Griefhelm cover
Griefhelm screenshot
Genre: Fighting, Simulator, Sport, Indie

Griefhelm

Fixes to lighting and bots

Fixed Lighting bug on Campsite and Crypts
Fixed Bots not moving after respawning in Battle Mode

Hotfix

- Fixed Lighting issue in tutorial level

Online Issues Hotfix.

Fixed Server issues caused by Steamworks SDK compatibility
Apologies for this oversight, and thank you for reporting the issue.
I wanted to release this as quickly as possible, so here it is!

Have fun, and let me know if you encounter any other issues!

Luminedge - Steam Page Out Now!

Difficulty settings and other fixes

- Added difficulty settings
- Added female body selection
- Fixed being able to block when knocked down
- Fixed spear trace issue

Plague of Fiends is back

- Added Events menu under Arena (Plague of Fiends Halloween event is contained in there).
- Press A to skip cinematics (no longer need to hold)
- Spear Collision Tweaks
- Added rank icon next to items in Vendor UI

Vendor Fixes

- Vendor now sells more items
- The number and quality of items found in the shop now depend on the player's rank
- Misc fixes to Vendor UI
- Mail surcoat armor (Wound) now varies with team color.

Crash hotfix

- Fixed a crash where AI ledge climbing would sometimes cause an infinite loop.

Griefhelm: Plague of Fiends

NEW Limited Time Plague Doctor Armor and Halloween Game Mode!



“When the night falls and shadows creep… when hideous sounds ooze out from places unseen… that is the time to take up arms and battle fear itself!”

Happy Halloween from the Griefhelm team at Thorrnet! To celebrate, we’re kicking off our own seasonal event: Plague of Fiends! From October 29 to November 6 experience brand new terrifying content and ghoulish delights!

  • 🎃 Play as a monster-hunting warrior in a new single-player game mission!
  • 🎃 Explore a new map filled with branching paths, secrets, and hordes of the undead.
  • 🎃 Unlock the new Plague Doctor armor, only available to get during this event!
  • 🎃 Battle against all new enemy types and unique bosses!

Do you have what it takes to brave the darkness, fight off the monsters, and achieve your reward? Or will you simply become their next victim? Only you can fend off this plague of fiends, so get to it! And have a happy Halloween!

Major Update - Patch 1.3

Patch 1.3



Hey there! We've been hard at work making improvements and additions to Griefhelm since launch. Based on community feedback, we've focused on combat feel, hit detection, and adding more interesting options to the combat experience. But we also found time to add a new game mode that we think you'll love.

We've departed from the original content update schedule a good bit, so we'll get an updated calendar soon. But we plan to continue making improvements to campaign and multiplayer through the end of year at least, as well as adding content well into next year. Hope you enjoy!

Gameplay Enhancements



  • New Ability: Dash
  • Players are able to dash or dodge backward or forward with Left Alt (LB on Xbox Controller)
  • This can be used to move away from an opponent to avoid a swing, or through your opponent to force your opponent to turn around


New Ability: Dagger



  • Everyone has a dagger equipped at all times
  • Press Z (B on Xbox Controller) to drop your weapon and pull out the dagger
  • After the dagger has been pulled out, it cannot be put away
  • Dagger cannot be used to block incoming blows
  • Dagger increases movement speed while out


New Gamemode: Battle



  • Available in Campaign, Encounters, and Online Custom Matches
  • Two teams with large groups of AI fight for control of the map!
  • In Campaign, this gamemode is a prerequisite to fight Leaders
  • Player must capture points to progress through the map, fighting groups of enemies
  • Capture points heal the player’s team and replenish fallen teammates
  • If the player’s whole team is slain, the player loses


Massive overhaul to the combat/movement system as a whole



  • Weapon hitbox changes across the board
  • Shoving/kicking is now possible immediately following a successful block
  • Attacks should now blend into each other more accurately and fluidly
  • You can now buffer other inputs and attack while turning your knight
  • Knights occupying the same space should now automatically distance themselves
  • Knights on mounts now backpedal much more slowly
  • Other slight tweaks to movement and combat to improve game feel
  • The audio that plays when the non-lethal part of some weapons strike an opponent has been updated


AI and Campaign Changes



  • Team-based Campaign nodes should now only generate as a 1v1 or a 2v2
  • Depending on the gamemode, AI in Campaign should now use the perk that is shown to be that node's reward, where applicable
  • Fight enemies with flaming swords, mounts, or damaging shoves!
  • AI should now adopt various fighting styles, and fight differently at different times
  • AI can be disarmed and forced to pull out their dagger
  • This can be done if the player strikes their weapon right as they finish an attack
  • This change is experimental - we want to see how players react to this change before making further adjustments

Map Changes



  • Beach: New terrain and background elements
  • Throne: Gaps have been sealed and replaced with stairs
  • Woods: Reduced foreground elements
  • Crypts: Reduced foreground elements, updated hazards with new visuals

New Armor



  • This can be unlocked through a duel with a new Adversary


New Plume



  • This can be unlocked through a duel with a new Adversary


Bugfixes



  • Fixed a bug where the host was forced to spectate multiplayer matches in certain instances
  • Fixed a bug that stripped a knight of certain stats when respawning in Tug of War