RWBY: Grimm Eclipse cover
RWBY: Grimm Eclipse screenshot
PC Mac PS4 XONE Steam
Genre: Hack and slash/Beat 'em up, Adventure, Indie

RWBY: Grimm Eclipse

Post PAX Jet Lag!

Hello Team!



Whew! We’re back from PAX East. What a blast! A big thank you to all that came by the booth, said hey, and played the game with us. Judging by the twitter feed of artist and level designer, Andy (@MaximumCortez), the RWBY cosplayers were out in full force. Check’em out!




We’re Always Watching!


Since the last update, we’ve been listening to your feedback. We hear some of you may be experiencing hiccups with the camera. We believe these issues are tied to performance. If you have noticed this issue, grab your machine specs and give us all the details on this discussion post.

Coming Soon!


We’ll have more news soon about the upcoming content update. Soon!
Until then, please send your favorite “Soon…” gifs/ images to @RobertsonAbe on Twitter.
Keep it classy!




All in the Family


Angry Video Game Nerd II: ASSimilation.


This week we’re keeping it light, but if you want something that’s fun, funny, and just might kick your ass, our friends over at ScrewAttack have a new game out. The Angry Video Game Nerd II: ASSimilation will tickle all of your old school platforming spots. All of them. We’ve played it. We dig it. And since we are all part of the Rooster Teeth family, we wanted to tell you about this frantic nostalgia romp ourselves.






MOAR Feedback!


We’re always scouring the net for your thoughts. Speak your mind in the Steam forums, Reddit.com/r/GrimmEclipse/ or even directly @Skilltacular on Twitter.
Keep it up, team!

Wanna reach us directly?
We’re a busy bunch, but we all love taking a little time to chat with the community. Say hey!
Name: Position: Steam Name or @Twitter
Michael: Game Director: @MPHadwin
Casey: Senior Engineer: @CaseyDonnellan
Abe: Senior Designer: @RobertsonAbe
Andy M: Senior Producer: Wizard_Poop (on Steam)
Jeff: Game Engineer: @jc_chamberlain
Andy C: Artist/Level Designer: @MaximumCortez
Jordan: Animator/VFX: @Jordy_JS
Brian: Associate Producer:@Skilltacular


Happy Hunting,
Rooster Teeth Games


Combat Revisions Are Now Live!

Hello Team!



This update is rated E for everyone (as in everyone will get it). If you've not read the past few news updates, this is the one to check out since today's update changes the default game you've been playing. If you’re up to date on your news, get in there and keep fighting. If you’ve been away for a bit, read on.

Over the past several months we’ve listened to your feedback and tweaked the game for the better. This update is the fruit of all that labor. Combat is more fluid and mo’ better. Grimm encounters are more engaging. Bugs have been squashed. In all, there are loads of changes. How about a fancy bullet pointed list?

This is a long one, so feel free to skip over our finely crafted words to your topic of choice.
We won’t mind much...
1) Improvements: Combat, camera, enemy AI, play offline, control scheme, audio.
2) House keeping: Bug fixes, known issues.


1) Improvements


Combat
Our original combat offered the player a few ways to take out Grimm. Our improvements aim to improve and widen your evil-slaying options with style.

  • Speedier combat animations and blending.
  • Heavy Attacks - Attacks that do more damage, are chargeable, but some take longer to perform. Also breaks Grimm out of their block state when landed.
  • New counter system - Grimm become open to a timed counter before they attack which leaves them stunned and vulnerable. You can now only counter 1 enemy at a time, you can fail a counter if you mistime it, and counter prompts are now shorter.
  • Special → Ultimates - Special attacks have been renamed to Ultimates which have their own microprogression choices in the Character Upgrade menu. Ultimates are more powerful than before, but take longer to earn. As players beat up Grimm, their Ultimate bar fills up. Initiating an Ultimate damages all Grimm surrounding the player. These moves also have a chance to open a Team Attack.
  • Team Attacks - We’re excited with the addition of and changes to Team Attacks. There’s a bit of mathematical wizardry happening under the hood, but each heavy attack has a probability to open up a Team Attack. Other things like counters and Ultimates have these probabilities too.

