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Patch Notes 1.1.25

Hey! Yarden GRIME director here,

This patch brings the demo up to date, making it so saves from demo version 1.1.2 will automatically transfer into the full game!

Outside of that, this is more of a straightforward bug fixing & polish patch, including a potential fix for players who experienced issues with the controller key-binding, with some minor gameplay tweaks and additions, such as a respawning Spinesnake for those who missed the chance to get the trait.


Gameplay:

- Added a respawning Spinesnake to Feaster's Lair.

- Some additional tweaks to the Carven Palace encounters and mandatory early platforming.

- Palace elevator has been tweaked again to be both fast but also allow you to jump on and off if (we had multiple issues with the elevator since the fps fix and we went from slow elevator to fast elevator but you cant jump, to now this)

- Performer's slam attack has reduced AOE to better match the actual attack's visual.


Quality of Life:

- Enabled transferring Demo characters created in version 1.1.2 or later to the full version of the game.

- New Help Menu lets the player re-watch tutorial messages

- Prey tab will no longer show empty boxes.


Major Bugs:

- Potential fix for players who had problems with control key-rebinding.
- Fixed an issue letting players skip the intro crawling part while using a controller. Sorry speed-runners, but this was able to cause soft locks to unassuming players.
- Fixed another issue causing Pale Sky portals to not work properly.
- A change to the Carven Palace elevators movement to make them snappier.
- Fixed an issue causing crumbling platforms to never respawn.
- Entering the Crab arena from the left side will now start the battle properly.
- The player shouldn't reform on moving elevators anymore.

Minor Bugs:

- Fixed a bug blocking the descend of the Bloodmetal Scythe special air attack.
- Some Nervepass puppets should no longer block the player's movement.
- Absorbing Shidra unlocks the PoC Surrogate Warping. A fail-safe measure in case something happens in between defeating shidra and finishing the game, or if the player needs to destroy Vessel.
- Jaw Axe will not pull the player forward if there is a wall in front of him.
- Fixed an issue causing a certain Fly Spitter in Lair to stop working properly.
- Characters should now slip less through from ledges when retreating (Especially the Fledgling Yr).
- Weakness ending should now properly reset the player Hit Points.
- Added a missing VFX to a breakable wall in Beyond the Barrier.



Next Patche/s:

- We've started work on the armor stats. The plan is this:
1. You will have 2 slots for each armor piece. 1 Will represent the visual element and the 2nd slot will be for the stat element.
2. If nothing is equipped in the 2nd (stats) slot, you will get the stats of the armor equipped in the 1st (visual) slot by default.
3. Completing an entire set will trigger its bonus stat, which will typically modify a single trait.
4. Outside of the completion bonus, armor stats will only modify the base 5 attributes.
5. At the moment, only Otherwhere is planned to have a different type of gameplay effect from the other armors, and this is planned to be explored more once NG+ comes out, as new armors are currently intended as rewards for NG+ run completions.

Lastly, there seems to be only one more major, relatively uncommon technical issue we are aware of after this patch and are aiming to fix: stuttering on some high-end machines during area streaming.
If you are experiencing this, please join the discussion on Steam here and follow the instructions in the thread so we can solve this issue together.
https://steamcommunity.com/app/1123050/discussions/0/3047234112553725618/


Unless no urgent technical issue pops up, we will be spacing out the next patches to no longer be weekly, so we can have the time to work on new content instead.

Yarden Weissbrot, GRIME Director

Hotfix 1.1.131

Fixed an issue causing the Amalgam boss to not behave properly.

Hotfix 1.1.13

- Fixes clipping through the performance elevator.
- Fixes Drained shell hands missing from their location.
- Fixes invisible pickups.
- Fixes Endless spawn of pickups in the City.
- Misbegotten platform bug.
- Prey tab will no longer show empty boxes so people won't mistakenly think there is like double the bosses/minibosses!

Hotfix 1.1.121 - fixing issue in late game area blocking progression

Hotfix 1.1.121 - fixing issue in late game area blocking progression

Major Patch 1.1.12

Hey! Yarden GRIME director here,

Patch 1.1.12 is out!

I've made this video to recap all of our updates since launch -
https://www.youtube.com/watch?v=AjO39NkEs3Y

This patch adds the Respec option, unstoppable (hyper armor) attacks for very slow weapons, and on the technical side of things- you should no longer encounter "Sticky walls" and after falling or getting hit by traps you will reappear much closer to the last safe spot.

