Grim Realms cover
Grim Realms screenshot
Genre: Strategy, Indie

Grim Realms

Patch 0.6.7.1 - Fixes!

The semi-hotfix does the following:
- It should prevent (or at least greatly reduce the risk of) villagers teleporting/glitching. If a villager has fallen into water* and is still alive, he/she will instantly be moved to the nearest furniture.
- When re-generating a new world, it will not automatically regen cultures and starting villagers.
- When changing the veterans background when chosing 'One brave soul'-scenario, it will not change the apperances.
- A units weapon/shield will always be psynched with that units alpha-value, making fading look smoother and gets rid of 'floating' items in menus.
- Fixed a small issue where the cursor appeared underneath buttons.
- The information on how to delete worlds/retire factions will now appear next to the menu instead of the bottom, which sometimes resulted in it appearing off screen.
- Units will level up hunting faster.
- Fishing orders will be canceled when dismantling the relevant chair.**
- Units sleeping indoors will be invisible when not showing interiors, so their head won't be visible at the side of buildings.

Sorry for the inconviences and many thanks for all your bug reporting and over all support! Best wishes and lots of love!
//Mattias

*Currently falling into water only happens because of bugs, but later drowning should be thing and should have its own mechanics.

**To steam user DeadSilent: Thank you for many great bug reports! Regarding fishing spots: If you click twice on the chair it should switch between the work-order (which only has the option "abort") and a button saying "Remove fishing spot", have to tried this latter option?

Patch 0.6.7.0 - Customizing!

This patch adds the following:
- The main focus: giving you the ability to customize your starting villagers and cultures. All attributes can be changed as you wish and there are a few new: Cultures now have specific hairstyles and beardstyles*, and there are a few new ones! (Now you can finally create that cave dwelling, stout long-bearded people as a proxy for dwarfs)
- One new song and a few remastered ones. (Maybe just one remastered, my notes where sloppy, sorry!)

This patch changes/fixes the following:
- Resources laying around will merge with nearby ones. I noticed several players mine and chop wood on massive industrial scales, creating heaps of resources just laying around and causing the game to slow down. This will greatly reduce the performance cost for those players.
- When creating a new world or re-rolling all cultures, there will be a better balance between different kinds.
- Characters with the perk 'Strong physique' will be one pixel taller.
- Young characters have less chance of being bald.
- Previously the game only made sure that the same song where not played twice in a row, this has been improved to at least 5 songs in between before a track can be played again.
- A few GUI improvement and a few bug fixes.

A huge thanks:
Many thanks for all the feedback, thoughts and kind words related to my "Price increase"-news! It felt great to read what you had to say and it really helped me make a choice: I will tell Steam that the new price is 10$. The change might take a day or two.

I think that as it for now, but as always: many thanks, sorry the bugs, your feedback and encouragement means the world to me! I stand very ready for a hotfix, should this patch cause anything unforseen.
Best wishes and lots of love!
//Mattias

*Cultures in worlds made before this patch will have hairstyles and beardstyles both set to 'Varied'. Also: you will not be able to edit cultures in an already existing world, since those cultures are already a part of it.

Price increase + a rough roadmap

PRICING:
This price increase will take place close to the next patch, which is probably a week away. The price, to be more precise, will increase from 7.99$ to 9:99$ (This will be the change of the base value, the prices will be adjusted for different currencies and regions).

Full disclosure: As a solo gamedev I always feel bad asking for money for my games at all, but I really think this game is worth 10$* and I have to muster the courage to ask for it.

With that said: To all of you whom have played the gamed: Does this seem fair? You surley have bought, played and compared many games, similar or not, and have some thoughts about the worth of Grim Nights 2. Honestly, let me know in the comments - I find these things horribly difficult.

ROUGH ROADMAP:
(All patches will of course include improvements, bug fixes and be responsive to feedback in general.)

