Grim Realms cover
Grim Realms screenshot
Genre: Strategy, Indie

Grim Realms

Patch 0.7.2.1 - A few tiny things!

I noticed a few things while playing, hence this tiny patch:

- Fixed an edge case regarding work order-GUI-info-stuff.
- NPC:s trying to leave at passages would just stand there if the game ran at 6x speed. This has been fixed.
- Added some dust-like particles to the underground + removed rain- and snow particles that where visibile far below ground if the background had been mined out.

Best wishes and lots of love <3
//Mattias

Patch 0.7.2.0 - Desert, drawbridges and many fixes!

This patch adds the following:
- A new very deadly biome: Desert.
- A new animal which can be hunted and tamed - desert scorpions.
- Drawbridges which can be raised and lowered to prevent/allow access. It also acts as a defensive barrier which blocks projectiles. (Drawbridges needs to be researched first)
- Three new research options, improving the speed of harvesting and planting.
- A new soundtrack called 'Jungle chase'.
- Veteran units will sometimes appear as lone visitors on all game modes. They often have some requirements to join your faction.*
- Low, rumbling ambient noise have been added when the camera is deep underground.
- When cold outside villagers breath will show.

This patch fixes/changes the following:
- It gets rid of many crashes and bugs and improves GUI-communications.
- All AI has been overall improved. A few examples: climbing mechanics are improved, animals finding food correctly, work orders being found/performed faster, quicker pathfinding, etc.
- The sound system has been improved and ambient nature sounds originate from ground level and can't be heard deep underground.
- Standing banners can now be used to set a visitors-go-here-point. Also visitors approaching your settlement has been improved, they will no longer be "stuck" near edges.
- Villagers can now visit graves which gives a 5x bonus to recovery from psychic trauma.
- Stockpiles will no longer collapse just because one ground tile is removed under them. As long as there is one tile of ground right below them, they will remain intact.
- Undeads are now capable of destroying blocks above them as well, resulting in walkable rubble, effectively 'building' stairs to reach your settlement.
- You can now dispose of dead animals.
- You can now upgrade beds and chairs instead of having to dismantling and then building new ones.
- The research menu has been split into two pages, making it easier to navigate,
- Buildings now have armor, so to speak, which will make them resistant to some types of damages like slashing and piercing. Sometimes attacks will completley fail resulting in a "No damage"-popup.

These are the main ones, but as always I tend to forget to mention stuff. As always: I stand very ready to throw in a hotfix should this patch cause unforseen issues, so please let me know!

A billion thanks for your patience, feedback, bug-reporting, kind words and support, and maybe a thousand apologies for all the bugs!
The gameplay can sometimes be a little messy but I want you to know that I will make the experience as enjoyable as possible, one step at a time.
Best wishes and lots of love! <3
//Mattias

PS: Some biomes, like Mountains and Desert, might seem like an needlessly difficult challenge for some, but when map-travelling** becomes a part of the game, difficult terrain like this will play an essential part of making the world come alive.

*Veteran units arriving was supposed to be a thing since a few patches back, but yours truly had messed up the code. My bad!

**Map-travelling is not many patches away now. There is one more biome to add, jungle, which is maybe one month away, and after that I will start working on opening the world.

Patch 0.7.1.8 - Reduced lag + correct priorities

This patch reduced lag caused by some of the new code related to drawing items +
it improves workers priorities - primary and secondary work will take place over the general work-management settings (unless primary work is extremley far away compared to the general stuff) It also does a few other minor things to improve the overall performance.

As always: thanks for all the bug reports and feedback! Should this little patch cause anything unforseen, please let me know!

Best wishes and lots of love!
//Mattias

Patch 0.7.1.7 - Additional fixes!

Another hotfix, just like the one before! Hopefully this one fixes what the other missed.

Best wishes and lots of love//Mattias

Patch 0.7.1.6 - Fixing a few crashes!

This hotfix is a response to the bugreports I have gotten. I believe this fixes them, but if they persist - please let me know!

As always: Thank you for posting bug reports and sorry about the bugs/crashes in the first place!

Best wishes and lots of love! <3
//Mattias

PS: Sometimes I get praise for patching my game fast and this is very flattering and kind, but really, some bugs are extremly simple to fix, literally requiring one additional line of code. I am usually embarrased those were there in the first place. CTD:s (crash to desktop) are 99% easy fixes. So if you get a crash: please let me know, especially shortly after a big patch because then I am not in the middle of some new feature/content, and I can probably patch the game within 24 hours.

