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GRIME News

Announcement for DLC at MIX Next

Hey, Rockheads!

We are still hard at work in developing the next major content free DLC to GRIME!

GRIME will be featured in the MIX Publisher Spotlight with new exciting announcements about the upcoming DLC. The MIX Publisher Spotlight is a special section of MIX Next, the Akupara Publisher Showcase will announce details about upcoming titles, drop new content for our released games and even reveal the next, new Akupara game!

The MIX Publisher Spotlight will go live on October 27th at 12pm PST | 3PM EST.
Twitch: https://www.twitch.tv/mediaindieexchange
Youtube: https://www.youtube.com/mediaindieexchange

-Riv Otter

DLC Update 3 - New Weapons

Hey! Yarden GRIME director here, and welcome to another DLC update.

So, in addition to the previously discussed new content coming in the DLC (Enemies, Bosses, Abilities and more...) there are also going to be new weapons with their own new & unique mechanics.

Bow Weapons - Since GRIME wasn't really designed with ranged weapons in mind, the bow weapons balance between melee and range by having you collect arrows via attacking enemies, which can then be fired.

The Bowaxes can either launch a single, powerful long range arrow. Or held to launch an even stronger piercing arrow.


The Bowdaggers can fire arrows the fastest of all Bow weapons. They can also accumulate the most arrows, which can then be rapidly shot one after the other to decimate a single enemy.


Most of the damage dealt by Bow weapons is gated behind their arrows, so make frequent use of them.

Tarbile "Poison" Weapons -

Tarbile weapons gain Tarbile stacks from attacking enemies, and their special attack transfers all collected stacks unto the enemy.
Every several seconds the Stacks will trigger, dealing based on the number of stacks and reducing their total amount.


Weapons are not the only new items you will be able to find. :)



Next Update I'll be going over some of the quality of life improvement we have made, taking into account all of the player feedback we have received since launch.


As always you can follow us for more frequent DLC updates on our social medias:
www.GRIMEGAME.com
https://discord.gg/GRIME

DLC update 2 + Hotfix 1.1.56

Hey! Yarden GRIME director here,

This hotfix fixes an issue preventing controller players from interacting with the "Remake" button.

Other than that, here are some more updates on the MASSIVE story DLC we are currently working on.

DLC:

In addition to new content such as enemies, bosses, weapons and more. This new DLC will also rework and expand upon existing content:
Enemies - The most notable example so far is the Grieving Rockgiant, which felt too similar to harmless rather than its own unique Miniboss. So it will now have new attacks, new mechanics and more.

Ninja Rockhead? :wht:
Areas - Another example is existing areas will now receive additional and expanded challenge sections to reward backtracking. Such as floating pullable sand platforms in the Unformed Desert.

Next update I'll share a new progression element that will be added all over the game world to farther reward exploration while empowering yourself for future encounters.

As always you can follow us for more frequent updates on our social medias:
www.GRIMEGAME.com
https://discord.gg/GRIME

In the meanwhile and a bit late - Happy new year!

Hotfix 1.1.54 - Fixing "Passage" achievement & improved compression

Just a quick Hotfix to the "Passage" achievement, a rebinding issue that could lock the game up.
In addition, and the main reason why you will notice the massive download size for this update, is that we have improved texture compression to reduce RAM consumption.

Patch 1.1.5

Hey! Yarden GRIME director here,

This is another more minor patch aimed mostly at bug fixing, polish, and improved tutorial clarity.
We have also updated GRIME's Demo to be up to date with the game.

In addition, we'll be sharing below some updates on the MASSIVE story DLC we are currently focusing most of our attention on.

Clarity:

- Cavity tutorial pop-ups have been tweaked to improve clarity. Added color-coding as well as icons next to terms such as "Mass" and "Hunt Points".
- Updated the Inventory Cosmetic slot's visuals to better indicate it is cosmetic.

Bug Fixes:

- Fixed an issue with "Remake" in the Grow Menu while using a controller.
- Improved ledge grabbing to be more consistent and predictable.
- Fixed an issue that hid the player's body on equipping certain cosmetic armors.
- Fixed an issue causing the camera to jitter while in pull-mode.
- Passage achievement now requires the City Nervepass to unlock.
- Fixed an issue when using self-pull from an elevator as it is moving.
- Fixed a bug with ladders which made it so the player was not leaning towards the selected direction.
- Fixed a bug causing momentum jumps from certain pull-able platforms to not work as intended.
- Fixed a bug causing the Ardor HUD effect to stop playing.
- Damage from enemy grab attacks now properly reduces Ardor count.

* The demo has been updated to include the new fixes and improvements from the latest version of the game.

DLC:

As promised, we are currently working on an entirely new, MASSIVE story DLC that includes: new bosses, enemies, abilities, weapons, and much more.

Some of the new additions being worked on will be aimed at addressing the common issues brought up by players, one of which is a request for an ability that makes traveling the world faster and more enjoyable, à la Hollow Knight's Super Dash.
So here's the Sprint ability:

Other than zipping by at double the regular speed, this ability can also be used in combat scenarios over dashing to better position yourself, as well as some new, secret platforming challenges.


The other abilities will have a similar function, aimed at addressing relatively common complaints. We'll expand on them further in the updates leading up to its launch. :)

P.S - We have been sharing our progress early on Discord and our social media if you would like to get an earlier peek.
WWW.GRIMEGAME.COM