- Next patch will mainly make your cultures and starting villagers customizable.
- The next three patches will all add one of the three biomes currently not available: Desert, Savanna and Rainforest. Each of them will also have some main focus other than the biome, like making necromancy playable, adding crypts and more dangers underground, more weapons and perhaps technology, other factions, new enemies, new scenarios or such.
- The last of these, or the one after that, will add world travel and will probably be the biggest patch so far. It might even mark the end of Early Access. You will be able to visit other factions, even ones you have created yourself (or their ruins if that gameplay ended up that way).
- After this there will be some patches adding more locations to visits, perhaps dungeons, old ruins, abandonded villages etc, which will be related to quests/scenarios or just for looting or exploring. I also want to add world events like massive hordes travelling along the map, maybe destroying factions you have relations with, or being defeated by them. Maybe you will be glad that you picked a remote island as entire continents gets swallowed by undead?
- After this I want to create tools for modding the game. The first thing will probably be a prefab-editor, which allows you to create buildings or caves or ruins to be randomly spawned in the world.

- Other stuff I really want in the game and might be added in some of the patches: vampires, statues, historical figures, legendary/cursed items, disease, curses, betrayal, more indepth relations like villagers falling in love, and stat changes due to aging and eventually dying (currently your villagers will age, their hair turn gray and they get more wrinkles, but never die due to old age).

Well, I think that is it for this very-rough-and-subject-to-change-roadmap. This would be my dream game, which I am trying my best to make and I hope it sounds like something you would enjoy to. The time this will take is veeeeery hard to estimate, but I think have a good pace and the internal structure of the game was designed from the start to include all this so a lot of the ground work is actually already done. But it should not take longer than 12 months I think.

Best wishes and lots of love!
//Mattias

* Depending on the reception of the game, the final-final price may go higher. When leaving Early Access (maybe in 3-5 months?) till price may increase to 12$, and after that I plan to create and include modding tools. If the game becomes as stable, replayable and enjoyable as I hope, the final price will end at a maximum of 15$. This is not set in stone, but it is the best estimation I can give at the moment.

Patch 0.6.6.5 - More fixes again!

This is an additional fixy-patch, which does the following:
- Removes a bug where units would stutter when moving or glitch when trying to sit.
- Replacing dirt blocks with cobbled ones will no longer say the work order is inaccessible. Also made sure the grid is updated succesfully (previously undead units could sometimes move through newly built blocks.)
- Fixed a bug with loading the grid.
- Slight fixes balcony placement.
- The amount of undead that attacks have been fixed. Previously the amount could in rare cases be enormous and did not scale properly with the settlement and the amount of days played.
- Some fixes to overlapping texts on work orders.

As always, sorry about the bugs, keep the reports coming and thank you for all your support!

Best wishes and lots of love!
//Mattias

Patch 0.6.6.3 - A few more fixes!

This patches fixes the following:
- Fixes priority/accessability when building stuff. For example if you build a new house and give work orders for two beds and a door, the beds will not be set to 'accessible' before the door it build. Same goes for work orders placed on inaccessible upper floors, balconies, etc.
- Fixes two crashes related to working and mining.
- Work orders that have workers will always be bright white, previously some remained gray which was confusing.

The first fix actually really smoothens the gameplay (at least from what I myself can tell), which is the main reason I uploaded this patch as soon as possible. Thanks again for all support and bugreports!

Best wishes and lots of love!
//Mattias

Patch 0.6.6.1 - Hotfix!

This patch fixes a crash related to new people joining your faction. Sorry about this one!

Best wishes and lots of love!
//Mattias

Patch 0.6.6.0

This patch adds the following:
- A new biome: mountains. A very difficult biome where the weather is always cold or freezing and nothing ever grows.
- Sometimes lone visitors will have veterans backgrounds and might join your faction if the conditions are right/met. These units will most likely be great additions to your settlement.
- 7 new veteran-backgrounds, to mention a few: Vampire Hunter, Assassin and Paladin.
- 7 new perks, some exclusive for veterans, like Silver bolts or Silver bullets for vampire hunters, and Back stab for assassins.
- 'One brave soul' - a new scenario where you start with only one villager, a veteran, and some basic supplies.
- Several new headwear, like masks, horned helmets and tricornes. Available only through looting or veteran units.
- A new type of event/subevent: A specific culture (either scourge, pirates, rowing bandits or raiders) might attack your settlement. These attackers will have better armour and provide a greater challenge.
- A new undead enemy: Dread wolf (inspired by the Hell hound from Grim Nights 1) which deals poison and slashing damages.
- You can now have your camera follow a specific unit. (Fun!)
- A few new songs and a few remastered ones.

