Grim Nights cover
Grim Nights screenshot
Genre: Strategy, Indie

Grim Nights

DLC Patch 1.1

First a brief message: The chinese version of the DLC is on it's way! Hopefully it will be ready early next week!

Also: Start the game from your Library, that will give you the option to start the DLC!

And so:
Just like the originial game have been patched, fixed, and given you access to the saved files -
so now the DLC!
(This also means that old saves will have been corrupted, so sorry about that, but should there be more patching needed, this will not happen again)

Adding:
- Same QoL which was added to the original game. (Easier to select units, saving/loading info, etc)
- It adds one new unit (or two actually): Griffins and Elder griffins!
They work a bit like legendary villagers do in the original game - you get them after defeating bosses and you always start with one. They gain more hp each day and they do more damage depending on how many demons they've killed.
- A new level III building is added: Griffins Nest, where you upgrade the smaller Griffins to the larger and more powerful Elder Griffins.

There has been several fixes and changes:
- The codex now shows which demons gives you elven energy.
- Frankie only rewards you with elven energy, making it possible to progress faster by sacrificing more workers.
- Mana flowers now attract winged imps.
- Beholders attack buildings (except for mana flowers, which they ignore).
- Chaosyn won't fly away and never return. She is also much more difficult and won't semi-freeze and do no attacks.
+ Many more minor fixes like not being able to upgrade Warriors Glade, annoying movement patterns from enemies like mana leeches, tracking arrows seemingly stuck in loops, etc.

And as always: I stand ready for a hot fix should there be some problem!

Best wishes and lots of love//Mattias


Patch 1.3.3 (English and Chinese)

- You can now destroy terraces. (Be careful as houses above will also be destroyed).
- The natural platform in Piney Valley does not move when loading a game, it will always be on the same place.
- When sulfur is depleted it will say so and not "iron", as previously.
- You can no longer attack the trader, which had no effect and no purpose.

There was a few minor changes in the code as well, which hopefully help prevent some crashes!

Best wishes//Mattias

Chinese version of Patch 1.3.2 - 现已支持中文

Just figured I would let everyone know!

You might have to right click -> Properties -> Languages and select Chinese, but hopefully it should find your langauge automatically.

Best wishes//Mattias

PS: At least the English version of the newly patched DLC will be ready next week, but hopefully there will also be a Chinese version!

Patch 1.3.2

Got a few more reports, so I keep patching! There was a bug where time would stand still if you exited a game and then started a new one right away, so that has been fixed.

I also saw that someone kept getting the Mergle-crash (the one that happens instantly when defeating the first boss) which just gives me nightmares - I have tried to get rid of that one for forever it seems. I changed some things in that ancient code and hopefully that shouldn't be a problem any more, but please let me know! If you recieve some crash reports, please post them here or on the discord channel!

Besides that, I have started updating the DLC, which is moving along nicely. I will fix the chinese version of this original game when it seems stable enough, which hopefully will be now.

Best wishes//Mattias

Patch 1.3.1

I've gotten some feedback, a few bug reports and I played a little more myself so I made this patch:

- Gold bonuses did not save properly, they do now.
- Auto-working now also works the same when repairing, so you won't have to micromanage repairs of each spike, for example.
- Hellhounds pass right through spikes. This was my original plan with this enemy, to make them more unique and dynamic, I don't know why I didn't include this, but I found it to be more challenging and fun this way.
- Unit buttons like "Kill unit" and "Equip torch" shouldn't overlap with unit info on larger monitors. (I am not 100% certain that this one works, please let me know!)
- The darkness surface should now always resize when changing resolutions.

I think that's it! Once again: many thanks for everything! =)

Best wishes//Mattias

PS: This semi-hot-fix was a little too hot indeed and I managed to create a crash when saving the game when torches had been placed. Sorry about this! I fixed it as soon as I could and it shouldnt' be a problem anymore.

