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Tinge of Terror DLC is OUT - Launch Trailer + Patch Notes

Hey! Yarden GRIME director here, and I'm glad to announce Tinge of Terror, our long awaited New Game+ DLC is now OUT!

Tinge of Terror Launch Trailer -

[previewyoutube][/previewyoutube]

This DLC is so much more than your typical NG+ mode, and I would recommend anyone who finished GRIME and wanted more, especially more challenging combat encounters and boss fights that keep on surprising you, to SHIFT into this new reality and see how far you can go.

So What's New?
To sum it up plainly:

NEW NG+ GAME MODE

Entirely New NG+ Exclusive Secret Boss.
Heavily Modified NG+ Bosses.
Modified NG+ Enemies.
New NG+ Exclusive Items & Progression.
New NG+ Texts. New Music.
New Achievements.


We'll be eagerly waiting to see fight videos of you all facing these new bosses. :)

The Future

As always, we will keep monitoring the forums for any significant technical issues.
But... once the coast is clear, it may be time to talk about one other thing...

Hint - It's about THAT area at the top of the Weeping Cavity.


Switch Version
For those wondering, the SWITCH version has not been abandoned or anything, and hopefully we will have more concrete news... soon.


Our Discord
https://discord.gg/grime

Tinge of Terror DLC - New Details & Release date

Hey! Yarden GRIME director here, so here is the 2nd and final update on the the Tinge of Terror DLC -before it launches on June 7th!

The launch trailer will debut at the MIX showcase! More details will be available soon.



Link to full size cover Art
https://drive.google.com/file/d/1FutlhpHF0knDTiOMBQrlpodHPl9yMgAH/view?usp=sharing

Art by
https://www.artstation.com/freetime

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New ToT details:

Last update we talked about the NG+ changes to enemies and, especially, bosses.

Now, let's talk NG+ progression.

Since you likely already posses all the boss abilities at this point, they now grant a new reward for defeating them, which are called Sanguine Ichors. These items will let you upgrade about half of all traits beyond their standard cap.

Similarly, if you have already reached the maximum Breath capacity, Mini-bosses will now instead grant you Breathearts, which can be used to upgrade weapons beyond their maximum cap.
However, the process will require an increasing amount of Bloodmetal, which can now be found in greater quantities in places where once there were weapons and armor, so there is still purpose in going out of your way to collect those.

So, there are plenty of reasons to play the new NG+ at least once, especially if you enjoy the combat and are looking for a greater challenge, because those modified bosses are definitely going to give you that.

However, beyond the ever increasing stat difficulty of enemies, why would you want to play NG+ more than once?



Well, prepare for your toughest combat challenge yet, against an all new secret boss that can only be reached in NG+.

Plus, we added a little something for those powerful enough to defeat them over multiple runs.

Hope to hear from you during THE MIX stream and at launch!

New DLC Announcement & Updates

Hey! Yarden GRIME director here, seems like we can finally start to talk about the next DLC - Tinge of Terror.


ToT is our next DLC, and it will be a very ambitious take on the NG+ mode.

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After absorbing the final boss of the game you will gain the ability to shift into the NG+ reality from any surrogate.

The game will start with a much shorter, slightly different intro, and you will carry over literally EVERYTHING you have gained from your original playthrough.
This includes ALL boss abilities.
What this means is that you can air dash, hover and double jump from the very start of the run.

However, this meant that a lot of things had to be changed to account for that. From some character interactions that would no longer make sense when you can sequence break everything to, especially, combat.

For example, All main bosses have been modified with new attacks and behaviors.
You are in for quite a surprise with NG+ Amalgam.


This also applies to all regular enemies, we wouldn't want re-exploring the world and engaging with all of its enemies to feel tedious, which is why they have also been modified to maintain some of the challenge.


Some enemy attacks now shoot projectiles, some now become frenzied after uh... you break their rocky head.


There's more to talk about, such as some new progression elements to incentive re-explorations, as well as a whole new ???, but I'll save those for another update



Tinge of Terror will launch later this year.

Patch notes 1.11.11

Hey! Yarden GRIME director here, and judging by the reports we've gotten so far, this will probably be the last patch before taking a break from patches for work on the next DLC NG+.
I'll prepare the first update post with info on it if the next 2 weeks or so pass without any new significant bugs reported, confirming we are in the clear for this break.



Quality of Life:

- Added the option to disable the Low Force HUD Indicator in the Settings menu.

- Lightning platforms in Childbed are now slower to burst.



Bugs:

- Fixed an issue casing the player to appear below the Surrogate after game reload. (Most notably at Childbed with Giant of Eyes)


- The player will no longer bounce indefinitely when dying next to a bouncing pad.

- Fixed an issue with some self-pulling objects at the Artisan of Flesh arena.

- Potential fix to bugs that occur from alt+Tabbing the game. Such as the HUD becoming invisible.


-Fixed a rare bug causing the HUD to incorrectly keep fading out.

- Fixed an issue caused when warping or starting a Gauntlet challenge that caused to player to appear in the wrong place.

- Listener encounter should spawn more consistently throughout the game.

- Fixed an issue leaving enemies glowing after they are no longer pullable.

- The Amalgamation now properly removes all applied effects on fight start.

- A certain craver in nerveroot will now correctly respawn after death

- Minor collider tweaks in certain locations.

- Added missing SFX to Vase encounter in Lithic.


Languages:

- corrected some Chinese Traditional and Simplified texts.

- The names of encounters in the Gauntlet menu are now properly localized.

- Clarified hover tutorial text.

Patch Notes 1.11.91

Hey! Yarden GRIME director here, and I think we're nearly there.

I expect there will be need for onlyone more final patch to fix some controller issues, after which we will take a break from patches to focus on the NG+ DLC and making sure the new Switch optimizations that will be included with it won't cause the same issues we had with CoR launch. I'll keep you posted as well as make some update posts on what to expect from the new DLC once we're ready. :)


Quality of Life:

- Regenerating walls destroyable only via sprint will now restore all Force on destruction.
(Force shouldn't be a factor during platforming, which is why Self pullers restore Force during the final areas of the game where platforming is more prominent. The new walls serve a similar function now.)

-Added a keybind to aim pull using the keyboard.

- Added some navigation functionality to menus.


Bugs:

- Fixed an issue blocking players from Warping to the Peak of Creation after defeating Shidra.

- Fixed an issue causing projectiles to hit as soon as they are being launched.

- Mouse cursor should no longer disappear when a controller is plugged in while in the menu.

- Fixed a rare issue causing the Vulture to float mid-air before battle start.

- Fixed an issue blocking the player from entering the Flowerheart arena if the player died before absorbing the Flowerheart.

- Fixed a big letting you dash twice right after self pulling.


Languages:

Simplified Chinese was re-added after accidently being replaced by Traditional. There is now both Simplified AND Traditional Chinese options.


Balancing:

- Grieving Rockgiant leap attack and it's damage has been tweaked to make the fight overall feel better.

- Health and Force scaling weapons dropped down a scaling level
(Since these weapons offer double the benefits due to points counting for more than just increasing a weapon's damage. So the safety they offer should be at the cost of the advantage compared to other weapons that are more focused on raw power.)