Hey! Yarden GRIME director here, Among a ton of other things, this patch removes all missables from the game, adds a new weapon, significantly nerfs consumables costs, reduces crashes, and much, much more.
Starting with what has been around the top of our complaints at launch, missables:
- The optional Boss awaits until you defeat it. * I came to the conclusion you guys were right. It didn't make sense in GRIME to block that fight because it became easier with a new ability when you can go back and defeat mini-bosses later easily as well. In both cases just miss out on the challenge and/or power, but that is your choice.
- Lithic Art Trader remains in Lithic after defeating the area boss.
- All "Elite" Hunt Prey have a weaker, respawnable version without a hunt point hidden in the world. Meaning you can still get their trait. Only exception to this are the Spinesnakes since their AI is currently tied to their boss fight.
New Content:
- Tooth Hammer - A new STR+RES wisp debuff weapon has been added, somewhere in Feaster's Lair. * I may have kind of accidently forgotten to put this weapon in the game as I was moving it around to different hidden locations. Sorry!
Achievements:
- Instruments should now be achievable with the addition of Tooth Hammer.
- Assimilation fixed and will only be gained after getting all traits, all Boss abilities and all Breath Hearts.
- Ending achievements should now work as intended. * For those that already finished the game, you can go to your end of the game save, climb to the PoC again, trigger the cinematic and get it. If there is interest for it, we could provide you with default saves for just before the Kinship ending and before being able to get the Weakness ending.
- Proportions can be gained even after defeating Yon if you pass by the area where you fought them (near the Sealed Barrier).
Gameplay:
- Pullable objects have varying degrees of additional clarity via the "in-range pullable indicator". * Hopefully this will help players figure out prey-pulling earlier
- Consumable prices have been reduced significantly, up to about 80% cheaper.
- After player dashes in air- shards float around them. These get back inside of the player after it resets and they can air dash again. * Hopefully this will help player realize that dashing from the ground into the air does not consume air dash, and also when it resets in general, such as from Self-pull.
- Prey drops have been expanded and improved. In general drops have been improved from mid to late game.
- Strand of the Child now does a better job drawing the player's attention when they pass nearby.
- Some Carven Palace encounters have been made more manageable, in particular whenever platforming/puzzles are involved.
- Fire Needle has been slightly nerfed. * You'll still be encouraged to learn to dash out of it, but it now won't be a death sentence if you have full health and a heal. You are intended to hate these buggers.
- Garden encounters have been changed to not be as opressive at times. This is mostly done by changing the absorb segments of some flower types. * Carven Palace was meant to be the peak of difficulty and frustration in terms of combat encounters. Garden was meant to be more of an easing down, a build-up for what comes next.
- Using Burst Lantern special in air will trigger the stacks.
Accessibility:
- Added an option in settings to toggle auto cursor hiding.
- Sound of inactive Beacons has been pitched down to help mitigate issue for players with tinnitus. Range of already active Beacons has been lowered as well.
Major Bugs:
- Potential fix to game crashes.
Minor Bugs : - Fixed an issue with an optional boss which caused the floor in both sides to go down. - Fixed an issue causing the player to respawn in mid-air in the Carven Palace. - Fixed a naming issue where sometimes Feaster's Lair was referred to as Feaster's Den. - Fixed an issue where the player could drop from the elevator to worldpillar without reforming. - Fixed collider issues in the Weeping Cavity, Lithic, Garden. - Added missing colliders to a ceiling in Gloomnest. - Fixed a collider issue with the Strand of the Child pickup area in Garden. - Yon achievement has been fixed. Going to his encounter after defeating him will grant you the achievement. - Added a missing weapon to Feaster's Lair. Collecting this weapon should fix the issue of the "Instruments" achievement not unlocking. - Fixed an issue that could respawn the player next to a bomb in Gloomnest. - Fixed an issue causing the Jawstag to get stuck occasionally. - Fixed a few typos in some NPCs dialogues. - Fixed a rare issue where you could get stuck on some of the ladders in the secret worldpillar platforming challenge. - Adjusted a wall next to the palace nervepass that appears earlier than it should. - Fixed a potential softlock issue in Feaster's Lair. - Goldhead will now properly leave Nerveroot after talking to him.