    Want a guaranteed way to to Team Attack? Hitting any stunned enemy with a fully charged heavy attack will open a Team Attack 100%. And when you absolutely, positively gotta Team Attack any creature of Grimm in the room; accept no substitutes.


Camera
Our old camera required gamepad users to constantly fix their camera placement. This new system is intended to allow players to focus on wiping out evil baddies rather than fighting their camera controls. We have two distances of camera: Explore and Combat.

  • We pulled the camera in to offer a more detailed view of the characters which then pulls out to reveal a wider field of view during battles. Closer-in combat camera with variable distances based on number of enemies surrounding you.
  • On a gamepad you can now center the camera with the Left Trigger to face the same direction that your character is facing.
  • The camera will continually try to maneuver behind the player.
  • Removed much of the auto-adjusting for Keyboard & Mouse players.
  • Sprinting now always uses Explore camera.


Enemy AI
While battling Grimm has always been fun, it sure would be nice if they were more interactive. Well, read on!

  • Grimm now attempt to block flurries of light attacks in various ways while being more vulnerable to damage from heavier attacks.
  • Grimm can also be stunned by performing counters which leave them wide open for combos and charged heavy attacks.


Play Offline
Previously, you needed to be constantly connected to the internet to play Grimm Eclipse solo. No longer!

  • You can now play offline in Single Player without an internet connection in the Play Offline mode.
  • The number of Grimm are scaled down in this mode which plays identically to the online campaign.


Control Scheme Changes
To fit all of new abilities into your control scheme of choice, we had to move around a few inputs. Look at all that’s been added!

  • Moved Revive/ Interact
  • Added Heavy Attack
  • Added Counter
  • Added Camera Centering
  • Added Ultimates
  • Removed Specials toggle


That's a lot of red. Hmmm..

Audio improvements

  • Blake’s placeholder VO has been replaced with actress Arryn Zech’s.
  • Volume Mix normalization.
  • New sound effects for enemies.


2) House Keeping


Bug Fixes

  • Fixed issues with resolution and quality settings. NOTE: You now must restart the game for video setting changes to take affect.
  • Fixed a bug where you could revive your teammates while down.
  • Weiss’ ranged attack now breaks environmental objects
  • Fixed multiple issues around seeing Friends’ games in a lobby and not being able to join their game
  • Fixed collision issues in Emerald Forest and Mountain Glenn (apologies to the speed runners out there)
  • Mutant Grimm no longer spawn in Mountain Glenn part 1


Known Issues
There are several issues still lingering. Remember to sound off in the discussion threads if you find more.

  • On occasion you may notice VFX staying on your teammates bodies.
  • Some subtitles get cut off and don’t show the entire statement.
  • Chat messages disappear when there are too many lines entered.
  • Some enemies still attack while frozen.
  • If there are enemies around during a cutscene they attack you.
  • Characters can be seen fidgeting when two players attempt the same Team Attack (Still tracking how this happens).
  • Some performance issues (If you report issues, please include your machine's specs).



Give Us Feedback!


We hope this update shows how much we’re listening to this awesome community. Speak your mind in the Steam forums, Reddit.com/r/GrimmEclipse/ or even directly @Skilltacular on Twitter.
Keep it up, team!

Wanna reach us directly?
We’re a busy bunch, but we all love taking a little time to chat with the community. Say hey!
Name: Position: Steam Name or @Twitter
Michael: Game Director: @MPHadwin
Casey: Senior Engineer: @CaseyDonnellan
Abe: Senior Designer: @RobertsonAbe
Andy M: Senior Producer: Wizard_Poop (on Steam)
Jeff: Game Engineer: @jc_chamberlain
Andy C: Artist/Level Designer: @MaximumCortez
Jordan: Animator/VFX: @Jordy_JS
Brian: Associate Producer:@Skilltacular


Happy Hunting,
Rooster Teeth Games

Combat Revisions Becoming Default Build, PAX East 2016

Hello Team!



First off, we want to say how much we appreciate those of you who played the Combat Revision Beta and sent us your feedback. Because we made so many core changes to the combat as well as adding in new mechanics, we knew it would be better to test it as an “opt-in” before making it the default version. If you’re gonna add extra spicy to a soup, you should make a test batch so you don’t accidentally ruin dinner, right? Many of you chimed in and mentioned how the combat feels faster and more fluid than ever before. Now we’re ready to pour the new hotness in your soup bowls. So grab your spoons, swords, scythes, nunchaku-gun dealios, gauntlets, and prepare for the default version of Grimm Eclipse to get a whole lot spicier.

