1. GRIME
  2. News

GRIME News

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

Vote GRIME for BEST GAME YOU SUCK AT!

Hey everyone!

We hope you've been enjoying GRIME and the various updates we've added over the past few months. We are hard at work on more content for you to enjoy! While you wait, we ask for your help.

The Steam Awards are coming back and we can be nominated to receive an award! You can nominate GRIME for whichever category you want, but we encourage you to nominate us for Best Game You Suck At.



Thank you so much for all of the love and support you've showered us with since launch. GRIME would not be the same without you. We appreciate your continued support and feedback!

Minor Patch - 1.1.42

Hey! Yarden GRIME director here,

This is a minor patch aimed mostly at bug fixing, polish, and most importantly - improving ladder controls with the joystick.


Major Bugs:
- Fixed endless loadings occurring to some players.
- Fixes Stuttering for some players. AMD players experiencing stuttering should download the latest AMD update (21.10.4).

Improvements & Clarity:
- Ladder controls with a joystick improved to work more as expected.
- This patch should give some players a performance improvement.
- Unformed Blob enemy types now have Protected (Grey) HP, to more clearly indicate they can not be absorbed. Similarly to red spiked Crawlers.
- Armor Visual Slot graphic changed, hopefully to serve as a clearer indication.
- Opening the inventory window will show the item info panel first, instead of the character model preview.

Minor Bugs:
- Weapon switch input tooltip next to the consumables tab will now show the correct input key.
- Fixed a bug causing the grow menu's attributes reset counter to start when not intended.
- Fixed a bug blocking the player from reaching the center of the arena at the end of The Final Performance encounter.
- Weapon power is now correctly updated when equipping/unequipping armor.

- Added Discord button in the main menu.
Our Discord community (https://discord.gg/GRIME) members help us out with testing these patches before they go live!


Nothing new to announce just yet as we are still working on some big things! But in the meanwhile, we will continue to monitor the game and the forums for any issues that may require a quick patch/hotfix.

GRIME - Ambiences (Original Game Soundtrack) is out now!

Hey, Rockheads!

Sean Secca's haunting ambient score for GRIME is now available for $6.99 on Steam!

This was a piece of feedback we heard pretty consistently over the first few weeks of GRIME's launch, so we've taken the time to put together Sean's tracks for your listening pleasure. Sean Secca is a French-Irish composer and sound designer with video games and film being a major inspiration to his sonic palette.

If you decide to pick up the soundtrack today, there's a 10% launch discount! We've also included GRIME - Ambiences in our deluxe bundle, if you have any interest in pairing it up with Alex Roe's high energy boss themes. I don't know what track is your favorite (Upper Lithic for me, just saying,) but if you'd like to share your love of Sean's music, you can find him on Youtube!

From the first notes in the Wailing Cavity to the final song in **SPOILER** all of the game's music is at your fingertips.

Major Patch 1.1.37 - Armor Stats, Modifiers, Reworked Traits and more!

Hey! Yarden GRIME director here,

This is a MASSIVE patch adding some highly requested features such as stats and modifiers on Outfits, adding further customization of your playstyle.

You can now also reliably heal during the later boss fights using either the reworked "Piercer" trait or the reworked "Lurker" trait.

In addition, this patch brings with it some highly requested quality of life changes such as; being able to use Mass and Crimson Ichors consumables from Inventory! (whoooo) As well as better sorting for the inventory (Sets will now be placed next to each other rather than in order of pick up).


Gameplay:

- Outfits now grant attribute modifiers and, upon equipping a complete set, grant additional unique modifiers, usually to an existing trait.
* The first 10 levels of stats have been slightly nerfed (by 0.5) to compensate for the newly added armor stats letting players get that much closer to OP numbers.

- Each equipment slot has a smaller slot which you can equip with a chosen outfit, changing its visual by keeping the stats granted equipped in the main, larger slot.
1. Visual only slot
2. Main slot
3. Modified Attributes


- Reworked traits:
* Piercer - Pulling an enemy now draws some Breath in addition to dealing Absorb damage on vulnerable Health Bars. Ranks lowered to 3 from 4 and each rank increase the Breath gained and damage dealt to protected Health Bars.

* Lurker - After repelling an attack you gain a life-steal buff on your attacks for a short duration, in addition to healing for a max health percentage from Absorbs.


- Added automatic inventory sorting.
- Can now use Certain consumables (Mass and Crimson Ichor) from the inventory screen.
- Added a Mass display text in the inventory.
- Slightly accelerated the camera when looking up or down.
- Slightly buffed player Force regen.

Major Bugs:
- Fixed an issue that might be causing infinite loading screens.
- Fixed an issue letting sometimes the player run into/through walls.
- Added a safety net below The Final Performance elevator in case the ground forgets its job.

Minor Bugs:
- Rebinding the Inventory hotkey now works properly.
- Post Process settings now properly affect the Absorb effects as well.
- The Gardeneye now plays a sound when casting the beam.
- Smoothed the transition from attacking to running animations.
- Fixed a bug that was causing the player to get stuck when reflecting projectiles.
- Fixed a specific spot in Cavity that sometimes caused the player to get stuck.
- Fixed a Lithic crumbling platform artifact.
- Extended some colliders in Lair to properly cover some walls.
- Corrected a few ladder and trap colliders in Carven Palace.
- Moved a lever in Carven Palace up as it was too far down into the floor.
- Fixed an issue causing the player character to get stuck on a ladder in Feaster's Lair.
- Corrected a missing collider near Worldpillar.
- Added a missing ambient track to Garden.
- Added missing sounds to rockheads near Feaster's Lair.
- Rockgiant will now properly flash red when falling after being absorbed, as the fall is unparriable.
- Centipede Whip special attack won't hit as high upwards as before.
- Fixed an issue with the Kin's text location and localization.
- Fixed a small bug causing price text in vendors to appear in the wrong color.
- Dying while climbing will no longer drop the player through the world.
- Camera look height will now properly reset on opening a menu mid-action.
- Nervepasses can be interacted again straight after leaving them.
- Fixed an issue causing enemies movement to sometimes bug on passthrough ground.
- Fixed an issue bugging movement on ladders when using a controller.
- Added a failsafe to achievements related to absorbing enemies.
- Spear special air attacks will no longer bounce the player when used on walls.
- Improved movement caused by weapon attack on sloped grounds.
- Added an option to rebind the Scroll Up/Down functions when interacting with an NPC dialog.
- Upgrade and Trade windows controller legend is now properly localized.

Plans for the future:
- This is our final major patch before beginning work on a more substantial story content for you to look out for, so please be patient!
- As for NG - we decided to make it something more fleshed out and interesting than just a straightforward linear artificial ramping up of the game's difficulty (increasing enemy damage/HP per NG). As a result, we are pushing it further back. I'll keep you informed when there is more to share!
- Notable technical issues we have not forgotten about hope to address in the next major/MASSIVE patch:
* Allow rebinding of all mouse keys (including gaming mice). For now, though, you may be able to rebind using a program called - X-Mouse.
* Stuttering/FPS issues some players have been experiencing. There is a thread on the topic in the forums that may offer some potential solutions, but for the rest, we will try a more significant change that should hopefully fix the issue.

As always, a huge thanks to our Discord members (https://discord.gg/GRIME) for their help in testing the patches before they go live!
The Credits have been updated with new community contributors.

Yarden Weissbrot, GRIME Director