’s patch is more polishing and bug fixing. We have fixed the player health bars bug, balanced some of the healing spells, fixed AI pathing in FFA, and added a few new animations. You will also notice that we recently added a new icon to the top center of the character select screen. These are the Arcane points which are earned by playing the game and will be used in F2P to unlock classes and spells. In the past month Saishy has made HUGE progress in getting F2P ready and we will soon have a more detailed announcement including a release date and new trailer. As always we welcome any and all feedback and thank you for being patient with our development schedule.

Follow us on Twitter and Facebook for the latest news and updates. Join us on Discord for insider updates, Q&A, and twice weekly Dev playtests on Wed at 6 PM EST & Sat at 3 PM EST.


  • Updated AI pathing on all FFA maps.
  • Various layout changes and bug fixes to some FFA maps.
  • Added a few new first person animations (Third person and more first person animations coming soon)
  • Reduced In-combat health regeneration from 2 -> 1 per second.


  • Fixed a bug in Conquest where players weren’t spawning after all points were captured.
  • Fixed a bug where you could see inside the first person model while using some animations.
  • Fixed a bug where the player’s health bar wasn’t properly replicating. It should now change color based on the players remaining health percentage.


  • Conquest mode: Capturing all the points now gives 200 team points instead of 500. Changed the points needed to win from 1000 to 1200.
  • Earth 2B Tremor – Increased casting range from 1600 -> 2000.
  • Lightning 1 Electricity – Increased range from 1800 -> 3000
  • Nature 1A Anima Spores – Heals for 2-4 every 0.25s (8-12 per second). Costs 5 mana per spore.
  • Lightning 4B Static Cloud – Cooldown increased from 45 -> 60. Radius reduced from 1024 -> 512
  • Ice 2B Penetrating cold – Increased speed, appearance, and damage of all levels.
  • Fire 4A Focus Fire – Cooldown changed to 25s.
  • Lightning 3A Energy Well – Lasts for 3 seconds. Radius reduced by 25% Mana amount healed 20 per second. Heals 30 health per second. Removed damaging radius.
By | 2017-06-24T13:16:20+00:00 June 24th, 2017|Patch Notes|0 Comments