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Patch 0.99h is out on Frontline!



Frontline only! Click here for Frontline instructions

Patch Info


Recommended Level: N/A

Summary

The game's three endings (two for Story, one for Arcade) are now available, together with the final tower and its bosses!

Details

About the patch

This patch includes the final tower, the game's final bosses and two endings! Since it's a Frontline update, the final layer of polish (especially sound-wise) is not there yet. However, the overall quality is still high!

Also note that this is not quite the 1.0 release content wise - some things, such as an updated set of Achievements, are not added yet!

This last portion of the game has been a final boss in itself for us to produce, but we are happy with the quality of the content, and hope you guys will be too!

Some useful chat commands for testing purposes:

/towerreset - resets the whole tower
/finalereset - resets the final battles

To add/remove a catalyst to see the different endings, type in these to turn them on/off (Note! Make sure to do this outside the final boss room or things might bug out):
/toggleflag _MainStory_EndGame_CatalystOfPower_G
/toggleflag _MainStory_EndGame_CatalystOfAwakening_R
/toggleflag _MainStory_EndGame_CatalystOfMortality_B

Patch Notes


Patch 0.99h (Feb 19)

Additions

  • The last endgame stuff now has proper sound effects!
Changes

  • Some more UI stuff can now be translated
  • The Red Giga Slime in the One Measly Slime quest now scales with player level
  • There is now a tiny delay between the Perfect Guard-achievement triggering to avoid unearned edge cases
  • If you haven't picked up Mana's Shawl in the second part of Tai Ming, it can now be bought from Archie (in Tai Ming)
  • Pins are now unlocked slightly earlier after starting a fresh Arcade Mode save
  • Added some flavor to Mesido if you bring him along for your adventure
Bug Fixes

  • When a server quits the session, clients should now properly return to the main menu
  • When joining a server immediately after starting the game, the character select should no longer display wrong names and levels
  • The Tower elevator final barrage now truly, truly should leave people's summons and shadow clones alone
  • The ending cutscenes now show a 'waiting for players' prompt during their pauses in multiplayer
  • Fixed a number of UI related bugs


Patch 0.99g (Feb 3)

Additions

  • A bunch of new achievements has been added, along with rewards
  • Mana's ghost dog can now be interacted with, and a chest has been added in the same zone
  • Mama Guard now has a little bonus reward for visitors
Changes

  • Added padding tracks for the credits theme so there won't be silence even if the player don't fast forward
  • Beating Arcade Mode after the first time now doesn't play the same cutscene over and over
  • Arcade Mode style slot choices are now saved between sessions
  • Much of the in-game menu has been visually improved, and now support translations
Bug Fixes

  • The Arcade ending now plays properly even in co-op
  • Marino's remix theme now properly plays at the top of the tower
  • The names of house owners in now shows up correctly multiplayer
  • Fixed a music looping issue in the Normal Ending
  • Pins spawning in Arcade Mode no longer plays creaky ship sounds forever and ever
  • Fixed a muliplayer crash bug on the final boss
  • Harry now says his correct line during the Collector Exam



Patch 0.99f (Jan 17)

Bug Fixes

  • Fixed a crash bug on the final battle


Patch 0.99e (Jan 16)

Additions

  • The bow now has a final upgrade, available after the Tower appears
  • The two final bosses can now be fought against in the Evergrnid Arena
  • Two more pet skins per pet have been added
Changes

  • The Difficulty Selection can now (finally) be translated
  • All haircuts can now be selected when creating a new character
  • The northern part of Pumpkin Woods now looks a bit more polished
  • Ghost Mundi now has new dialogue in relation to her friend, if completed after the ending
  • Added some extra post-end dialogues to various NPCs
  • The final boss Barrier HP now scales with number of players
Bug Fixes

  • Fixed some visual bugs when defeating the final boss in certain states
  • The Cog Shield is now properly granted to all players when playing in multiplayer
  • The final barrage in the Tower no longer freezes persistent player spells (shadow clones, clouds, etc)
  • If dying dring said barrage, you can no longer wait it out under the Game Over screen to be revived at the end
  • The Season Hydras Mirror Fight no longer have the game over-tip remain during the whole zone
  • Ghosts on the Ghost Ship now have proper graphics for when they get frozen
  • Fixed a visual bug during the HQ cutscene after Ghost Ship
  • Going into the Main Menu Options no longer causes the game to skip the difficulty selection, auto-starting a Normal Mode game