Overall, players should have a much smoother technical experience.



Gameplay:

- Respec can be done using 5 Motley Pearls. so this can be done several times during a single playthrough, depending on whether or how much you've saved up.
To balance out this additional use for Pearls, using them to refund a trait will now refund all tiers of that trait.

- Very Slow weapons now have Hyper Armor in the last 30% of their swing before impact.

- Slow to heavy Slow weapons have varying amounts of Hyper armor in in their specials.

- Very MINOR nerfs and buffs (-/+3~ here and there) to weapons across the board. Mostly to force costs of slower weapons.

* Reasoning behind this - So I've read in the forums about how having to time weapons a long enough time in advance is already a hindrance in of itself. So some force cost has been reduced to slightly compensate.
In addition, poise has been added to give STR players a choice. If they timed the attack well enough in advance they may still sneak the attack in at the cost of taking damage. Or, they could cancel the animation with a dash or an absorb. Either way, with enemies hitting as hard as they do especially in the late game, it's mostly there for the purpose of player choice without necessarily making the game easier.

- Final boss Platforming sequence has been made much harder to fail, with passthroughs guarding your fall scattered throughout
* This moment was intended to be very easy and extremely hard to fail so you could purely enjoy the spectacle and tension of the situation, rather than actually die and restart.

- Walking is now a toggle. Press once to start walking, press again to stop. Resets on stopping.

- Trails for Lithic Beacon extended to draw attention from the boss shortcut.

- Artisan of Flesh HP buff.

- Fixed Garden Yr Prey entry text.

- Palace elevator now moves at x3 speeds.

- Final performance dancer deals a little less damage.

- Burst Lantern has been rebalanced to deal more damage at on the initial stacks and less on the higher ones in the mid to late game.
* Making bursting early more viable, especially on regular prey, while slightly weakening the 30 stacks power on later bosses.


Major Bugs:

- Players should re-appear on the closest safe spot after falling down or getting hit by certain traps.

- "Sticky walls" fixed. Players should no longer get stuck at the edge of walls, having to dash out of them.

- Fixed an issue causing infinite loading screen.

- Fixed an issue with the ladder that caused the player to slider below the ground.

- Fixed several game-breaking issues caused by dying while using a ladder.


Minor bugs:

- Fixed some issues causing fps spikes on common occasions.
- Fixed an issue blocking Wretch Trait's Ardor-based damage bonus from applying.
-The Reset button under the Settings Panel will now reset the screen resolution as well.
- Fixed a bug letting the player to dash out of the Surrogate after Warping.
- Upgrading a single-shown weapon on any page after the first one wont get the window stuck.
- Fixed an issue causing the player to float mid-air after self-pulling while standing on an elevator.
- Fixed a rare issue causing the elevator in the Carven Palace to be prematurely active.
- Fixed an issue breaking the Shidra boss fight when destroying his puppets too soon.
- The Final Performance will now stay within the arena more consistently.
- Added an additional achievements unlock checks on game load in case of previous failure.
- Changed the boundaries of the Jawcrab arena.
- Attuning Lantern now properly affects the Skewer Trait damage.
- Fixed an issue causing moving platforms to act clunky when stood upon.
- Pullable markers will now disappear faster on pulling a pullable platform.
- Basher enemy will now properly reset after being Absorbed.
- The Frantic Trait now properly updates after being refunded.
- Fixed a rare bug causing Yon to reappear in the Weeping Cavity when they shouldn't.
- Collider fixes in Feaster's Lair, Pale Sky.
- The shortcut near the 2nd surrogate of the Unformed Desert will now unlock when you reach Shidra if you didn't talk to Heod.
- Removed an invisible rail track in the Carven Palace.
- Fixed odd-looking chisels held by servants in Servant's Path.
- Fixed odd-looking positioning when standing next to Goldhead in Yr Den.
- Moved some background assets back so that the player character will not overlap with them.
- Added missing localization terms.
- Added missing weapon swing sounds to the Desert Watcher and Disciple.





The current plan is by the time we get to patch 1.2 to have:

- NG+ where you keep everything (items, weapons, stats, traits etc...) but lose all boss abilities with the exception of Warp.

- Armor stats that can be combined with whatever visual you like most. Providing some additional gameplay customizability.

- Eliminate all significant common technical issues.


And finally, to show our appreciation, this patch also adds to the game's credits the names of notable community beta patch testers and persistent bug reporters.

Yarden Weissbrot, GRIME Director