After the announcement of Monolith Productions’ closure earlier this year, a wave of nostalgia swept through the gaming community, prompting numerous tributes to the studio’s remarkable 30-year legacy. While many retrospectives focused on its iconic first-person shooters like Blood, No One Lives Forever, and F.E.A.R, the studio’s portfolio was far more eclectic, showcasing a variety of lesser-known titles that have cultivated dedicated followings over the years.
The Underrated Gem: Gruntz
One such title is Gruntz, a puzzle strategy game released for PCs in 1999. Often overshadowed by its contemporaries, Gruntz has been likened to Lemmings, inviting players to guide quirky, goo-based creatures through intricate levels filled with challenges and puzzles. Despite its rocky launch, the game has maintained an active community, with fans creating new levels and even remakes using modern engines like Unity and Java.
The inception of Gruntz can be traced back to the mid-90s, spearheaded by Nick Newhard, the designer and lead programmer of Blood. After joining Monolith following the acquisition of his company, Q Studios, Newhard sought to explore new genres beyond the first-person shooter realm. His vision for Gruntz emerged while he was involved with a 3D action-adventure project called Draedon, which ultimately fell through, paving the way for his puzzle concept to take center stage.
Newhard’s design philosophy was clear: “I wanted to make something that my wife would enjoy,” he recalls. He envisioned a game that blended real-time strategy elements with engaging puzzles, utilizing the Windows Animation Package 32 engine that had previously powered titles like Claw and Get Medieval.
After drafting his pitch, Newhard temporarily shelved the idea while the team continued discussions around Draedon. However, when the project was ultimately canceled, he revisited Gruntz, proposing it as the next endeavor for Monolith. Unfortunately, internal disagreements regarding timelines led to Newhard’s departure before development commenced, although he remained credited for the initial concept.
A New Vision: Kevin Lambert Takes the Helm
Kevin Lambert, a passionate game designer and programmer who had been with Monolith since its early days, stepped in to lead the project. With a background in creating board-game-style titles, Lambert was well-equipped to bring Newhard’s vision to life. “I was really passionate about puzzle games,” he shares, noting his inspiration from titles like Lemmings. He began experimenting with the game mechanics, infusing humor and personality into the Gruntz characters, who would taunt players and engage in playful banter.
As development progressed, the team focused on crafting a unique identity for the Gruntz, ensuring they stood out in a crowded gaming landscape. Lambert’s original vision included edgier dialogue and pop culture references, reminiscent of the humor found in South Park. However, as the game neared completion, the tone shifted to be more family-friendly.
Despite receiving mixed reviews upon its release, with some critics praising its fun gameplay while others found it lacking in challenge, Gruntz found a more favorable reception in Europe. The game’s humor resonated with audiences, leading to a successful launch under different marketing strategies.
A Lasting Legacy
In the years following its release, Gruntz appeared to fade into obscurity, but the inclusion of level editing tools on the game disc sparked a grassroots movement among fans. Ed “GooRoo” Kivi, a self-proclaimed “Gruntzaholic,” founded a dedicated fansite in 2003, which has since grown to include a vibrant community of level designers and enthusiasts. Kivi’s passion for the game stemmed from its non-violent gameplay and engaging puzzles, reminiscent of classic arcade experiences.
Today, the community boasts over 368 accounts, with ongoing projects like Dizgruntled and Gruntz Unityverse showcasing the enduring appeal of the game. Lambert reflects on this phenomenon with admiration, stating, “I don’t know why more game teams don’t release modding tools instead of sending them legal notices to shut down what they’re doing. After all, some of the best game ideas come from the community.”