Hey! Yarden GRIME director here, so here is the 2nd and final update on the the Tinge of Terror DLC -before it launches on June 7th!
The launch trailer will debut at the MIX showcase! More details will be available soon.
Link to full size cover Art https://drive.google.com/file/d/1FutlhpHF0knDTiOMBQrlpodHPl9yMgAH/view?usp=sharing
Art by https://www.artstation.com/freetime
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New ToT details:
Last update we talked about the NG+ changes to enemies and, especially, bosses.
Now, let's talk NG+ progression.
Since you likely already posses all the boss abilities at this point, they now grant a new reward for defeating them, which are called Sanguine Ichors. These items will let you upgrade about half of all traits beyond their standard cap.
Similarly, if you have already reached the maximum Breath capacity, Mini-bosses will now instead grant you Breathearts, which can be used to upgrade weapons beyond their maximum cap. However, the process will require an increasing amount of Bloodmetal, which can now be found in greater quantities in places where once there were weapons and armor, so there is still purpose in going out of your way to collect those.
So, there are plenty of reasons to play the new NG+ at least once, especially if you enjoy the combat and are looking for a greater challenge, because those modified bosses are definitely going to give you that.
However, beyond the ever increasing stat difficulty of enemies, why would you want to play NG+ more than once?
Well, prepare for your toughest combat challenge yet, against an all new secret boss that can only be reached in NG+.
Plus, we added a little something for those powerful enough to defeat them over multiple runs.
Hope to hear from you during THE MIX stream and at launch!
New DLC Announcement & Updates
Hey! Yarden GRIME director here, seems like we can finally start to talk about the next DLC - Tinge of Terror.
ToT is our next DLC, and it will be a very ambitious take on the NG+ mode.
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After absorbing the final boss of the game you will gain the ability to shift into the NG+ reality from any surrogate.
The game will start with a much shorter, slightly different intro, and you will carry over literally EVERYTHING you have gained from your original playthrough. This includes ALL boss abilities. What this means is that you can air dash, hover and double jump from the very start of the run.
However, this meant that a lot of things had to be changed to account for that. From some character interactions that would no longer make sense when you can sequence break everything to, especially, combat.
For example, All main bosses have been modified with new attacks and behaviors. You are in for quite a surprise with NG+ Amalgam.
This also applies to all regular enemies, we wouldn't want re-exploring the world and engaging with all of its enemies to feel tedious, which is why they have also been modified to maintain some of the challenge.
Some enemy attacks now shoot projectiles, some now become frenzied after uh... you break their rocky head.
There's more to talk about, such as some new progression elements to incentive re-explorations, as well as a whole new ???, but I'll save those for another update
Tinge of Terror will launch later this year.
Patch notes 1.11.11
Hey! Yarden GRIME director here, and judging by the reports we've gotten so far, this will probably be the last patch before taking a break from patches for work on the next DLC NG+. I'll prepare the first update post with info on it if the next 2 weeks or so pass without any new significant bugs reported, confirming we are in the clear for this break.
Quality of Life:
- Added the option to disable the Low Force HUD Indicator in the Settings menu.
- Lightning platforms in Childbed are now slower to burst.
Bugs:
- Fixed an issue casing the player to appear below the Surrogate after game reload. (Most notably at Childbed with Giant of Eyes)
- The player will no longer bounce indefinitely when dying next to a bouncing pad.
- Fixed an issue with some self-pulling objects at the Artisan of Flesh arena.
- Potential fix to bugs that occur from alt+Tabbing the game. Such as the HUD becoming invisible.
-Fixed a rare bug causing the HUD to incorrectly keep fading out.
- Fixed an issue caused when warping or starting a Gauntlet challenge that caused to player to appear in the wrong place.
- Listener encounter should spawn more consistently throughout the game.
- Fixed an issue leaving enemies glowing after they are no longer pullable.
- The Amalgamation now properly removes all applied effects on fight start.
- A certain craver in nerveroot will now correctly respawn after death
- Minor collider tweaks in certain locations.
- Added missing SFX to Vase encounter in Lithic.
Languages:
- corrected some Chinese Traditional and Simplified texts.
- The names of encounters in the Gauntlet menu are now properly localized.
- Clarified hover tutorial text.
Patch Notes 1.11.91
Hey! Yarden GRIME director here, and I think we're nearly there.
I expect there will be need for onlyone more final patch to fix some controller issues, after which we will take a break from patches to focus on the NG+ DLC and making sure the new Switch optimizations that will be included with it won't cause the same issues we had with CoR launch. I'll keep you posted as well as make some update posts on what to expect from the new DLC once we're ready. :)
Quality of Life:
- Regenerating walls destroyable only via sprint will now restore all Force on destruction. (Force shouldn't be a factor during platforming, which is why Self pullers restore Force during the final areas of the game where platforming is more prominent. The new walls serve a similar function now.)
