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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!


[previewyoutube][/previewyoutube]

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.



* IMPORTANT NOTE - CoR is an expansion on the entire game that reworks certain aspects of it rather than just a new area. We highly recommend that you make a new save file for it rather than use an old endgame one.

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!

https://www.youtube.com/watch?v=m8jaw-yyrDM

Features
  • New region to explore: Childbed
  • New challenging bosses
  • New weapons to master
  • New abilities to traverse with

-Riv Otter

Colors of Rot DLC + Consoles Announcement Trailer!

Hey! Yarden GRIME director here, and it's time to announce Colors of Rot. Our upcoming FREE DLC.
[previewyoutube][/previewyoutube]

So, what can you expect from the CoR update?

- 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 by hunting down runners.
- The ability to refight endgame variations of bosses after defeating the final boss.
- New Achievements.


In addition, you can expect major performance optimizations and a bunch of highly requested changes and features.
One such example is the ability to equip weapons that are below the stat requirement for a steep damage penalty.

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Finally, while we do not have a release date to announce just yet, I would like to apologize for the long stretch of silence.

The changes and additions done to the game are all the result of all of the player feedback we have received. So thank you for anyone who has taken the team to share with us your thoughts, issues and frustrations with GRIME.

We hope that the wait will end up being worth it!

Colors of Rot is our gift to you.

Art by Vladimir Matyukhin FT - https://www.artstation.com/artwork/QnQdl8