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Hotfix 1.0.6.92 - Fixes endless loading issue

Hotfix 1.0.6.92 - Fixes endless loading issues in [Spoiler]Cenotaph City

Hotfix 1.0.6.9 patch notes:

Hotfix 1.0.6.9 patch notes:

- Generous achievement
* Should now unlock on loading the save for those that met all of the conditions (destroy 3 art pieces, Pick up all items next to Crushkeeper, Get all 3 Crimson Ichors.

- Fix endless loading issues in Cenotaph City.

- Fixed localization for new Cenotaph City Nervepass NPC

As always, let us know if there are any more issues and we will make sure to solve them as fast as we can.

P.S - This weekends's patch (1.0.7) aims to include respec option.

Patch notes 1.0.6.7

Hey! Yarden GRIME director here,

This patch adds another Fast-travel point to a distant, late-game area. And changes an existing Fast-travel point to be far more accessible.
In addition, this patch removes the last of the missed missables from the game, including the "Generous" achievement, and some Hunt Points.
Finally, this patch should address some of the... strange ladders platforms interactions some of you may have experienced.

Gameplay:

- Added an additional NPC and Nervepass to Cenotaph City.
- Improved accessibility to the Feaster's Lair Nervepass.
- Generous achievement changed to no longer be missable.
* [Spoiler]Instead of having to fully interact with all of the City's Coda, you now only need to destroy or take all of their gifts, which stay even after you have wiped them all out.
- Added a pull indicator to the moving thread platform in Carven Palace.
- Added Heals in the form of Pullable/destroyable Heads in Carven Palace.
- Burst Lantern stacks can be triggered from air special. For style points.
- Goldgrowth set can now be bought earlier in the game.
- Puppet merchant will now sell Consumables after Heod refuses to, before the final boss fight.

Major Bugs:

- Fixed an issue of ladders and passthroughs sometimes bugging out.
- Fixed bug with Misbegotten Amalgam dropping both platforms instead of just one.
- One of the Memory orbs in Pale Sky was a repeat of a previous one. It has now been updated with the new, proper text.
- Fixed a bug with the Assimilation achievement.
* You can trigger the achievement by kill absorbing any prey.
* Anyone who has acquired all Traits should now unlock this achievement upon loading the save.
- Merchants no longer refresh the entire stock on closing and opening trade.

Minor Fixes:

- Added a shortcut to a Hunt carrier enemy in the Carven Palace after completing a platforming challenge.
- Minor buff to ancient limb trait base damage
- Made some platforming sequences in the pale sky not require as much pinpoint precision.
- Fixed an issue making destroying certain walls with the Fossil Fist very difficult.
- Fixed an issue blocking the player out of using the Gloomnest Nervepass.
- Desert Watcher mini-boss mistakenly had a Hunt Point.
- Collider fixes across all areas.
- Coda gifts will no longer block you after they're destroyed.
- City Nervepass should now be accessible if you defeated the final performance in a previous patch.
- Fixed a bug where a strand platform in the tilted palace would despawn if you went far enough away from it.
- Corrected a mistake in the bestiary, the Garden Yr does not grant increased breath capacity.
- Created a new Ardor tutorial clip for the first Ardor tutorial window.
- Made it easier to uncover some map spots in Nerveroot.
- Fledgling Yrs will no longer backstep off of platforms.
- The performer's leap into the arena is now properly flashing red, as it is unparriable.
- Fixed an issue where dying and killing misbegotten amalgam at the same time would not let the player consume the boss upon returning to its arena.
- Fixed some objects and lights snapping in or out of the background.
- You should now be able to attain 100% map completion.


Plans for future patch/es:

- Next goal is the implementation of a limited respec.
- A stuttering on loading areas that some players have experienced despite having powerful hardware.
- Armor stats are "potentially" coming. Going to begin working on it and see how it goes the week following the respec patch. Don't worry fashion players, the system will let you combine whichever stat with each ever visual you want.
- NG+ is and has always been a plan, actually, the final boss ability was made specifically with NG+ in mind. But we'll be able to focus more on that once we feel comfortable that we can space out our patches a bit more.


Special thanks, as always, to our Discord beta patch testers: Matsan, TayFey, Demajen, Idle309, Cryfor, Qerrassa, Stormquake.

Yarden Weissbrot, GRIME Director

Patch notes 1.0.5.2

Hey! Yarden GRIME director here,
Among a ton of other things, this patch removes all missables from the game, adds a new weapon, significantly nerfs consumables costs, reduces crashes, and much, much more.

Starting with what has been around the top of our complaints at launch, missables:

- The optional Boss awaits until you defeat it.
* I came to the conclusion you guys were right. It didn't make sense in GRIME to block that fight because it became easier with a new ability when you can go back and defeat mini-bosses later easily as well. In both cases
just miss out on the challenge and/or power, but that is your choice.