Plans for the next Patch/s:
- Still looking to address the issue of being unable to comfortably upgrade weapons or build up ardor when in Cenotaph City. This may either be resolved with a new NPC or a hidden Nervepass.
- I'll start working on figuring out the exact mechanics and UI of how we should implement respecing.
- Looking for ways of encouraging players to put a point or two in one of the Force replenishing traits (Frail arm/Clawhound), as they are a relatively integral element to Force balancing. Same for Piercer Trait, which is possibly one of the most powerful traits in the game, and allows players the ability to gain Breath from Bosses they otherwise wouldn't have been able to.
GRIME Trading Cards are Now Available!
Hey, Rockheads!
Cool news if not necessarily big news, we've just activated Steam Trading Cards! There are nine (9) total cards for players to collect.
If you've already played a bunch of GRIME, you should have a handful sitting in your inventory ready to be traded as you see fit! If you'd like to trade cards around with others to try and complete sets for cool rewards, might I recommend heading on down to the trading sub-forum? I'd also recommend just taking a second and enjoying the beautiful 3D art for each of the trading cards.
Happy hunting!
1.0.4.5 hotfix (hotfixed!)
Hotfix - Patch 1.0.4.5
Fixed a bug introduced in patch 1.0.4 preventing players from carrying out an interaction near the end of the game. Additionally, fixed several issues with the Nervepasses. The game will now remember if you reached the Worldpillar and triggered the Nervepass present there.
This should hopefully be the end of the patch 1.0.4 hotfix 2-day saga!
Plans for the next patch include getting rid of missables.
NOTE: We are aware of an issue where loading a save when you're at the Garden - Thirsting Trees surrogate results in repeated fall to the void. This will be fixed in a future update, but it shouldn't stop you from reforming and reusing the surrogate properly.
More patches are coming! We read everything! And thank you for your patience! Special thanks to Matsan, Qerrassa, and Demajen from our discord for their continued testing and contributions!
Patch 1.0.4.5 - Hotfix
Hotfix - Patch 1.0.4.5 is up!
This patch fixes a bugged interaction near the end of the game, and an issue making a late-game Nervepass unreachable.
Thank you for your patience!
Patch notes 1.0.4
Hey! Yarden GRIME director here, So this is a pretty massive patch.
It includes both fixes to the biggest and most common technical issue that we are aware of - the fps/stuttering issue, and the most significant gameplay complaint - scarcity of Fast-travel points. As well as a whole lot more small fixes in nearly every aspect of the game.
So let's get to it:
Gameplay:
- We've heard you players. Fast Travel has been updated with 3 additional travel points and the relocation of one into an earlier, more accessible spot. Unformed Desert, Feaster's Lair (the old one became Gloomnest), Garden, and the relocation of the Carven Nervepass. We won't necessarily stop here, but it is a start.
- Beacons are now much easier to find in the majority of areas - Trails leading to the beacon begin from much farther away, and the sound que is also farther away.
- STR weapons have been buffed with increased damage and reduced force costs. However, these are still a high skill-up category of weapons and you are strongly advised to choose at least one Force replenishing trait such as "Frail Arm" and "Clawhound" to maintain aggression.
- Servant & Flower types are now generally more susceptible to Absorb.
- Parriable needle throwing Servant has much less health.
- Spinesnake trait costs 2p instead of 3p.
Major Bugs:
(Please let us know if it any of them are still unfixed):
- Fix for the stuttering issue causing the game to appear as though it runs on less than 60fps. Thank you for your patience!
- Game endings will now grant the proper achievements.
- 'Proportions' achievement is now acquirable.
- Fixed an issue causing the Pull state to stay turn on when it shouldn't.
- Shidra fight is no longer infinitely repeatable.
- Fixed a rare issue causing the game to crash.
- Exiting the game after absorbing Shidra, but before reaching the Peak of Creation will no longer cause issues.
Minor Bugs:
- Misbegotten Amalgam: Added a fix to make sure the player always gets something to stand on.
- Chisel Nails special weapon buff no longer persists after swapping a weapon.