In short, on Friday, April 15th all owners of Grimm Eclipse will be updated to get the latest and greatest version of the RWBY experience.

(We'll let you keep the fish heads, though.)

While y’all work on thinning out the Grimm’s numbers, what’s next for us? We’re diving in on more levels, encounters, and other special ingredients to keep expanding Grimm Eclipse. Stay tuned for more.

PAX East ‘16


Rooster Teeth will be returning to PAX East this year on April 22 - 24 in Boston. This time we’re bringing our fancy new booth! Our awesome events staff has been kind enough to invite the games team to show off RWBY: GE live and in person. We’re sending out our art and design crew: Andy Cortez and Abe Robertson. Come say hey!

You might also run into special guests from Rooster Teeth, Achievement Hunter, Funhaus, Kinda Funny, The Creatures & Cow Chop! Swing by booth #5068, pick up some hot merch, and enjoy the show.

Give Us Feedback!


We hope this update shows how much we’re listening to this awesome community. Speak your mind in the Steam forums, Reddit.com/r/GrimmEclipse/ or even directly @Skilltacular on Twitter.
Keep it up, team!

Wanna reach us directly?
We’re a busy bunch, but we all love taking a little time to chat with the community. Say hey!
Name: Position: Steam Name or @Twitter
Michael: Game Director: @MPHadwin
Casey: Senior Engineer: @CaseyDonnellan
Abe: Senior Designer: @RobertsonAbe
Andy M: Senior Producer: Wizard_Poop (on Steam)
Jeff: Game Engineer: @jc_chamberlain
Andy C: Artist/Level Designer: @MaximumCortez
Jordan: Animator/VFX: @Jordy_JS
Brian: Associate Producer:@Skilltacular


Happy Hunting,
Rooster Teeth Games

Combat Revision Patch

Hello Team!

In general, this update contains everything that was released in our “Combat Revision Beta.” While this update is still set up as an opt-in beta, it is packed with improvements to address feedback from the community. The refinements that were made to the combat system should now feel fast, fluid and satisfying.

For now, this is an update to the current opt-in beta. If you’ve opted in, you’ll get this update automagically. Directions to opt-in can be found on this post HERE . This update will become the default version of the game soon.

This update will also include:

What’s New?
Refinements to the core combat system

  • Speedier combat animations and blending
  • Removed a lot of cooldowns, windups, etc. from attacks
  • Changes to combat counters to add more challenge - you can now only counter 1 enemy at a time, you can fail a counter if you miss the prompt, and counter prompts are now shorter.
  • Damage balancing for both playable characters and enemies
  • You can now continue a combo even if you dodge or counter mid-combo
  • More ways to trigger Team Attacks

Refinements to the camera system

  • Removed much of the auto-adjusting for Keyboard & Mouse players
  • Closer-in combat camera with variable distances
  • Sprinting now always uses explore camera

Refinements to combat encounters

  • Added more randomization to encounters
  • Spaced out timing of enemy spawning during an encounter

Audio improvements

  • Blake’s placeholder VO has been replaced with actress Arryn Zech’s.
  • Volume Mix normalization
  • New sound effects for enemies
  • New UI sounds

Bug Fixes

  • Weiss’ “Frost Bolt” (Tier 3 ranged) now unlockable when completing her ranged mastery challenge
  • Weiss’ ranged attack now breaks environmental objects
  • Fixed issue where you would get automatically logged-out in Single Player Offline mode
  • Fixed multiple issues around seeing Friends’ games in a lobby and not being able to join their game
  • Fixed collision issues in Emerald Forest and Mountain Glenn (apologies to the speed runners out there)
  • Mutant Grimm no longer spawn in Mountain Glenn part 1

Known Issues

  • Characters can be seen fidgeting when two players attempt the same Team Attack (Still tracking how this happens)
  • Some performance issues (If you report issues, please include your machine's specs)


C-C-Combo Maker

Since the opt-in beta for the combat revisions has gone live, we felt a handy dandy combo list would be, well, handy. First let's cover all the basic combos for each huntress. Then we'll discuss Team Attacks and Ultimates.