Hotfix Patch 0.99d (Dec 29)

Changes

  • Dad now has a new dialogue line shown if spoken to while Amalet is stolen
  • Quinton now has a new dialogue line shown if spoken to before reporting to Dad, after Temple of Seasons
  • Various minor visual improvements
Bug Fixes

  • Terrorweed can no longer spawn thorns out in the air during the elevator gauntlet
  • Dialogue replies can now show different formulations depending on world factors (relevant only to certain translations)


Hotfix Patch 0.99c (Dec 21)

Changes

  • Everyone's favorite NPC - the HQ window cleaner - now has a post-end animation change!
  • Updated portraits for post-end cavelings + some expressions added elsewhere
  • The tower boss-rush theme is now updated to its intended version!
Bug Fixes

  • Fixed some text errors
  • Barrier being exploded just as the final boss was preparing to steal it no longer crashes the game
  • Getting the health potion stolen while Hard-mode final boss is charging up a Giga Earth Spike no longer softlocks
  • Taming pets in Arcade Mode no longer crashes the game


Patch 0.99b (Dec 20)

Additions

  • The two final floors have been added to Arcade Mode
  • The Catalysts now have a purpose
  • The Arcade Mode final boss now has sounds!
  • The new Arcade Mode events now have sounds
  • Arcade Mode now has a proper ending!
Changes

  • Loods in Lood God-rooms now have less HP
  • Reflected Wisp projectiles now deal much more damage
  • Adjusted the HP of some late-game bosses downwards in Arcade
  • Arrows shot by the pin that adds archery charges on basic attacks may now trigger other arrow-pins on hit
  • The pin that casts meteor on arrow hits now casts a silver charge meteor
  • Solo Hydras should no longer appear in Temple of Season gauntlet rooms
  • NPCs and summons now display damage numbers in orange, to help differentiate between player damage
  • The 'S-rank heals' shrine buff now heals for much more
  • GUN-D4M's hands now have a short delay before going into attack-mode after being damaged
  • Perfect guarding GUN-D4M's hands now actually has some useful purpose
  • The Winter Hydra's beam now behaves a bit differently
  • ...and a whole load of others!
Bug Fixes

  • Ni's chat bubbles during the Festival now appears correctly with all translations
  • Crabbys no longer instantly re-locks on the player when using Blink
  • Wisps should no longer be able to get knocked out of bounds upon dying
  • Arcade Mode Essence can no longer be bought at the bank if the player has 999 essence
  • Scarie's quest marker is now rendered above the trees, making it easier to spot
  • Katarina now has an appropriate dialogue if interacting with her before the festival
  • The miners in Mt Bloom no longer talks about Steve having found a new job before he has
  • "Updates caught up" should no longer be spammed in chat for some players
  • Archie should no longer appear in the room where Mesido is saved, scamming playes
  • Fixed a multiplayer descync issue that could occur after a Floor Bet by Bishop
  • The 'Attacks and wand Projectiles add Spell Charges'-pin now triggers more reliably with wand projectiles
  • Fixed a bug where Ice Nova was unable to crit
  • Time Crystals should now reset arcade mode floors even more reliably
  • Fixed a bug where using Maracus transmute two times with a crashed sound system would lock the game
  • Fixed a number of text related errors and bugs
  • HP bars and barrier effects now match the opacity of the player they belong to
  • Shadow clones granted by the pin will no longer disappear if dying in multplayer
  • The Bag-tip regarding new charge levels of persistent spells now appear in Arcade Mode as well
  • Buffs that increase DEF% will now raise negative defense instead of lowering it
  • Attacks with armor penetration no longer adjust negative armor upwards
  • Marino's shadow clone dashes should no longer be able to dash through the shield
  • Boots of Bloodthirst can no longer kill players with less than 1000 MaxHP
  • The Double Damage curse no longer applies to Boots of Bloodthirst and Spectral Blindfold
  • Damage against barrier is no longer quadrupled with the 2x damage curse
  • The Ice Cream Parlor can now be encountered in normal event rooms (previously only via Archie)
  • The uncharged plants that come with the Gold Charge plant now attack properly!
  • Quitting the game right after being cursed by Bones no longer lets the player 'leave' the curse
  • Santa now stays as his small version throughout the Cookie quest
  • ...and a whole load of others!!