- Ardor will always show the infinite '∞' symbol when equals to 100.
- Fixed an issue where some black walls wouldn't disappear when you go behind them.
- Fixed an issue in Lithic which caused the player's lost vessel to spawn in an unreachable area.
- Collider fixes in Feaster's Lair, Unformed Desert, Lithic, Carven Palace and Worldpillar.
- Fixed an issue near the Unformed Desert's beacon that caused some objects to disappear unexpectedly.
- Amalgam will no longer continue to cry near its arena in Lair when it's not actually there.
- Fixed a bug prevent captured rockgiant's head from taking increased damage.
- Fixed some collider issues when interacting with the pullable teeth in Feaster's Lair.
- Minor optimizations to Feaster's Lair.
- Fixed an issue that allowed the player to go out of bounds in Worldpillar.
- Fixed an issue where Shidra's clap attack was absorbable when it shouldn't be.
- The Imprisoned Rockgiant in the Carven Palace will no longer respawn after death.
- You will no longer respawn on a volatile blob in a platforming challenge in Gloomnest.
- The Yr Warrior found near Yr Den will no longer respawn after death.
- Flower Foe will no longer enter an animation loop when deflected.
- Removed an unneeded ladder volume in Servant's Path that let the player climb in the air
Quality of Life:
- Pull target selection now has minimal distance to ease consecutive self pulling challenges.
- Pull 'flicking' with a controller should now be more responsive and precise.
Clarity:
- Spiked crawler now has grey health so players won't be as likely to believe they can be absorbed.
- Added red glow the the Whispering Mothers unparriable charge attack.
- Removed Red border from Yr Sword Warrior prey entry, as though it may grant a trait.
- Made it clearer you can dash through the rocks the ceiling rocks at the start of PoC.
- Weapons attribute symbols now have different colors to help differentiate between them when small.
- Removed a background asset from Gloomnest that looked like a platform but wasn't.
-Fixed a typo in the Italian localization.
-The Centipede Whip will now properly display a big notification when collected.
Future patch/s:
- Removing missables will be the next thing we'll aim for in the next patch. There are not many, currently only 2 missables, though one of them is fairly substantial.
- After addressing what were clearly at the top of complaints from both a technical and gameplay perspective, it is time to address our 2nd and third: The ability to try out new weapons that players do not meet the stat requirement for & being able to re-allocate stat points.
To set expectations, these will take longer to address as they are not supported with our existing systems and will likely require the creation of new ones, which in turn, make cause new bugs that will need testing. In layman terms, this may take 2 or more weeks. We ask that you be patient as we are currently only 3 developers trying both address everyone's concerns as well as the ones working on fixing them. While still trying to find some breathing space in-between.
With that being said, we fully intend to continue uploading patches from once to several times a week, fixing bugs and improving the game with the help of your feedback!
Yarden Weissbrot, GRIME Director
Special thanks to Matsan, Qerrassa, Hellrage, and Demajen from our discord and JMistic, Mistah Body Massage Machine, Nergrim, and Liandri from the steam forums for testing this patch relentlessly for the past few days! discord.gg/grime
Patch 1.0.3 is now available!
Hey! Yarden GRIME director here, Welcome to our first post-launch patch notes. A quick but ROCKGIANT-SIZED-THANK-YOU to all the support from everyone!
This patch includes a potential fix for what we've seen as the most common and significant issue - periodic stuttering, causing the game to appear as though it runs on less than 60fps. We are aware that this is currently the most common issue experienced by players, and fixing it as fast as possible is our top priority! Please let us know if there have been any improvements with this issue, so we know that we are on the right track.
In addition, this patch includes a bunch of QoL improvements such as; allowing players to now rebind the map hotkey, disabling the backs-step for you Hollow Knight fans, and no longer will useless, ugly, Unformed Fingers automatically add themselves into your quick-bar.
Major bugs:
- Potentially fixed an issue causing periodic stuttering.
- Harmless Rockgiant's head is now vulnerable, taking increased damage as intended.
- Fixed an issue causing certain controllers to not function as intended.
- Fixed an error where some controllers blocked the cursor from appearing when it should.