-Added a keybind to aim pull using the keyboard.
- Added some navigation functionality to menus.
Bugs:
- Fixed an issue blocking players from Warping to the Peak of Creation after defeating Shidra.
- Fixed an issue causing projectiles to hit as soon as they are being launched.
- Mouse cursor should no longer disappear when a controller is plugged in while in the menu.
- Fixed a rare issue causing the Vulture to float mid-air before battle start.
- Fixed an issue blocking the player from entering the Flowerheart arena if the player died before absorbing the Flowerheart.
- Fixed a big letting you dash twice right after self pulling.
Languages:
Simplified Chinese was re-added after accidently being replaced by Traditional. There is now both Simplified AND Traditional Chinese options.
Balancing:
- Grieving Rockgiant leap attack and it's damage has been tweaked to make the fight overall feel better.
- Health and Force scaling weapons dropped down a scaling level (Since these weapons offer double the benefits due to points counting for more than just increasing a weapon's damage. So the safety they offer should be at the cost of the advantage compared to other weapons that are more focused on raw power.)
Patch Notes 1.11.7
Hey! Yarden GRIME director here, and this should hopefully be it. No more significant bugs.
We will continue monitoring the forums and Discord for any additional significant bugs, and if all goes well, this will be the final patch to be included in the console mega-patch that will be coming out Mid January. Bringing the game up to date with the PC and taking care of the vast majority of all the bugs that launched with the DLC.
Afterwards, we'll take a longer break from patches as we prepare to make some riskier updates and prepare for the next DLC.
Major bugs:
- Fixed an issue where environments some times do not load. - Fixed a bug where Shidra's main quest cannot be continued.
Bugs:
- Fixed an issue happening to some players with the Listener. - The keybinds changes will now save properly when closing the menu. - Disabled the Discord button until the menu is ready. - The area above the Amalgamation should now properly open after defeating it. - Miniboss map markers wont re-appear by engaging via the Prey Gauntlet. - Shidra wont repeat itself after finishing a quest. - Fixed Prey Gauntlet loading issues. - It is now easier to Repel the additional dancer on The Final Performance encounter when it drops from above. - Improved Shidra's heal sound. - Fixed Shidra's projectiles bursting from the ground. - Shapely Fidus arena elevator wont vanish after finishing the match on Prey Gauntlet mode. - Fixed bugged texts for certain weapons, items or prey. - Fixed buggy interactions with pullable tooths. - Removed the delay from the Double Jump sound effect.
Patch Notes 1.11.5
Hey! Yarden GRIME director here, this is the 3rd post-CoR bug fixing Patch. It includes some new changes to improve clarity and use of some new gameplay mechanics introduced in CoR, in addition to focusing a TON of bugs.
This is our biggest post DLC launch patch yet, and hopefully the last one focused on bug fixing! And if not... well, see you next week!
Level Tweaks:
- Fixed Feaster's Lair to Childbed path, preventing backtracking. - Fixed Weeping Cavity to Yr Den path, preventing backtracking. - Added New walls that can only be broken using Sprint for improved clarity. - This new wall will now appear right after beating Flowerheart to better understand the ability and its uses.
Quality of life improvement:
- Sprint dash can now be triggered from air dash upon landing as long as the button to sprint is held down and landing occurs within 0.5 seconds.
- Beacon inactive sound has been pitched down to be less ear piercing...
- New Fetal Pearl completion animation. (Players expressed confusion regarding the Thin Nacre gained from Runners and how collecting 3 of them creates the Fetal Pearl healing item.)
Achievements:
- Instruments achievement fix. (For real now!) should be given retroactively. - Kin achievement fix. Should be given retroactively.
Old save fixes:
- Fixed surrogate warping on end game saves.