Patch 0.7.1.5 - Quality of Life

This patch focuses on improving the gaming experience. It does the following:
- Adding ambient/nature noise depending on the temperature, biome and time of day. (Hence the large size of this patch.)
- Added some simple search options to the find gear/weapons menus.
- You can now force units to go to sleep. (This is done through the bed-menu)
- Woodworking benches can be turned into scrapping stations where you can get up to 75% of the resources back, depending on the workers skill. (I really like this myself so I can get tidy up my storages)
- Improved equipping. You can now give a unit multiple orders to equip gear/weapons many items and those orders will be carried out like like other work orders (ergo not now-or-never like previously). They will also be visible in item lists, along with move-item orders and eat-orders.
- A new perk, 'Dark Siphon' which gives 1+ to dark power and can be gained from dark statues if the recieving unit already can raise risen.
- Improved worker-AI, like selecting which peon* to perform tasks and making the whole process faster.
- Improved eating-orders. They will always chose the exact food you ordered them to, instead of just something of the same category.

More perhaps minor fixes:
- The color scheme and visibility of work orders is now more clear and consistent.
- More work animations and effects to make the units come alive more.
- You can now move dead animals, not only dead humans.
- You can mark animals as hostile to make it easier to clear out spider caves, for example.
- You can multiselect none-player units (dead or alive) to give multiple orders like loot, raise, mark as hostile, etc.
- The draw-depth of beings have been greatly improved.
- Icons have been adding to crafting stations to cleary show the items and the selected source.
- Damaging ancients deads on altar will no longer "wake" them.
- News messages will not say that storages are full when they are not.
- Trees next to water will always fall the other direction to avoid wood falling under water.
- When building cobbled ground directly on dirt you will no longer need dirt in the building process.
- Some negative UI-sounds to communicate with the player better. (Like giving an order to move to an invalid location, etc)
- Three new songs.
- Cooks will no longer just drop the food on the ground and continue cooking, they will store it correctly first.
- Fixed some overall bugs and got rid of a crash or two.

As always, I stand very ready to upload a hot fix should this cause anything unforseen , and I am forever grateful for all your kind words, feedback and thorough bug reporting! You guys are great!

Best wishes and lots of loves <3
//Mattias

*Previously all work chose the unit closest to the work order itself, which was very inefficient if the work order was something like "move an item here", then it is of course much better to choose the unit nearest the item-to-be-hauled.

Patch 0.7.1.4 - More fixes!

This patch does the following:
- Fixes a bug where units could no longer heal themselves.
- Fixes a bug where risen would not work.
- You can now find and equip gear through the characters slots. Example: clicking on the head-slot will show a list of available helmets, hats, etc and you can compare and give an order to equip that way. Much better! This feature was meant for a bigger QoL-patch next week, but since I wanted to get rid of above-mentioned-bugs and was 95% done with this feature, you get it now. I will add some stuff like only searching for armour, only ranged weapons, etc, and over all polish it a little more.

Best wishes and lots of love and a big thanks for all the bug-reports!
And as always: sorry about the bugs in the first place!
//Mattias

Edit: I discovered a bug related to peon-hauling and uploaded a new version.

Patch 0.7.1.3 - A few more fixes and some improvements

This patch does the following:
- Risen will now be healed through dark magic instead of medicine, which makes more sense, and they have different health related texts, like "Breaking" instead of "Dying", if they are low on health.
- Work orders will no longer be visible through walls if they are inside and interacting with them won't happen by accident through walls either, so to speak.
- It also fixes a few crashes.
- The biggest change: interacting with almost anything will now happen when the mousebutton is released, whereas previously you selected stuff at the press. This change has been suggest to me before and I am sorry to have been so slow to implement it. They way things work now is way better, makes interacting smoother and less chance of selecting stuff by mistake. However, since this is a rather big change mechanics-wise, there could be some unforseen stuff, so please let me know if somethings is off all of a sudden!

Best wishes and lots of love!
//Mattias

PS: In maybe one week or so I will release a quality-of-life-patch, making it easier to find and equip gears/weapons, allowing for scrapping items for their ingredients, more UI-improvements etc.

Patch 0.7.1.2 - a few fixes!

When starting a new 'One brave soul'-game, the game didn't save automatically, so if you exited without saving, that game (and sometimes that whole world) became unplayable. Very sorry about this! The game will save correctly now.

I also replaced two of the songs with remastered versions.
Best wishes and lots of love and sorry for the bugs!
//Mattias

Patch 0.7.0.6 - Some needed minor fixes!

Some of these fixes were really needed, so without further ado - the fixes:
- A few issues related to ancient stuff (graves, tombs, altars, etc), like them being destroyed if a work order was aborted and the final boss shrine not appearing at all in the "Digging for sanctuary"-scenario. Very sorry about those!
- Altars and tombs will not have unbreakable blocks beneath them any more. These were created to avoid weird situations and bugs related to undead spawning/waking, but it was a poor and rather frustrating 'solution'. If you have some of these unbreakable blocks already: Deciphering the altar/tomb above will make the blocks breakable again.
- Spider lairs will now spawn and tile correctly and the spiders will not be stuck.
- Trees at the edge of the map will always fall "inwards" to avoid bugs and game freezes.
- Harvesting risen should not be an option any more, but if so, the loot will not just disappear any more.

Sorry for the bugs, thanks for your support and feedback, I really appreciate it!

Best wishes and lots of love!
//Mattias

Also: Two more sounds tracks have been remade and remastered.