More Insight


If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?


Bug fixes, Achievements, final polish. The Stable-version of this update (which will be 1.0) will land when we've got all sounds in, and have done a final polish-pass of the game!

After that, we'll see what post release content is high on the list! We feel New Game+ is a likely candidate.

Patch 0.949a is out on Frontline!



Frontline only! Click here for Frontline instructions

Patch Info


Recommended Level: N/A

Summary

This patch adds the final two floors, new event rooms and some adjustments to Arcade Mode - now it's full focus on Story!

Details

About the patch

This update puts an end to all Arcade Mode-related work before release, introducing the Desert and Ghost Ship floors, as well as a load of new Event Rooms, revamped challenge-rooms, more perks, and more stuff that can happen during runs!

Finishing a run now awards players with Golden Essence which can be used to purchase rewards, both power-ups and cosmetic! After the run has "finished", the player can also fight a final battle against two different bosses - the one waiting after a finished Three Catalyst run is an entirely new boss that's unique to the mode.

Patch Notes


Additions

  • The two final floors have been added to Arcade Mode
  • Beating all Arcade Mode floors now provides many extra rewards, as well as a final battle for the Catalyst
  • A unique final-final Arcade Mode boss can be encountered if beating the mode with three Catalysts activated
  • Nine new types of ?-rooms has been added to Arcade Mode
  • The Arcade Mode challenge-room pool has been revamped
  • Arcade Mode now has its own map
  • Experimental change to new network API for Steam
Changes

  • The Arcade Mode shop and most event rooms now has unique looks
  • Vastly improved load times when travelling between zones, especially ones already visited during session
  • In regular challenge rooms, damage taken no longer reduce health or score
  • The player can no longer attempt to brute-force themselves into Pine's office
  • Taking a photo in a Arena Boss Rematch now shows a bag tip explaining the failure
  • Salmon can now be caught in the Pillar Mountain ponds in Arcade Mode!
  • Arcade Mode Shrine Buffs now last the entire floor, and have more powerful effects
  • Enemies in the Temple of Season Gauntlets in Arcade Mode no longer counts as true elites, reducing their item drop rates
  • The Crabby's 'charge up'-sound is now louder
Bug Fixes

  • The game no longer crashes when trying to read the dragon puzzle inscription after solving it without the translation tome
  • When a client drops an item, that item no longer uses the host as its spawn-position
  • A poorly timed skip of the Desert Rose cutscene no longer puts the main character in a locked animation
  • The Butterflown quest can now be skipped if the character has completed it in multiplayer
  • Fixed a bug where spinning autumn knights would occasionally leave behind hurtboxes after being killed mid-spin
  • The Throw-skill's damage should now be properly modified by Pins
  • It should no longer be possible to get two pins of the same type, even on the run pins are unlocked
  • Plant Summons now follow their owner in and out of Twilight, attacking ghosts correctly
  • In the rare event that two pins are collected simultaneously, they are now equipped separately
  • The 'Blink casts Ice Nova'-pin now works properly on clients
  • When entering a cutscene, the Frosty Friend UI will disappear if up
  • Clients should now see the game over screen after dying on floor 1 with a timeshift crystal active


More Insight


If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?


We're going to help the cavelings with the Cinema, and then turn our full focus to finishing Story Mode. The Stable-version of this update will land when the sound design to fall into place!

'The Loose Ends'-Update is out on Stable!



Patch Info


Recommended Level: N/A

Summary

Be it wiggling plants, that giant desert tree or Marino's family relations - this update ties up the pieces of partially finished content throughout the game!

Details about the patch

For every step closer we've gotten to finishing™ the story, the "loose ends" of Story Mode have become more and more of an eye sore. With loose ends I mean teased but unreachable areas, unfinished features (looking at you, memory room) and other unresolved stuff that makes the world feel incomplete to our standards.

With the final dungeon being all that remains between Roger Lyke and the credit roll, we realized we've reached the point where pushing this major task to the side no longer made sense!

So over a number of Frontline updates, we've made a ton of additions and improvements to the game as a whole. Let's list some of them!

[h2]Marino's Mansion[/h2]

After beating Marino for the first time, you'll now have access to his family's impressive estate! You'll find a couple of new quests and secrets in here, not to mention being able to appreciate all the splendid decor.