Bugs:
- Fixed a leftover issue blocking players from re-fighting a boss in the Prey Gauntlet menu. - Some map fixes. - Special zones that block the ability to look up or down will now be properly cancelled on death. - Fixed projectiles just floating slowly mid-air if they hit something right after being launched. - Graphics wont unload around areas the player might reform to. (On Graphics Fidelity level 2 and 3) - It is now easier to track Combustion Lantern debuff stacks on the Flowerheart encounter. - Boss and Miniboss status map markers fix. - Pale sky's healing effect will now properly re-apply after death. - Refining to the Vulture arena's pullable Beacon collider. - Fixed back causing other sources of damage to be effected by the insufficient weapon stats debuff. - Fixed an issue with the Combustion Lantern on the Whisperers fight. - Fixed an issue with Electric Walls in Lower Nerveroot disappearing. - Fixed an issue with some player abilities causing them to drop through moving platforms and elevators. -Fixed an issue causing the Eyebrute's eyes to stutter. - Fixed an issue caused by pulling a platform repeatedly multiple times. - Fixed some speech bubbles being bigger than intended. - The Vulture wont leap backwards if at the edge of the arena after being repelled. - Pausing the game mid music transition in encounters should no longer interrupt it. - Finger Blade can now damage breakable floors. - Fixed a small issue with the music on the Desert Watcher fight. - Surrogate Vulture received some hitbox fixes. - The Flowerheart boss now triggers on damage taken, instead of on hit taken. - Tarbile generating weapons wont generate a Tarbile stack on hitting an immune target. - Madrock swing sound effect has returned! - The 'Insufficient Attributes Debuff' will now properly be removed after growing in the Surrogate past the requirements. - Added a failsafe to on character kill achievements that should trigger when coming in range with their spawn location. - Fixed an issue caused by upgrading certain weapons to maximum rank.
Balancing:
- Price of Pearls reduced in the Childbed merchant. - Price of weapons sold in the Worldpillar reduced.
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Please keep posting your issues to our forums. Any additional information such as images, but especially videos, would help us immensely to get these problems solved faster!
Patch Notes 1.11.4
Hey! Yarden GRIME director here, this is the 2nd post-CoR bug fixing Patch. Most issues with Pre-DLC saves should now be fixed, including warp issues and the NPC new quest. In addition all achievements should now be fully functional once more, as well as the majority of annoyances!
In addition - Ambience & soundtrack have now been updated on Steam with the CoR DLC tracks for FREE.
Bug fixes:
- Fixed issues with the Prey Gauntlet. - Game settings should no longer be reset with each new update. - Player occasionally getting stuck in a "falling pose" while walking around in certain spots. - Pullable teeth now correctly block traps in Feaster's Lair. - Vase NPCs on top of Lithic should now work as intended. - Fixed an issue causing Flowerheart to take excessive damage. - Fixed the Flowerhead display graphic. - Interaction text wont show 'Default' any more. - Flowerhead Icon fixed. - Wrong item and prey texts fixed as well as some other typos. Other languages will follow in a later update. - The mouse cursor should no longer disappear when entering a Surrogate while a controller is connected but is inactive. - The area above the Amalgamation in Cavity should now properly unlock after defeat the encounter. - Traders will no longer offer unintended number of item quantities. - Players who quit the game while dying will now spawn at their last checkpoint when they return. - Madrock swing sound effect has returned! - The 'Insufficient Attributes Debuff' will now properly be removed after growing in the Surrogate past the requirements. - Fixed an issue caused by upgrading certain weapons to maximum rank. - Corrected some silent areas in Childbed. - Corrected a visual bug with some bloodmetal mines. - Colliders updated in Childbed, Weeping Cavity, Gloomnest, Lithic. - Corrected some frontal walls not disappearing when you get behind them.
Achievements:
- Instruments achievement fix. - Update - Made an oopsie. Next patch will have the fix. Sorry about that. The moment the patch is up a simple loading of the save should unlock the achievement. Next week! - Zygote achievement fix. - Added a failsafe to on character kill achievements that should trigger when coming in range with their spawn location. (For example, Yon.
Pre-DLC endgame save bug fixes:
- Peak of Creation added back to old saves. - Unlock several Surrogates for players who have defeated Shidra before the DLC update to compensate for a related issue. - Listener quest should now resume. Affected players need to go to the Misbegotten Amalgam arena to correct the issue. - You will no longer be able to pick up the Strand of the Child when continuing an end-game save.
Balancing:
- Pincer Glaive adjusted: More damage on special per stack but lower stack gain per hit. - Electric platforms in Childbed should be more forgiving now.
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Please keep posting your issues to our forums. Any additional information such as images, but especially videos, would help us immensely to get these problems solved faster!
We expect to upload another patch by the end of next week which will focus on lower priority bugs as well as some some more complex tweaks, and hopefully with that close the lid on the new DLC bugs so we can focus on the next one.
Patch Notes 1.11.3
Hey! Yarden GRIME director here,
I hope you've been enjoying the CoR DLC so far! Unfortunately, the new content brought some significant new bugs with it. This patch is the first one aimed at ironing out those issues as quickly as possible!
Bug fixes:
- Fixed Controller rebinding. - Fixed bug of not being able to GROW using a controller. - Pull inconsistencies with certain bosses have been fixed. - Significantly reduced the cost of Piercer trait to a more appropriate level post DLC. - Added an absorbable part to Walker so you could get their Trait. - Added a respawning Walker to Childbed. - Buffed Maker Lightning damage on Spinesword & Spineaxe. - Fixed some Camera volumes to better aid in guiding platforming challenges.
