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Grim Realms News

1.0 is out!

The day is finally here...

It has been almost two and a half years since this game was released as Early Access. The journey took much longer than expected, and I added much more content than I anticipated. The community (you guys) has helped out more than I can express. The feedback, bug reporting, suggestions, and support has been amazing, much-needed, and invaluable. I could never have done it without you. From the bottom of my heart: Thank you.
And now, the game leaves Early Access, which is rather scary. But the last two months have been almost nothing except bug hunting, UI improvements, and quality of life additions. No game is ever perfect, but this game is now ready.

This 1.0 release is not a major content patch, which might be standard. The final stages have been gradual improvements, polish, and sharpening, instead of one big leap.

As always: a billion thanks for all the support and feedback! Really, really, really!

Best wishes and all the love! //Mattias

Patch 0.9.5.6 - No more cart thieves!

This patch does the following:
- Fixes an issue in which leaving visitors would take a player owned cart. This should no longer happen, but if it does, visitors will abort what they are doing and grab the correct cart.
- The player can no longer drag-delete none-owned work-orders (Primarly thinking about visitor-leave-orders.)
- Slightly increased the amount of loyalty gained when defeating attacking undead.

Best wishes and lots of love! //Mattias

Patch 0.9.5.5 - Aaaaand more fixes!

This patch does the following:
- Gets rid of a bug in which the game-over-menu appeared, despite other player owned locations existing.
- Minor UI improvements and fixes.
- The main menu now looks prettier and has some particle effects.
- Totally locked in hostile human will not longer cause massive lag.

Best wishes and lots of love! //Mattias

EDIT: You can now set specific scrap-orders regarding nightsteel and sunsteel.
EDIT2: Selecting more than 2 items in a storage will no longer remove the 'Move items'-option.
EDIT3:
- 'Autofill' is no longer invisible in prefab editors.
- Animal burrows have a longer delay before animals emerge. (After a quick poll, I have decided that the game also auto-pauses when discovering rat nests.)
EDIT4: Ancient statues placed in prefab editor won't change ingame.

Patch 0.9.5.4 - More fixes + drag-delete work orders

This patch does the following:
- You can now hold the right mouse button to drag-delete multiple work orders at once.
- Checks if movers can abort before dropping what they are carrying (statues, storages, etc). This will prevent for example storages being dropped behind other storages.
- Fixes a weird issue with side menus not being closeable.
- You can now set material as condition when scrapping slings.
- Farming zones will no longer 'follow' from one area to another.

Best wishes and lots of love! //Mattias

EDIT: This patch caused harvesting information to not-appear more often then not. My bad! I have fixed this and patch the game under this version-number.

Patch 0.9.5.3 - A few more fixes and improvements!

This patch does the following:
- Updates some terrain tiles to make them prettier and a little more readable.
- Makes sure potentially important information will still get through, even though the tool tips are turned off.
- You can no longer add visitors' carts to your caravans.
- Caravans won't start leaving the area if any animal-members can't find a clear exit, which could cause bugs. You will be notified about which animal is the relevant one.

Best wishes and lots of love! //Mattias