Note that, while in the air, a heavy attack essentially ends your input string. For air combos, the following simply show the longest input string possible. You can certainly light+ heavy if you’d like. Ground combos differ in that each string ending in a heavy attack yields a unique heavy attack animation. There are other variables to help mix things up. When you’re done reading all this, hop into a game and start experimenting.

Ruby's Combos


Weiss's Combos


Blake's Combos


Yang's Combos


Ultimates
These are unchanged from our last update. As players beat up on Grimm, their Ultimate bar fills. Initiating an Ultimate move damages all Grimm surrounding the player. These moves also have a chance to open a Team Attack.

Team Attacks
We’re excited with the addition of and changes to Team Attacks. Our first iteration of them left folks wondering how to do them. Well, there’s a bit of mathematical wizardry happening under the hood. Each heavy attack has a probability to open up a Team Attack. Other things like counters and Ultimates have these probabilities too.

Want a guaranteed way to to Team Attack? Hitting any stunned enemy with a fully charged heavy attack will open a Team Attack. 100% If you absolutely, positively gotta Team Attack any creature of Grimm in the room, accept no substitute.


Give Us Feedback!


We hope this update shows how much we’re listening to this awesome community. Speak your mind in the Steam forums, Reddit.com/r/GrimmEclipse/ or even directly @Skilltacular on Twitter.
Keep it up, team!

Wanna reach us directly?
We’re a busy bunch, but we all love taking a little time to chat with the community. Say hey!
Name: Position: Steam Name or @Twitter

  • Michael: Game Director: @MPHadwin
  • Casey: Senior Engineer: @CaseyDonnellan
  • Abe: Senior Designer: @RobertsonAbe
  • Andy M: Senior Producer: Wizard_Poop (on Steam)
  • Jeff: Game Engineer: @JC_Chamberlain
  • Andy C: Artist/Level Designer: @MaximumCortez
  • Jordan: Animator/VFX: @Jordy_JS
  • Brian: Associate Producer: @Skilltacular



Happy Hunting,
Rooster Teeth Games

Game Update #3

Hello Team



We’ve kept you waiting long enough. The combat and camera overhaul is finally here… but you’ll need to opt-in to play it. We’ll explain, in detail, how to opt-in shortly. First, let’s cover the changes you’ll find in this update.

This is a long one, so feel free to skip over our finely crafted words to your topic of choice.
We won’t mind much...
1) Improvements: Combat, camera, enemy AI, play offline, control scheme changes
2) House keeping: Bug fixes, known issues
3) Opting-in to the build: Detailed steps to get the build

1) Improvements


Combat
Our original combat offered the player a few ways to take out Grimm. This update aims to improve and widen your evil-slaying options with style.

  • Heavy Attacks - Attacks that do more damage, are chargeable, but take longer to perform. Also breaks Grimm out of their block state when landed.
  • New counter system - Grimm become open to a timed counter before they attack which leaves them stunned and vulnerable.
  • Team Attacks - Finish off Grimm that’ve been stunned by teammates with a special finisher.
  • Special → Ultimates - Special attacks have been renamed to Ultimates which have their own microprogression choices in the Character Upgrade menu. Ultimates are more powerful than before, but take longer to earn.


Camera
Our old camera required gamepad users to constantly fix their camera placement. This new system is intended to allow players to focus on wiping out evil baddies rather than fighting their camera controls.

  • We pulled the camera in to offer a more detailed view of the characters which then pulls out to reveal a wider field of view during battles.
  • On a gamepad you can now center the camera with the Left Trigger to face the same direction that your character is facing.
  • The camera will continually try to maneuver behind the player.


Enemy AI
While battling Grimm has always been fun, it sure would be nice if they were more interactive. Well, read on!

  • Grimm now attempt to block flurries of light attacks in various ways while being more vulnerable to damage from heavier attacks.
  • Grimm can also be stunned by performing counters which leave them wide open for combos and charged heavy attacks.


Play Offline - BETA
Previously, you needed to be constantly connected to the intenet to play Grimm Eclipse solo. No longer!