[h2]Plants![/h2]

Maybe you've noticed those wiggling little sprouts that appear here and there across the game! These things can now grow up to fulfill their true destiny as ladders, letting you reach previously inaccessible areas! In these areas, you'll find a varying amount of secrets and NPCs.

To grow the plants, you'll use a new item, "Super Fertilizer", which you can get via some new quests and secrets!

There used to be only two of these things, but now there's four!

[h2]The Arena + Boss Rematch[/h2]

The memory room was scrapped and now every boss in the game can be fought again inside the Evergrind Arena! You can choose if you want to fight it at its original power level, or scaled to suit your current strength.

There are also new gauntlets, and new rewards for completing said gauntlets!

Also, as a part of this, Boss Drops have been reworked to become guaranteed drops instead of something you farm for by repeatedly defeating the boss. And as a part of that several bosses got new items as drops! If you've already beaten the bosses, you'll receive their rewards automatically.

[h2]Plants!![/h2]

You can grow plants in your house now, too, by picking up seeds dropped from plant-based enemies! Finally!

[h2]Steve[/h2]



We know you've all yearned to see more of this guy!

[h2]Splash Screen[/h2]

The game has been pretty unresponsive on startup so we've added a startup loading screen, which also displays backer credits!

[h2]A boatload of other content[/h2]


  • Seven new quests
  • Three new bosses
  • A bunch of secrets
  • New treasure maps
  • Lots of new items
  • 40+ new NPCs
  • Skill->Talent point conversion
  • GUI improvements
  • Bug fixes
  • New bugs probably
  • And a Bug Net


More Insight


If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?


With the side-content of Story Mode basically at 100%, we'll now shift some of our focus to finish up Arcade Mode, with the two remaining floors (Desert and Lost Ship)! After that it's finally time to start implementing the final dungeon (to which a lot of design work is already laid down).

Patch 0.912a is out on Frontline!



Frontline only! Click here for Frontline instructions

Patch Info


Recommended Level: 30+

Summary

With this patch, we're now pretty satisfied with the amount of side-content in Story Mode!

Details

About the patch

Unlike the recent patches, this one actually ties in to the main story in a significant way, by introducing some end-game "challenges". These are optional, but their rewards will serve a purpose at the final portion (which is yet to come).

We've also moved boss battles to the arena instead of the Memory Room, and you can now refight all the bosses in the game! Also, some more bosses have been given drops, which will be handed out retroactively to characters that have already beaten said bosses in Story Mode.

For those of you with a bazillion unused silver points, there has opened up a new service in the Collectors HQ that you might want to check out!

Since the content is quite spread out, the easiest way to find it is to use the completion tracker on the world map!

With this patch, we've reached the point we've been aiming for in terms of Story Mode side-content. After a period of bug-testing and final layer of polish, we'll bundle all these Frontline patches together and drop them on Stable in one big package!

Patch Notes


Patch 0.912a (May 28th)

Additions

  • Penn's autograph now has a use, as a gift
  • Many plant enemies can now drop seeds which Bark (the Ent) can help plant!
  • The Port Monnaie church now has a basement and some NPCs
  • There are six new treasure maps that become available in Simon's store throughout the game
  • Several new books with flavor lore have been added
Changes

  • The Pumpkin Seeds drop has been changed to Pumpkin Stem to avoid confusion with the new Jumpkin Seed
  • The Fireball Fae in Arcade Mode no longer shares the same appearance as Summer, the boss
  • Ugra's notes now has an examine icon in addition to the book icon, to differentiate it
Bug Fixes

  • Female characters should now initialize as such for the server player
  • Smash Balls should now be able to crit properly
  • Gold Charges of Whirlslash and Heroic Slam now display crits correctly
  • Reading Charlotte's letter no longer messes up the visual sorting of the player sprite
  • GUN-D4M's hands should no longer be untargetable in the Arena Refight
  • Kim will now stop appearing in Evergrind City if everyone in the game has bought a house
  • Certain enemy on-death effects should now trigger properly even when killed by a summon
  • The Evil Eye fire maze is now a little more forgiving to navigate, and deals its damage over time
  • Said fire maze should no longer disappear for clients in multiplayer when on exceptionally low ping
  • The Poison counter should now appear properly again
  • Bishop should no longer occasionally throw more swords than he indicates
  • During Bishop's fire circle, he should no longer only come from one direction