- Lithic Art Trader remains in Lithic after defeating the area boss.

- All "Elite" Hunt Prey have a weaker, respawnable version without a hunt point hidden in the world. Meaning you can still get their trait.
Only exception to this are the Spinesnakes since their AI is currently tied to their boss fight.


New Content:

- Tooth Hammer - A new STR+RES wisp debuff weapon has been added, somewhere in Feaster's Lair.
* I may have kind of accidently forgotten to put this weapon in the game as I was moving it around to different hidden locations. Sorry!


Achievements:

- Instruments should now be achievable with the addition of Tooth Hammer.

- Assimilation fixed and will only be gained after getting all traits, all Boss abilities and all Breath Hearts.

- Ending achievements should now work as intended.
* For those that already finished the game, you can go to your end of the game save, climb to the PoC again, trigger the cinematic and get it.
If there is interest for it, we could provide you with default saves for just before the Kinship ending and before being able to get the Weakness ending.

- Proportions can be gained even after defeating Yon if you pass by the area where you fought them (near the Sealed Barrier).


Gameplay:

- Pullable objects have varying degrees of additional clarity via the "in-range pullable indicator".
* Hopefully this will help players figure out prey-pulling earlier

- Consumable prices have been reduced significantly, up to about 80% cheaper.

- After player dashes in air- shards float around them. These get back inside of the player after it resets and they can air dash again.
* Hopefully this will help player realize that dashing from the ground into the air does not consume air dash, and also when it resets in general, such as from Self-pull.

- Prey drops have been expanded and improved. In general drops have been improved from mid to late game.

- Strand of the Child now does a better job drawing the player's attention when they pass nearby.

- Some Carven Palace encounters have been made more manageable, in particular whenever platforming/puzzles are involved.

- Fire Needle has been slightly nerfed.
* You'll still be encouraged to learn to dash out of it, but it now won't be a death sentence if you have full health and a heal.
You are intended to hate these buggers.

- Garden encounters have been changed to not be as opressive at times. This is mostly done by changing the absorb segments of some flower types.
* Carven Palace was meant to be the peak of difficulty and frustration in terms of combat encounters. Garden was meant to be more of an easing down, a build-up for what comes next.


- Using Burst Lantern special in air will trigger the stacks.

Accessibility:

- Added an option in settings to toggle auto cursor hiding.

- Sound of inactive Beacons has been pitched down to help mitigate issue for players with tinnitus. Range of already active Beacons has been lowered as well.

Major Bugs:

- Potential fix to game crashes.

Minor Bugs :

- Fixed an issue with an optional boss which caused the floor in both sides to go down.
- Fixed an issue causing the player to respawn in mid-air in the Carven Palace.
- Fixed a naming issue where sometimes Feaster's Lair was referred to as Feaster's Den.
- Fixed an issue where the player could drop from the elevator to worldpillar without reforming.
- Fixed collider issues in the Weeping Cavity, Lithic, Garden.
- Added missing colliders to a ceiling in Gloomnest.
- Fixed a collider issue with the Strand of the Child pickup area in Garden.
- Yon achievement has been fixed. Going to his encounter after defeating him will grant you the achievement.
- Added a missing weapon to Feaster's Lair. Collecting this weapon should fix the issue of the "Instruments" achievement not unlocking.
- Fixed an issue that could respawn the player next to a bomb in Gloomnest.
- Fixed an issue causing the Jawstag to get stuck occasionally.
- Fixed a few typos in some NPCs dialogues.
- Fixed a rare issue where you could get stuck on some of the ladders in the secret worldpillar platforming challenge.
- Adjusted a wall next to the palace nervepass that appears earlier than it should.
- Fixed a potential softlock issue in Feaster's Lair.
- Goldhead will now properly leave Nerveroot after talking to him.


Plans for the next Patch/s:

- Still looking to address the issue of being unable to comfortably upgrade weapons or build up ardor when in Cenotaph City.
This may either be resolved with a new NPC or a hidden Nervepass.

- I'll start working on figuring out the exact mechanics and UI of how we should implement respecing.

- Looking for ways of encouraging players to put a point or two in one of the Force replenishing traits (Frail arm/Clawhound), as they are a relatively integral element to Force balancing.
Same for Piercer Trait, which is possibly one of the most powerful traits in the game, and allows players the ability to gain Breath from Bosses they otherwise wouldn't have been able to.

GRIME Trading Cards are Now Available!

Hey, Rockheads!

Cool news if not necessarily big news, we've just activated Steam Trading Cards! There are nine (9) total cards for players to collect.

If you've already played a bunch of GRIME, you should have a handful sitting in your inventory ready to be traded as you see fit! If you'd like to trade cards around with others to try and complete sets for cool rewards, might I recommend heading on down to the trading sub-forum? I'd also recommend just taking a second and enjoying the beautiful 3D art for each of the trading cards.

Happy hunting!