  • You can now play offline in Single Player without an internet connection in the Play Offline mode.
  • The number of Grimm are scaled down in this mode which plays identically to the online campaign.


Control Scheme Changes
To fit all of new abilities into your control scheme of choice, we had to move around a few inputs. Look at all that’s been added!

  • Moved Revive/ Interact
  • Added Heavy Attack
  • Added Counter
  • Added Camera Centering
  • Added Ultimates
  • Removed Specials toggle



2) House Keeping


Bug Fixes

  • Fixed issues with resolution and quality settings. NOTE: You now must restart the game for video setting changes to take affect.
  • Fixed a bug where you could revive your teammates while down.


Known Issues
There are several issues still lingering. Remember to sound off in the discussion threads if you find more.

  • UI- Friends display on friend games list despite them being in offline single player.
  • On occasion you may notice VFX staying on your teammates bodies.
  • Some subtitles get cut off and don’t show the entire statement.
  • Chat messages disappear when there are too many lines entered.
  • Some enemies still attack while frozen.
  • If there are enemies around during a cutscene they attack you.
  • Weiss can’t shoot crates


3) Opting-in


Since this is a fundamental change to our core combat, we wanted to allow folks to opt-in when they’re ready. We feel really, really good about the new changes and we hope you do to. So jump in when you’re ready and let us know what you think!

  1. Go to your Steam Library
  2. On your games list find RWBY: Grimm Eclipse
  3. Right-Click on RWBY: Grimm Eclipse and select Properties

  4. From the RWBY: Grimm Eclipse Properties menu click on the Betas tab
  5. Select the “combat_revision” build from the drop down list. If you do not see the “combat_revision” option, you may need to RESTART Steam. Right click the Steam icon in your system tray and select Exit Steam.

  6. Once you’ve selected the combat revision beta, it will begin downloading (if other items are in the process of being downloaded it will be queued for download). You can see the progress of the download by going to Library > Downloads within Steam.
  7. Once the download has finished, the game’s name in your library should be appended with a tag (RWBY: Grimm Eclipse [combat_revision]) which will confirm that the beta version is installed.
  8. Launch the game and enjoy!


Opting-out

  1. Now, instead of opting into the Beta, you will select None from the list of available builds.

  2. Once you Opt out from the Betas menu, the previous release on Steam will be installed in your Steam Library
.


Give Us Feedback!


We hope this update shows how much we’re listening to this awesome community. Speak your mind in the Steam forums, Reddit.com/r/RWBY or even directly @Skilltacular on Twitter. Keep it up, team!

Wanna reach us directly?
We’re a busy bunch, but we all love taking a little time to chat with the community. Say hey!
Name: Position: Steam Name or @Twitter

  • Michael: Game Director: @MPHadwin
  • Casey: Senior Programmer: @CaseyDonnellan
  • Abe: Senior Designer: @RobertsonAbe
  • Andy M: Senior Producer: Wizard_Poop (on Steam)
  • Jeff: Game Engineer: @JC_Chamberlain
  • Andy C: Artist/Level Designer: @MaximumCortez
  • Jordan: Animator/VFX: @Jordy_JS
  • Brian: Associate Producer: @Skilltacular



Happy Hunting,
Rooster Teeth Games


The One about Guard and Team Attacks

Hello team



It’s news time again! Over the past weeks we’ve made some great improvement to the combat. Heavy attacks are coming together nicely. Moving to one special move, now called “Ultimates”, feels right and does away with the need to use a modifying button. Today, we’ll get into more on how team attacks work and how breaking an enemy’s guard works. Mush!


Guard Break


If you played what’s currently available on Steam, you know there’s a fair amount of mashing the melee button. We’re creating enemy behaviors that ask the player to mix up how they approach various threats.

As you’ll see in the below gif, Weiss is beating up on a Beowolf. The baddie is guarding against her attacks so they do less damage. There are two ways to break this Grimm’s guard. 1) The player can simply keep mashing light attack and the Beowolf will eventually break out of guard, or 2) The player can charge up a heavy attack and send the enemy reeling.


