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GRIME II Dev Diary 3 - Item Molds

[p]ME director again, and it's time to quickly touch upon consumables.
In particular, how useless they are, because... well, they're consumed upon use.[/p][p][/p][p]This is frustrating both because it encourages hoarding (guilty as charged of that myself), but it's probably even more frustrating for those that actually use them, only to die anyway and not even reap the benefit of losing all of those items![/p][p]Items that they likely worked hard exploring the map and taking on challenges to gather.[/p][p][/p][p]That fucking sucks.
So instead, we have Item Molds.[/p][p][/p][p][/p][p][/p][p]Item Molds refresh at checkpoints, and the more of them you find in the world, the greater your overall quantity of them per run will be.[/p][p][/p][p]Which bring me to the 2nd issue with Consumables... that a lot of the time, they're just not very useful.[/p][p][/p][p]This is because in a game that has leveling and all sorts of other progression systems that make you far more powerful the more you play, consumables tend to be balanced around the point where they were introduced into the game.[/p][p]So if you saved a bomb from the start of the game and need it now against a mid-game boss... it will probably be entirely useless.[/p][p][/p][p]So here comes the 2nd aspect of Item Molds, as you find more of them, they'll rank up. Up to 2 additional tiers that will both enhance their damage, as well as potentially introduce a new mechanic.[/p][p][/p][p]Example - Spike Ball Item Mold 1st tier.[/p][p][/p][p][/p][p][/p][p]3rd tier - adds another bounce and a damaging explosion when it break.[/p][p][/p][p][/p][p][/p][p]One of our main goals was that of variety, and there is a ludicrous amount of that in GRIME II. I hope you will find yourselves constantly excited for every single find you make.[/p][p][/p][p]Until next update, don't forget that we post WEEKLY updates to our Social Media (Links at the bottom of the post).[/p][p]Here's an example of one posted a while ago-[/p][p][/p][p][/p]

New GRIME II Trailer Revealed in IGN Live

Are you ready for another sneak peek into the hauntingly surreal world of GRIME II?

We’re excited to share our brand new trailer with you, which just featured as part of IGN Live and contains some never-before-seen footage from in-game!

[previewyoutube][/previewyoutube]

Set in a world obsessed with art, GRIME II is an action-adventure metroidvania where you play as a character known only as a Formless, an art mimic who can absorb creatures and summon molds in their shape. With the mold system, you’ll be able to absorb your enemies and transform them into living weapons, new temporary forms, powerful utilities, and much more.

Venture into a new and mysterious land in the GRIME universe, where danger and wonder await around every corner. Use your surroundings in tandem with your summoned molds to overcome deadly enemies and epic bosses, all the while exploring a deep world full of diverse cultures and characters.

https://store.steampowered.com/app/2529790/GRIME_II/

Want to let us know what you thought of the new trailer?

Then click the buttons below to join our Discord or comment on our social media channels!

GRIME II Dev Diary 2 - Enemy Molds

Dev Diary 2 - Molds

Hey! Yarden GRIME director here.
Last Diary I talked about Health Wards and how you would obtain new Molds, Enemy Molds specifically.

The Molds are cast using a Paint resources gained from attacking enemies, and scale with attributes to become a part of the many different possible builds.

Some Molds can be sent forward for quick, ranged attacks...

Some Molds will have you become them for a powerful attack, or flurry of attacks. Somewhat like Black Myth: Wukong.


Other Molds can offer powerful utility, apply debuffs, launch enemies, and more...

But there is another kind of Molds... Item Molds.
Their goal is to hopefully prevent hoarding behavior (which I am also guilty of), while also replacing the disappointing tedium of finding single use consumables that you'll hardly ever use.

But more on that on the next Dev Diary...


Until then, a reminder that we post WEEKLY updates to our Social Media (Links at the bottom of the post).
Here is an example of one showing some of the new outfits:




See you next time. :)

GRIME II Dev Diary 1 - Health Wards

Hey! Yarden GRIME director here... sorry to keep you waiting for so long, that was definitely NOT the plan.
However, we have been hard at work this entire time, and aim to make it up to you with regular updates from now allllll the way up to launch with weekly updates on our Social Media pages.
Updates like this-


Now, I would like to tell you about one of our new combat mechanics.
GRIME had Segments on enemy Health bars to represent openings for powerful parries, heals and obtaining traits.
In GRIME II, Segments are being replaced with Wards.

Enemies may have 1 of 2 Wards.
Mold Wards - Most typically on regular enemies scattered around the world, when you break Mold Wards the enemy staggers for a few seconds, dashing into them will absorb their shape and give you a single use of their Mold ability.


Do this enough times, and you permanently get their Mold ability.
Look at this as a replacement to how you got Traits, which will now be built in as a part of a skill Tree instead.


Next, are Breath Wards -
After Breaking a Breath Ward, the enemy becomes vulnerable to a Grasp (the new "Pull" ability), which sends you bursting through them, granting you a heal charge.


Breath Wards will usually be on powerful Elite enemies and Bosses, so think of this more so like an answer to GRIME's issue with some bosses not being absorbable and you being unable to gain any healing during a fight.
This also gives you a goal to play to strive towards. If things look dire, you are out of Heals and low on Health, you could break that Breath Ward perhaps with some very careful ranged combat, you'll get another chance.


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This is all just a small taste from the new system, in the starting area of the game alone you will be introduced to much more of the many options you'll have available during combat. Variety is core to GRIME II; variety in colors, environments, abilities, enemies, everything. But I'll talk more about some of those at a later date.

Thank you all for sticking around after all this time. We can't wait to get GRIME II into your hands. :)


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On a final note, we signed with a publisher - UK-based publisher Kwalee.
They'll be helping us with a bunch of stuff from bug finding to porting.


Our Discord
https://discord.gg/grime

Follow us on Social media for Weekly updates:
https://grimegame.com