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We will keep patching the game with mainly bug fixes over the course of this coming week, including the numerous issues with the Prey Gauntlet.
I'm sorry for these issues, we'll do what ever we can to make sure you won't have to wait long for a fix.
Please keep posting your issues to our forums. Any additional information such as images, but especially videos, would help us immensely to get these problem solved faster!
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Once we feel like the game is in a good technical state once more, I'll start preparing some updates to the next DLC in the works (NG+) and how different it is from other games.
Colors of Rot DLC is OUT - Patch Notes & future plans
Hey! Yarden GRIME director here, and I've got good news, Colors of Rot FREE DLC is OUT!
In addition, anyone that has purchased either the GRIME soundtrack or Ambience will get new DLC tracks added on to them for FREE!
A word before going into the patch notes -
Much of the changes and additions done to the game are the result of the feedback we have received from you all post launch. So thank you for anyone who has taken the team to share with us your thoughts, issues and frustrations with GRIME.
Colors of Rot is our gift to you.
New Content:
- A new, massive area. - New Bosses. - New Abilities. - New Traits. - New Enemies. - New Weapons. - New Music. - New NPC interactions. - A New Cinematic. - Hidden backtracking challenges, as a reward for re-visiting previously explored areas. - Refreshable Healing that can be collected from chasing runners. - The ability to refight endgame variations of bosses after defeating the final boss. - New Achievements.
Quality of life changes & Adjustments:
- Game optimization resulting in much better game performance & more graphical options to better control how the game runs.
- Reworked Minibosses: Grieving Rockgiant & Artisan of Flesh. (Both bosses have felt somewhat underwhelming. Grieving being too much of a rehash of Harmless, now has all new attacks. Artisan will now teleport to melee attack you, giving you a chance to parry them as well.)
- You can now equip any weapon at any time, but with a major damage penalty. (Being able to test weapon move sets before committing to their stat requirement has been one of the most highly requested changes. Done!)
- The Map now tracks your steps before finding the area Beacon. (While we are not getting rid of the Beacon system, I've still wanted to look for a way to mitigate some of the frustrations of players who ended up getting lost for more than they should. The map will now track your steps without revealing the area, similarly to Code Vein.)
- The Warp ability has been moved to one of these new bosses, and can be gained around the mid game. (Another highly requested change. The ability to Warp can now be gained far earlier into the game, depending on player exploration and skill.)
- Fall damage nerfed significantly across the various height tiers. (While we can't rid of Fall damage all-together, it is too integral to the level design, we can mitigate it farther.)
- Added the option to increase NPC speech bubble text size. (Especially useful for you Steamdeck players!)
- Alternative controls to Pull. (No longer limited to use pull with Mouse alone. Can now aim using directional keys.)
- Garden enemies have been replaced with new types. (The Flower Foe's have been one of the most frustrating mob enemies in the game. They've been reduced in numbers and tweaked to make Garden less intense than The Carven Palace.)
- Large shell lurker drop rate significantly increased for bloodmetal Chunks. (If you're going to farm, may as well make it less tedious.)
- Climbing and platforming feel has been tightened up.
- Heavy weapons Force cost reduction.
- Added arrow indicators to the pullable moving platforms in Carven Palace, to better indicate which direction they can be pulled to.
Balancing:
- Slow & Very Slow weapons buffed with lower Force costs.
- Fledgling Yr and Tonguebrute traits have been nerfed.
- Bloodmetal Scythe air special damage nerfed.
- Minor Nerf to Chisel Nails Duration and Higher Force Cost for the special.
- Piercer Trait changed and replaced with a new DLC enemy type.
- Slight increase to Force regen.
The FUTURE
I have even more good news, this DLC won't be our last! The next DLC in the works will be our very ambitious NG+ mode. It will rework and modify ALL of the enemies and ALL of the bosses in the game, as well as add bunch of new content.
This will be New Game+ Like no other.
Stay tuned!
Colors of Rot release date! December 15th!
Hey Rockheads!
I’m excited to announce that GRIME: Colors of Rot will be released on Xbox, Steam, and Playstation on December 15th!
With new weapons like the Bowaxes (yes, they are both axes and a bow,) new abilities like Hover, new bosses like REDACTED and a whole new area called Childbed to explore, Colors of Rot adds plenty to your favorite soulslike metroidvania. Colors of Rot comes both to our PC platforms as well as Xbox and Playstation, so there’s never been a better opportunity for you to play!