Light attacks into a guarded enemy


Heavy attack to break past defenses


Team Attacks


So we have the awesome RWBY characters. They have some banter between each other for now, which is ok. What if we ramped up the team interactions and let you set each other up for team attacks? Well, that’s becoming a reality!

Let’s say Yang is giving a Beowolf the business. She lands a fully full string of light attacks that leaves the poor ol’ Grimm stunned. Ruby is close enough to see the stunned baddie, hits her team attack prompt, and launches in with her Reap ability. Both characters get XP and eventually there will be a unique voiceover tied to the event. Several factors need to be right to initiate a team attack. For now, let’s keep it simple. We’ll let you experiment when the update drops. Now, if only there were names for various pairings of characters...


Yang sets Ruby up for a team attack!

Random Tidbits


We get asked loads of questions on a variety of topics. Here’s just a quick list for those that might wondering the same thing.

Will there be a Mac version?

  • It’s not at the top of the list, but it’s on the list.


Will RWBY: Grimm Eclipse come to console?

  • For now were are focused on the PC version. After that, we’d love to explore other options.


Will the bug where Yang has too many limbs be fixed?

  • We have no idea why people keep asking this??!!


Give Us Feedback!


Keep sounding off in around the web. We’re listening! Speak your mind in the Steam forums, /r/RWBY on Reddit, or even directly @Skilltacular on Twitter. Keep it up, team!

Happy Hunting,
Rooster Teeth Games

The One about Controls and Ultimates

Hello team



Welcome to the latest RWBY:GE news update. There’s been lots of great discussion about last week's news. Let’s keep the chatter rolling. This week, we’ll get into how the new combat will affect the controls, special attacks, and enemy engagements. In this effort to be open with development, we could be spilling the beans early on features and changes that might end up being cut. We’re of the mind that some news is better than no news. Let’s dive in.

Control Changes


Let’s rip this band aid off quick. The controls are changing. It might take a game to get used to, but it’s for the best. We’ve added heavy attacks, counter, and altered ranged attacks, to name a few changes. Eventually, we want you to be able to control your character how you’d like.

Gamepad
We have a list of about seven control schemes we’re considering. Ultimately, it comes down to what plays best. Do we go the shooter route, where you can select one of six setups? Do we setup custom keybinding? We’re still nailing all of that down. Fair warning, for the early March update, it will likely be one setup. Future updates will likely see more variety in options. Hold tight, y’all.

Keyboard and Mouse
Though we recommend a controller, we’re aware that a large part of our community plays with KBM. Careful consideration is being made on how best to implement this new control scheme. People often ask about custom controls. Fear not, that’s part of this discussion. More on that soon.

Special Ultimate Attacks


Specials, as you have come to know them, will be changing. The days of having access to three special moves may be numbered. The moves you currently have access to work fine, but don’t feel special enough to us.

Let’s look at Ruby as an example. We want to make her Dust Blast a more important part of combat, so we made it an upgradable part of her ranged combo. Her direct attack special, Reap, will become part of the new Team Attack system. This attack will also be upgradeable. More on Team Attacks next week. We think they’re really neato, if you ask us.

What’s that leave, then? Well, for most characters, that leaves their huge area of effect special. We’re now calling this their Ultimate. With the tweaks to combat, enemy health numbers, and enemy population, we want Ultimates to be your ace in the hole when things go sideways. We needed them to feel more special. When you get your hands on them, you’ll see what we mean.



Give Us Feedback!


Most of the changes you’re reading about are based on player feedback. If you like what you’re reading, sound off. If you don’t, well, keep it to yourself… kidding, of course. Any and all feedback is read, considered, and appreciated. Keep it up, team!

Sound off in the Steam forums, /r/RWBY on Reddit, or even directly @Skilltacular on Twitter.

Happy Hunting,
Rooster Teeth Games


The One About Camera and Combat

Hello team!



As mentioned in an earlier update we have a few new members on the team so we’re aiming to get more regular news out to you. After you’re done reeling from that brutal Season 3 of the show we hope you turn to Grimm Eclipse to get your RWBY fix. We’re calling this next update ‘Update #3’. Let’s get into it!