Patch 1.3 - Final touches

First of all: This patch will ruin your saved games. This is the last time this will happen since this patch completley changes the broken saving system. If you wish to continue playing the previous version of the game (1.2.2) will be accesible through right clicking on the game in your library -> properties -> betas.

Second: This patch has been long overdue and I am very sorry about this.

Third: If I have missed something I will be very ready to create a hot fix ASAP. I will update the chinese version quickly after seeing that this patch works, and after that I will fix the DLC as well. That might take a week or so!

So what does this patch do?
This patch hopefully improves the gaming experience by three thing: bug fixes, quality of life and some new content.

The fixes:
- The saving/loading functions are brand new, meaning they will be stable (should I need to patch this game further), and they will also be accesible to you. More on this further down.
- Most bugs in the game (finding Idle-worker stopped working, instant crashes, particles changing sprites and behavior, etc) were related to the previous saving/loading system, so they have been fixed. Should there be some minor nuisance; quick saving and then quick loading should do the trick.
- The music quality is way better now.
- You will not have to change settings like volume and screen resolution every time your open the game.
- Several other minor fixes and improvements.

QoL:
- You no longer need to be aiming very precise to select single units - they will be clearly highlighted which also helps selecting when giving them potions.
- Clicking on unit-related news will auto select relevant unit, for example when a new worker arrives.
- When loading and saving a game, what map the save/load is on will be shown, so you can easier keep track of your saves.

The new content:
- Units have a new trait: attack speed, which some characters will have increased.
- A fourth kind of potions which increased attack speed.
- A new enemy: gargoyle which acts as an early mini-boss, guarding the tomb and drops potions when killed.
- A new building: catapult. An end game bonus, it is accessible on the 14th days, after defeating the last boss. It's very slow to load but has extreme range and causes massive damage. (I found it really, really fun my self.)

Thanks to everyone for your patience, support and feedback and as always: sorry for all the inconvenience! If all goes well this was the last patch, at least for now, but who knows? Maybe in the future I might want to add something, but please think of this game as a finished product. If all does not go well, once again: I will post a hot fix and your saves will be fine this time!

Best wishes and lots of love//Mattias

Changing your saves (For those who are interested):
Your saves can be found here: C:\Users\USER\AppData\Local\GrimNights

A word of warning: just tampering with them at random might ruin your saved game, so be careful!
I only recommend playing around with these files once you have played the game "normally", and wish to try something special, different or very challenging or very easy.


The files are .ini files and can be edited very easily. For example there is one called "Units", where you could change a units name or give them 100 000 hp if that is what you wish. A few examples:

hpBonus-1="1.000000" = (100% of normal hp, no bonus).
attackSpeedBonus-1="1.500000" (150% of normal attack speed, 50% bonus).
ironBonus-1="2.000000" (2+ when mining iron)

(PS: The number of zeroes is not relevant).

There will be a file called "Main" which there are a few options you might want to change.

If you play the game on normal difficulty, they will look like this:
dayMod="1.000000"
extraHouses="0.000000"
undeadsPerNight="20.000000"

dayMod is how fast the days goes by. 1 = 100% or normal time, on the most difficult setting this one will read 0.5, (50% or normal time) meaning it passes twice as fast.
extraHouses is just what it says, how many extra houses you can build, extra meaning beyond the limit set by your village level. So 'extraHouses="4.000000" ' would allow you to have a total of 13 houses at village level 3.
undeadsPerNight means how many dead will be spawned at night. It might be easiest to just change this number compared to the standard setting of 20. "Okay, I want to try twice as many undead, I will set it to 40 then".

For those whom are interested, it works this way:
The number is multiplied with the current day to a maximum of 6 for the tomb and 7 for the castle. That gets a bit tricky, so to illustrate:

Let's say 'undeadsPerNight="20.000000"', like on normal difficulty: On day 5 there will be (5 * 20) undead from the castle and the same amount for the tomb. On day 10 there will be (7 * 20) undead from the castle and (6 * 20) from the tomb, since they cap out at 7 and 6.

