Void Grimm cover
Void Grimm screenshot
Genre: Real Time Strategy (RTS), Strategy, Indie, Card & Board Game

Void Grimm

Highborn graphics update

I have improved the images for all Highborn, removing errors, adding a more fitting style and often using the color scheme of the faction, if they belong to one.

Furthermore I've started to improve the projectiles. Rocket, Torpedo and Armor Breaker are now using arching flight paths and better effects (e.g. trails).
Some other minor, aesthetic changes here and there.

Light and Stability

I have upgraded the game to Unity 6 and optimized performance. This has allowed me to improve the available lighting. Now the levels have different lighting styles which sets them apart more.
I’ve reworked the event system to eliminate pesky bugs that rippled through the game. Previously, an issue in Act 1 could derail the Act 2 boss fight or disrupt certain Act 3 enemies.

I have changed the projectile classes which allows me to include better rocket trails, curving flight paths and better impact effects next update.

Additional changes:
Some minor attacks and UI bug fixes and small balancing changes.

Automation and Discard Queue

I have added an optional auto fire mode to some of the attack cards as well as a card discard queue system. This allows for better strategic freedom by reducing the micro management. The goal is to move Void Grimm further towards strategic combat that requires good decisions instead of fast mouse movements and split second clicks.

Big Changes:
- Auto fire mode for some attacks
- Queue to discard cards (right clicking on a card that is queued to be discarded will remove it from the queue)
- Cards that are on cooldown can be queued to be discarded when the cooldown finishes

Other changes:
- Tweaking bloom for combat and map view
- Reduced loading time
- Fixed some minor bugs

2024 - December - Hotfix 2

Fixed the invincible enemy soft lock bug.
Several small bugfixes.
Fixed two events.

Graphics Update - Hotfix

Fixed a missing background image.
Reduced shaking during emergency escape sequence.

Graphics Update

New update. I have improved the visuals: Adding better graphics for the command bridges of all ships, changing multiple cards, artifacts and enemies, adjusting contrast and saturation levels in general and changing some weapon effects, background graphics and map effects.

Additionally I've fixed multiple bugs.
The Order Brother (small, shieleded enemy) no longer becomes invincible.
Hero selection now works properly.

Settings Update

Minor gameplay tweaks and a few improvements to the settings menu and settings in general.
Please note: In the rare case that this update leads to weird behavior in your settings menu, please click on Settings->Other->Reset Settings.

Polishing Update

I've polished multiple parts of the UI, like adding animations to the UI screen, improving the Enemy Preview screen, as well as adding more effects like engine particles when enemies spawn.

Improved slow motion - Update 2024-08-30

Devlog:

I've added:

New Feature:
Slow motion now unlimited:
Some people voiced their concerns about the speed of the game as they want a real-time game that still leaves time to think. The previous slow motion mechanic was insufficient as most people were not using it because it was quite limited.
Now this feature is available for all difficulty settings and has no more time constraint. There are now 3 modes: 10%, 50% and 100% time speed, which can be toggled with the keys 1, 2, and 3.
Give it a try.

Options to change keybindings for:
- Selecting target enemy
- Using consumables
- Settting the time speed (10%, 50%, 100%)
- Toggling / Holding time speed


Visual Settings:
Fullscreen / Windowed
Changing resolutions
Please note: The game was designed for 1920x1080 and the different resoultions might not work as intended. VSync exists, but I have not tested it too much.

Mouse-Capture Setting:
- Option to lock the mouse inside the game window during battles.
- Option to lock the mouse inside the game window outside of battles.

Balancing:
Some enemies rebalanced.
Especially Night Eyes, who now have a drastically reduced cooldown and can become a high-threat target when they receive multiple strength buffs.

Bug fixes:
Clicking on enemy ships (instead of the enemy health bar) to select them now works as intended.

The Foundation Update

The Foundation Update


Welcome back and thanks for the wait.
This update is a massive overhaul of Void Grimm. While the previous updates were similar to a basic prototype or a proof-of-concept, the Foundation Update serves as the cornerstone of what Void Grimm is supposed to be. The new features, to name a few, are:
1. Map Mode
3. Meta Progressions
4. Heroes
5. Artifacts
6. Consumables
7. Factions and more upgrades in shop
9. More cards and mechanics
10. More complex enemy and battle system
11. More Highborn
12. More enemies
13. Story segments
14. Events - Randomized encounters that offer multiple options
15. Card levels and the ability to upgrade the cards' power level
16. Battle previeiw allows you to change Highborn, consumables and upgrade or unequip cards if you have unlocked these boss modules
17. More reources
18. More passive bonuses
19. Visual overhaul of cards
20. Additional enemy and card effects
21. More battle environments
22. More music and sound FXs
23. A third player ship and new drone mechanics
24. And much more

Having said that, many things are still planned and will be included in future updates.
Among those are quests and faction abilities that are based around the faction reputation system. Right now reputation increases shop options and discounts and can be increased by recruiting Highborn of a faction.
If you want to support the development of Void Grimm, please consider backing the Void Grimm Kickstarter campaign: https://www.kickstarter.com/projects/ravery/void-grimm?ref=8aduw3


A more detailed explanation of new systems:

Map


On the map you can decide where to go next and chose a path based on your desire for risk and reward.
This includes Champion fights where you can get the precious (newly added) artifacts that strengthen you with powerful passive effects.
You can also visit events that hold interesting treasures to collect, Highborn to recruit, villains to fight and good trades to conduct.
Then there are dungeons that, right now are a mini game that allows you to risk your companions and fight the enemies in a turn-based mini-game while going deeper and deeper into dangerous territory. The dungeon / infantry combat will be expanded in following updates.
At the end of the map of each act you are encountered with powerful bosses that drop boss rewards, which add yet another level of strategy.
Finally there are colonies of the major factions that act as shops in which ship upgrades and consumables can be bought. Highborn that belong to the faction can be recruited. Your faction reputation determines the amount of options to choose from and provides you with a discount on higher levels. The reputation can be aquired by hiring Highborn from that faction. (Additional ways to increase/decrease reputation will come in future updates when I will implement the quest system and add more events that can affect your standing with factions.)

Meta Progression


An entire meta progression system with research trees and the perks that it unlocks as well as 3 ships with 2 loadouts each and 6 Heroes provide many incentives to try more runs or challenge yourself with various configurations.

More Media


Also I have added many new music titles, audio fx, visual effects and upgraded the art in most places.

Consumables


Consumables are a one-time-use items which feature rather strong effects. You can bring up to two consumables into a battle and can not use them more than once. They can be found in events or bought in colonies. A random consumable is found after every normal and champion battle.
It might be a good idea to carry the consumables based on the enemies you are facing and to compensate for eventual shortcomings in your deck.

And much more


There are more new features and more content but I'm not sure anybody is reading these changelogs to this point so maybe I should stop continue writing.
What else to say?
It still needs balancing, some bugs can be found and I want to add more. Despite this, I'm proud of this update and hope you will have a good time with it. Have fun and have a nice day!
-- Ravery