Camera Improvements


Ever find yourself battling the camera? Or maybe you aren’t super comfortable with using the right stick (remember, we recommend a controller when slaying Grimm). We’ve totally overhauled the camera system. We pulled a lot of inspiration from some of our favorite Beat em’ ups like Shadow of Mordor and the latest Batman games. What does that mean? Well, let’s let the gifs do the talking.

Explore Camera
While no enemies are near, relax and enjoy the scenery. The camera pulls in for a more detailed view of the characters.


Battle Camera
When enemies approach, a huntress needs a wider field of view, so the camera will flow up and out so you can keep an eye on your teammates.


There are a few more quality of life improvements that were added in. We’ll touch on those another time, but after several playtests, responses are very positive.

Combat Improvements


To be clear, these are in development and await more thorough testing. This is the core of Grimm Eclipse, so we want to be smart about how we go about altering combat’s feel. That being said, some of the following might not make it to the final game.

Heavy Attacks
Let’s spice things up with heavy attacks. Oh the combo potential…


What if you had a stronger ranged combo? Hmm… Well, it might look a little like this.


Counter and Stun
Check out this stunning counter. It’s just… stunning.



The goal of Update #3 is to improve the core experience of RWBY: Grimm Eclipse. You can expect to get your hands on these juicy improvements the second week of March. After this, we’ll start spilling the new content beans. What?! There’s gonna be new content? Does an Ursa poo in Forever Fall? (Yes. Yes it does.) Speaking of Forever Fall, here's a gif that's simply smashing.



Happy Hunting,
Rooster Teeth Games

Whoa, dude... it's 2016?!

We hope everyone’s 2016 is off to a solid start. Less cookies, more push ups, right? Yeah, we gave up on that too. Well, then let’s talk about our plans for RWBY: Grimm Eclipse for this year, shall we?

First off, big thanks for all the feedback in the forums. We’ve been listening to all your comments - good and bad - and using it to make the game even better! We know we can't please everyone, but we're doing our best and your feedback really helps us as we continue to develop the game!

We know some players have experienced issues with performance so we're working hard on optimization to get your framerate silky smooth! We’ve been working hard on optimizing meshes, reducing draw calls, culling geo, reducing shadow casters, and plenty more game dev jargon. Oh, and we're also drinking LOTS of coffee!

We’re also working on several system updates. You want a better camera? Casey is on it. How about better encounters? Abe is designing that up for y’all. Did the combat system feel like it was missing something? Jordan and his heavy attacks might do the trick.

"Okay, that's a lot of words Chatty McGee... but how about some actual details?"

Fine! We have a series of updates coming in the first half of 2016.

Update #3 (Coming soon!):

  • Improvements to the camera
  • Increased combat depth with the addition of heavy attacks and counters
  • New enemy attacks to reflect new player combat changes
  • Offline single player
  • Audio updates
  • Framerate improvements
  • Improvements to character meshes
  • Massively reduced shadow casters per scene
  • Reductions to environmental geometry

That’s all well and good, but you want to hear about new content, right? In the coming months, you will see 2 new campaigns released. Each campaign includes new levels, new locations, new enemies, and new “secrets” that add to the ever growing lore of RWBY.

Future Updates:

  • Campaign 2: With new levels and new enemies
  • Campaign 3: With new levels and new enemies
  • Horde Mode maps: featuring several locations
  • Loads of UI updates
  • Achievements
  • Audio updates
  • Mac release
  • Other awesome sauce we can’t get into just yet...


2016 has lots in store for RWBY: Grimm Eclipse. And many of our improvements were born from community feedback. So keep those comments a coming. We are listening!

Thanks again for your support and happy hunting!
ROOSTER TEETH GAMES

Patch 2

Hey team RWBY!

Patch 2 is available now. This patch was all about OPTIMIZATION! We're working hard to make the game run faster for more people. Here are the high level patch notes:

  • Level optimizations
  • Character optimizations
  • Rendering and Quality settings

For those interested, we mainly focused on reducing mesh complexities, compressing textures, consolidating materials, tweaking render settings, tweaking lighting and shadow settings, etc.

Less cosmetic changes and more "under the hood" tune-ups and repairs. You may not see much of a difference, but we hope you can feel it!

As always, let us know what you think in the Discussion forums. And please report any BUGS here: http://steamcommunity.com/app/418340/discussions/1/

Thanks and happy hunting!