1. GRIME II
  2. News

GRIME II News

New GRIME II Developer Commentary Trailer

[h3]Want to know more about how we've given form to the Formless?

Then you'll want to check out our latest developer commentary trailer, which we revealed exclusively with IGN yesterday![/h3]

[previewyoutube][/previewyoutube]

[h3]In this commentary trailer, director and producer of GRIME II Yarden discusses the design differences between GRIME and its sequel, the unique mechanics coming in GRIME II, and an exclusive look at even more GRIME II gameplay.[/h3]

Demo Patch Notes 0.8.13805D

[p]Hey Yarden GRIME director here! Here's the 2nd patch notes for the GRIME II demo.[/p][p]This is a smaller patch to address a few other things before we re-focus back on the full game.[/p][p][/p][p]That isn't to say that we won't implement many more of your requests in a later future patch, we still aim to make improvements to:[/p]
  • [p]UI controls.[/p]
  • [p]Give you more freedom with keybindings, [/p]
  • [p]Polish control of the player, including experimenting with giving you a measure of control over how much an attack moves you forward.[/p]
  • [p]Balancing.[/p]
  • [p]A difficulty option of sorts.[/p]
  • [p]And obviously, much, much more.[/p]
  • [p]When these improvements are finally brought to the Demo again, it will also include more NEW content![/p]
[p][/p][p]Now, with that out of the way, unto the patch notes:[/p]
  • [p]Localization - Sweeping updates to localization across the demo texts.[/p]
  • [p]Map reveal - updated again, the player's discovery range is larger now.
    [/p]
[p]UI & Keybinding:[/p][p]Can no longer switch tabs within the surrogate menu while equipping Molds using a controller.[/p][p]Weapons can no longer be unequipped in the 'Molds' section of the Surrogate menu.[/p][p]Fixed the 'Cancel' button in the 'Control' section when attempting to rebind keys.[/p][p]Various bug fixes:[/p]
  • [p]Player NOW can't attempt to parry multiple times in air. Unless they successfully parried something.[/p]
  • [p]Maul Axe Special attack now properly deals continuous damage to Frail Shell.[/p]
  • [p]Fixed the side notifications displaying the incorrect image for the obtained item.[/p]
  • [p]Fixed an issue where the player gets stuck mid-air when doing a plunging attack.[/p]
  • [p]Rage attack tutorial message should no longer mention the rage state.[/p]
  • [p]Fixed a bug of the player suddenly bursting and re-appearing a distance away when dashing under low wall.[/p]
  • [p]And several more.[/p][p][/p]

GRIME II’s Speedrunning Challenge STARTS NOW!

[h3]Its time to absorb the spirit of speed, discover shortcuts, shinedash and share your new found knowledge of GRIME II in our official GRIME II Speedrunning Competition![/h3]



[h3]What's the categories? [/h3]

The fastest players to complete the demo’s ANY% category will walk away with a Steam gift card and a free copy of the full game at launch! From when you first able to move to when you absorb the bound shell.

[h3]
BUT WAIT! Not a speedrunner?
[/h3]

We’re also awarding a prize for the most creative run submitted.
  • A run where you only Dash or Parry?
  • An ANY% run on a DDR mat?
  • Doing the run on horseback?
  • Running GRIME 1 & GRIME II simultaneously on a smart fridge?


Whatever wild idea you can come up with as long as you’re running GRIME II ANY% is eligible. No need to worry about your final time. The most creative submission will win a Steam gift card and a copy of the game.

[h3]So to summerize… [/h3]

1st Place: £100 Steam Gift Card + free copy of GRIME II on launch
2nd Place: Free copy of GRIME II on launch
Most creative run: £100 Steam Gift Card + free copy of GRIME II on launch


[h3]Rules -[/h3]

  1. Run Starts: When you can first move
  2. Run Ends: When you absorb the Bound Shell
  3. Players must use the Livesplit Timer on their videos to verify their times;
  4. Players are permitted to abuse all game mechanics and glitches to get the lowest time;
  5. Players who edit their videos or try to cheat their time in any way will be immediately disqualified and ineligible to re-enter;



[h3]How to Enter -[/h3]

[h3]You can submit your entries HERE on gleam!
[/h3]


Players can submit multiple runs throughout the competition. When the competition ends, only their fastest run will be counted;
All entries will be verified by the developer and publisher team for GRIME II before a winner is selected;
Players must play on a brand new save file. They cannot exploit any glitches that would allow them to play on an old save file.
To submit your run, all you need to do is follow the link HERE and submit your YouTube link. You’ll need to upload your run to YouTube first as either a Public or Unlisted video and then submit the link to the video via GLEAM.
You’ll have until December 8th at 11:59 PM (GMT) to submit your entry. Once all submissions are in, our team will review the runs and announce the winners after.

