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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?


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