1.2.2 - Minor update but hopefully a big fix

This update should hopefully get rid of the various crashes associated with
"Variable .x(0, -2147483648) not set before reading it.", which seem to the most common error by far. It also fixes another similar bug where the game crashed then repairing buildings.

As always: I am very sorry I have not been able to fix this before - I have not updated and fixed my game as much as I should have. Many of you have pointed out these error in reviews and in the forum and you guys have been more than patient and very fair and constructive in your criticism, which I greatly appreciate.

This is no excuse but being a one-person-company has its limitations and almost all of my time I am pouring into the development of my new game. I still keep an eye on this game and of course I want to make it as bug free as possible, but time management is difficult.

A little bit of good news: This update will not corrupt your saved files, so there's that :)

Best wishes//Mattias

The summer sale is here!

I hope you all are enjoying the summer as much as I am. The game will be sold for 50% of its price during the sale, so if you have wishlisted the game but haven't bought it yet, now might be the time!

Just wanted to promote the sale a little bit and once again thank everyone for their kind support, compliments, ideas and fair criticism!

Best wishes//Mattias

PS:
I feel like I have been a bit absent lately and I apologize for this. I'm working a on a brand new game and this is taking up a lot of my time. I still have plans for Grim Nights though, but it's to early for me to say where it will be going. Once again: thanks for all your support, it means the world to me!

Chinese version available! 现已支持中文

A lot of people asked for a Chinese version and now I am happy to say that it is finally here. This was possible with the help of a few amazing people. My part of the whole project took longer than I expected, but I think it should work alright now. If there are any problems I will do my best to fix them, of course.

You might have to right click -> Properties -> Languages and select Chinese, but hopefully it should find your langauge automatically.

Best wishes//Mattias


Patch 1.2 Out Now (Please read this one also)

Alright, so here are the patch notches for 1.2. (This one will ruin your old saves, so, as always: I'm really sorry and I hope you have turned of auto-updates if you want to finish your game before updating.)

New features:
* AutoSave, every morning at 05.
* Autowork: workers are at least a little smarter and can find the same type of work horisontally when they are done.
* Rain can be allowed or disallowed, since it cause lag for some people.
* F also works for finding idle units.
* Quick keys for selecting CTRL-groups don't always zoom to units, you need to tap twice for that, which allows for better troop managing.
* Pressing 'Delete' will kill single units.
* More interesting/fun/stupid trivia. Instead of "A decent guy", no-perk-villager have random generated trivia. So you can read this before killing them.

* Legendary units! Each defeated boss will spawn a new legendary villagers, with stats like 300% more damage or +6 when chopping wood and such. Also, if you choose 'Beginner Mode' you will start with one legendary villager. When you defeat the last boss you will get two new one, which should help you rebuild your village if you wish to continue.
(These legendary units will arrive no matter your population cap or food storage)

Bug fixes and minor stuff:
* Removed a mayor exploit where you could multi-mine with one unit.
* Working units should no longer be selected when searching for idles.
* Chests should no longer cause crashes.
* The first boss Mergle, is now easier, less hp and less damage. (A lot of people complained, so I have done my best to listen)
* Fixed a bug where workers could repair buildings forever and give them insane amounts of hp.
* Some other tiny thing that I can't remember, sorry, I have to start logging all my minor fixes.

Also: Today I'm releasing this patch and the new DLC, so I am rather nervous. I always get the feeling that I have made a huge blunder somewhere in the code. Now, there has been a lot of beta testing, way more than usual, so that calms me down a little bit, but anyways: I will be in a sort of stand-by-mode for the next days, very ready to jump in if a mayor problem exists. I really dont think there is one, but just in case.

Last but not least: that issue with some people starting the game with a strange sprite-sheet issue and not be able to play: I am really sorry but I still haven't been able to find out exactly what is causing this and I don't have the solution. If you have this problem, the best solution might be asking for a steam refund, I really feel bad if you are still waiting for me to fix this problem.

//Best wishes, Mattias