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


Strong ones join our Discord and don’t forget to follow us on social media at @Play_GRIME for the latest updates!


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



Demo Patch Notes 0.8.13650D

[p]Hey Yarden GRIME director here! And it's time for our FIRST patch for the GRIME II demo.[/p][p][/p][p]So first of all, a MASS-IVE thanks to everyone who played the demo and shared their thoughts! [/p][p][/p][p]This was the first time the game was available to so many players and it allowed us to identify and tweak a crazy amount of stuff. [/p][p]It was also very reassuring to hear that the overwhelming majority of you seem to approve of the new gameplay changes and overall direction. Up until now, I just had no way of knowing for sure if I hit or missed the mark whole molds&wards mechanics, among many other things.[/p][p]So again, thank you. My stress levels are finally back down to just regular game-development-levels. :)[/p][p][/p][p]Now, on to the Patch Notes:[/p][p][/p][p]DESIGN[/p][p]- The Rage state mechanic has been removed from the demo area and pushed to a later point, where it can be accompanied by clearer VFX and a tutorial message that will more properly explain how it works.[/p][p]- Weapons are balanced around their specials and you are expected to make frequent use of them. To emphasize this better, the Maul Axe special hitbox was improved. The damage of it's initial impact was increased. And a painted wall message was added to remind you of that after the first "boss. + The HUD VFX for it was also enhanced to make it clearer to understand when you've gotten a charge.[/p][p][/p][p]- Stagger resistance should now work better on slow weapons during their swings.[/p][p]- Apologies to the Air Parry spammers - The player can now only attempt to parry once mid air. Reset on a successful parry or on landing.[/p][p]- Low Force indicator on the screen borders adjusted to only work during fights. It can also now be turned off via the Gameplay menu.[/p][p]- Dash fixed to be more precise in the Bound Shell boss fight.[/p][p]- Fixed issue that caused Projectiles homing to become fps dependent, Projectiles Homing Calculations are now identical in all fps counts.[/p][p]- Fixed Throwing Thumbs force bonus damage + attacks not giving paint.[/p][p][/p][p]MAP[/p][p]- Map scrolling speed adjusted to no longer shoot off at warp speed.[/p][p]- All of the map pins have been redesigned.[/p][p] [/p][p]- 2 new pins were added to the map.[/p][p]- Pin capacity increased.[/p][p]- Changed the way the map is revealed. Now the player should reveal more area he can actually see. Hopefully, this means less "unnecessary" dark patches in the area.[/p][p]- Map icons size and resolution improved.[/p][p][/p][p]UI & Keybindings[/p][p]- \[C] character binding added to the keybinding menu.[/p][p]- Unlocked the ability to change basic and special attack bindings in the binding menu.[/p][p]- You can now right-click to equip a mold in the checkpoint menu. Same as with the Inventory screen.[/p][p]- The player can no longer access different menus while the weapon equip window is open using a controller.[/p][p]- You can no longer unequip weapons from the mold menu.[/p][p][/p][p]+Various other minor bugs.[/p][p][/p][p]Our next patch will include improvement to localization, along with a variety of other fixes![/p][p][/p][p][/p][p][/p]

Get your HANDS on the GRIME II Demo now!

[h3]Little egg, the first public GRIME II demo is available now! We’ve worked perilously hard to bring you this experience, and we hope you enjoy it.[/h3][p][/p][p] We know you’re hungry to learn when GRIME II will release, but please know we’re working hard to make it the best game possible. We’ll share the release date when we’re ready but, until then, we hope you can enjoy the demo and this new trailer![/p][p] [dynamiclink][/dynamiclink][/p][p]GRIME II is in very large part the result of ABSORBING your feedback for GRIME over the years. So please, help us GROW. We would love to hear whatever thoughts or feedback you have for the demo! :)[/p][p]


Become a stealer of forms in GRIME II, the sequel to 2021's acclaimed action-adventure metroidvania. You are a Formless - an art mimic, absorbing creatures and summoning molds in their shape.

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.

Create your own playstyle by choosing from a variety of abilities, weapons, and mold summons. Learn the makings of your enemies as you summon their form to both aid you in combat, as well as in exploring the various secrets paths of the world.

[dynamiclink][/dynamiclink]

Strong ones join our Discord and don’t forget to follow us on social media at @Play_GRIME for the latest updates!

If you run into any bugs or if you have any feedback you’d like to share with us, please post it in the Steam Forms or in our Discord in the Bugs + Feedback channel so we can pass them to our QA team!


[/p]