This patch fixes/changes the following:
- Fixes a bug where units got stuck in knocked-back-state.
- Fixes a glitch where ranged units kept glitching in and out out ranged-state.
- Fire damage decreases faster and fleeing units will not stop to put out fires.
- Attackers and visitors will heal themselves if necessary.
- Having allies flee/abandon faction will have a greater negative impact on others. This will mostly be noticeable with attacking humans whom now are much more likely to flee all at once rather than one at a time.
- Fixes a bug where units got stuck looking searching for a place to rest.
- When trading you now use a slider instead of + - buttons.
- Fixes a few bugs related to loading a game.

I think that was it for this patch. I very much hope you enjoy the new content! I stand very ready to throw in a hot-fix should this cause any unforseen issues.

One more thing: Steam-screenshots are no longer working and will be fixed as soon as possible, sorry about that! Your screenshots are still being taken and saved in your %APPDATA%-folder.

As always: thank you for your patience, feedback, bug reports and support!

Best wishes and lots of love//Mattias

PS: Next patch will give you the much needed ability to customize your starting units and the cultures of the newly generated worlds.

Patch 0.6.5.2 - More minor fixes!

This patch fixes the following:
- Two crashes, one related to moving items and another related to the GUI. (draw_get_happening)
- If a villager is stuck inside a block he/she will move up one tile and be freed. Of course villagers should not be stuck inside blocks at all - I will get the root cause of the problem, but until then this will at least free them.

Sorry for the bugs and thank you for your patience and your reporting!

Best wishes and lots of love//Mattias

Patch 0.6.5.1 - Hot fix!

This is a hot fix to prevent your units sometimes starting to slaughter eachother while hunting. Sorry about that one!

For those whom are interested: The problem occured when you had a tamed animal of the same species you were attacking. The attack-response logic made species protective of their own kind and I forgot to check what faction they belonged to (Only untamed animals should react this way). This meant that a friendly animal reacted to a wild animal being attacked, enter the whole response-chain, messed up what faction was being check and all of sudden the poor hunter attacking the wild animal became an enemy in the eyes of all the other responders.

Oh well, that should be fixed by now!

Best wishes and lots of love//Mattias

Patch 0.6.5.0 - Advanced animals

This patch adds/changes the following:
- Animal now have more advanced behavior: they have hunger, can starve, eats when necessary, sleeps, can be tamed, then sheared and/or milked. (Yes, you can now reliable produce wool and cheese).
- Sheeps have been added.
- An new event where semi-tame animals (sheeps or goats) enter the area.
- There is now visual differences between some male and female animals. For example male deers (stags) have horns, more health, do more damage and do piercing damage instead of blunt.
- You can build animals pens to keep animals in, and troughs which are storage used for feeding animals.
- You can now give direct orders to move items between or into storages or to be dropped on the ground.
- There are some new GUI-option, to display humans/animals names and whether Autosaves should occur or not.
- Added three new songs to the sound track: Two eerie night songs and one peaceful day song with harps.
- Muskets now do less damage but the damages class has been changed from piercing to explosive, meaning it will be much deadiler, having a bigger knockback and effectively causing more damage since almost no armor gives high protection against it.

This has been fixed:
- Improved hauling, giving correct priority to items depending on distance.
- Fixed a bug where units would stutter when about to bury/dispose corpses and/or moving the cart.
- Spiders no longer return to life when you mine the block beneath them.
- Melee units given guard orders will aid others in melee combat if close enough (3 tiles distance).
- Fixed a bug where units moved even though the game was paused.
- Fixed a bug where visitors where stuck at edges. (I think is like the third time I 'fixed' this bug, but this time I am 95.12% sure.)
- General improvements to villager AI, like them resting on the ground if no chair is available, no longer getting stuck moving in and out of doors, going to bed right away when resting on chairs and night approaches, etc.

I think that was it. I put this patch in the "Mayor update"-category because even though these patch notes are not the longest, it really does add a lot of content and variety to the game.

As always: lots of love, a million thanks for your patience, feedback and support! <3 Should this patch cause any unforseen bugs, I stand very ready to throw in a hot fix!
If you like this game, please leave a review and help spread the word, it really helps!


//Best wishes Mattias

PS: I used some of my earnings to invest in a much better synth/sound-library (not sure what the term is, hehe). The latest day-song is made with it and I will probably remaster some of the older songs, a few at a time, with the upcoming patches. =)