Quality of life improvements:
- Consumables will no longer be auto-equipped. * Player feedback helps!
- Added the ability to change the Inventory, Prey, Map menu panels shortcut keybinds, and change the Toggle HUD keybind as well (If any of you want to take screenshots!)
- Stat requirements for early weapons have been reduced. * We've heard you! You'll now be able to try out more weapons before committing to certain stats.
- Added the option to disable back-step when no input direction is pressed for dash. * Essentially, you can now remove back-step and only dash forward.
Minor Bugs:
- Potentially fixed a bug causing the mouse cursor to be visible when it shouldn't.
- Fixed a visual bug with the Whispering Mothers Health bar.
- Fixed the Health Segments of the Captured Rockgiant.
- Fixed a collider bug that allowed players to inconsistently reach Yr Den without the necessary ability. * We're all for sequence breaking and we won't patch them out unless it leaves the player stuck, unable to exit the area without dying.
- Fixes to areas in the map which were not being revealed consistently.
- Added a collider to the throne chair in the Shapely Fidus boss arena. Thanks, Elajjaz!
- Inventory character preview appears in better detail on low-quality graphics settings.
- Fixed a bug that left an invisible damage zone inside of the Vulture arena.
- Fixed a bug blocking the ability to exit the credits screen after finishing the game with a controller.
Plans for the next patch:
We will continue to monitor the stuttering issue until it is resolved. A bug with Ardor has caused an unintended discrepancy of mass gains for players, next patch will tweak the leveling costs to better reflect our original intentions. Any new significant bug that has popped up will take priority, but new patches will also include a myriad of minor bug-fixing, as this one has.
Potential future, future patch - Exploring options to tackle one of the most common gameplay criticisms, regarding the current scarcity of Fast-travel locations.
And that's all for Patch 1.0.3! Please, continue to let us know if you discover any new issues, or have any feedback on gameplay you'd like to give, we are listening!
Yarden Weissbrot, GRIME Director
P.S - Added strands to this mysterious location. Because how else are these platforms held in place like this then?
The GRIME Q&A is Now Live!
Hey, Rockheads!
GRIME'S launch celebration begins now! We'll be taking questions in chat, giving away keys, and revealing some behind the scenes concept art that went into making the game. Join us at the link below!
We'll be chatting with: Yarden Weissbrot - Game Director Yonatan Tepperberg - Technical Artist Josh Terry - QA Analyst Buddy Sola - Community Manager
Afterwards, Buddy will be hosting a special episode of Buddy Gets Good: GRIME! It won't be pretty, it won't be quick, but by golly Buddy will do his damndest to get as far as he can in game. If you want to hang out and watch a bad player try and get better, stick around!
See you then!
GRIME is Now Available to Play!
You know what time it is!
The game is now available to be enjoyed by all players! If you have any issues, please feel free to report them directly to us on the Steam Discussion Forums!
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Join the GRIME Devs for our Launch Party Stream!
Hey, Rockheads!
We want to celebrate GRIME'S launch with you! At Noon Eastern (9AM Pacific) we'll be streaming a one-hour Q&A with the devs behind the game! We'll be answering questions from chat, giving away keys and just generally revelling in all the good fun that comes with the game's launch!
We'll be chatting with: Yarden Weissbrot - Game Director Yonatan Tepperberg - Technical Artist Josh Terry - QA Analyst Buddy Sola - Community Manager
Afterwards, Buddy will be hosting a special episode of Buddy Gets Good: GRIME! It won't be pretty, it won't be quick, but by golly Buddy will do his damndest to get as far as he can in game. If you want to hang out and watch a bad player try and get better, stick around!
See you then!
GRIME Weekend Patch Update!
Hey, rockheads!
For those of you that have early access to the game via influencer or review keys, we’re pushing a small update to polish off a few bugs! As part of the update, you may see some inconsistencies with your map - areas that haven’t been unlocked may be visible, while areas that you have previously uncovered may be hidden. This doesn’t impact your saves, just the visibility on the map!
We appreciate that you put in some help to make sure this game is as polished as possible at launch. It’s likely that we’ll issue a few more updates over the first few days after launch just to catch any last minute issues that get reported . Thanks for your patience!