Patch 0.911e (April 19th)

Changes

  • Summon Plant's shooting version has gotten its max range increased
  • Magic Battery's EP regeneration on crit has been reduced slightly
  • The requirements for getting good grades in the Arena Challenges are now a bit more lenient
Bug Fixes

  • Fixed a startup crash when using translations on some slow machines
  • Marino should no longer be able to jump out of bounds in the desert fight
Patch 0.911d (April 14th)

Bug Fixes

  • The game should no longer crash after returning to Dabi after him disappearing
  • The living statues in the Arena gauntlets truly no longer give exp
Patch 0.911c (April 11th)

Changes

  • The regular enemies in the Arena gauntlets now have a cap to their scaling
  • Endasil's cube's freezing effect now has a lower chance of proccing on multiple enemies at once
Bug Fixes

  • The living statues in the Arena gauntlets no longer give exp
  • Dabi no longer reappears again after passing on
  • Freezing Bishop right before he catches a thrown sword no longer makes him lose all sense of purpose
Patch 0.911b (April 10th)

Bug Fixes

  • Fires started by a certain boss now deal more damage
  • If the Arcade Mode catalyst count was set too high via chat command before, it will now lower to your actual catalyst count
  • Fighting the Sentry in the Arena no longer grants copious amounts of exp
  • When fishing to the right, the fishing line is attached to the rod more accurately
  • Bishop's fire tosses should no longer disturb persistent spells for clients
  • The Season Knights and Season Mages should now display properly in the Card Album
Patch 0.911a (April 9th)

Additions

  • The game is now more responsive on start-up, with a splash and initial loading screen
  • The Grindea statue on the top of the highest point of Pillar Mountain now serves its purpose
  • The cave to the right of the Cavelings in Mt Bloom can now be accessed
  • A final ghost has been added to the Spectral Party quest, as well as a fourth reward for it
  • There's now an optional scene that can be accessed late game in Startington
  • You can now refight all the bosses in Story Mode in the Arena
  • Three new challenges have been added to the Arena, as well as a new reward
  • Bishop now offers his edgy takes at every Grindea-statue in the world
  • A few more bosses now have drops, which will be found in your inventory if you've already beaten them
  • Players can now turn unused blue skill points into talent orbs in a new room in HQ
Changes

  • Ghostys and Haunties now get interrupted for longer when perfect guarded
  • Arrows will no longer drop from Endasil's cube if there are already several arrows on the ground
  • The Evil Eye now cannot be completely killed while still on the wall
  • Red Slime Hammer's gold value has been increased
  • The digging location of the first treasure map has been changed to prevent morally questionable acts of digging
  • Discovered enemies whose cards you don't own now appear in gray in the card album for easier tracking
  • The Spectral Blindfold will now only trade HP for EP when EP is below 50%
  • The PhaseFace is now a guaranteed drop, and has been nerfed a bit
  • The Season Orb furniture is now a craftable from a Season Hydra drop
  • Friendly fan-summons (and similar things) should no longer knock around your Smash Balls
Bug Fixes

  • The /catalyst command has been removed, requiring the player to actually unlock the catalysts
  • Trick & Treats monster forms are now visible to clients
  • Defeating the Evil Eye while it's dashing around will no longer leave the dashing effect behind
  • Fans spawned using Endasil's Cube now disappear properly on clients
  • Fans spawned using Endasil's Cube no longer leave behind permanent hurtboxes after disappearing
  • The Overcharge Pin now works as advertised instead of... er... not
  • Pins that gradually increase stats for the rest of a run now reset properly upon Time Crystal use
  • Selecting an item to give to a ghost during dialogue skip no longer result in a locked state
  • The hole in the living puzzle block fight room now has proper collision even when returning to the cave
  • The pin that makes wand projectiles count as melee attacks now work properly with more interactions
  • Weapon stands and ambient boxes can now be changed on clients and those changes will be seen


More Insight


If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?


Since we want the final update before release to be the completion of Story Mode, and since the "end" of Arcade Mode will have some cross-over story significance, we'll be finishing up Arcade Mode next! We'll have to add the latest floors (Desert + Ghost Shp), a final boss, and fill the place out with some more quests!

Patch 0.897h is out on Frontline!



Frontline only! Click here for Frontline instructions

Patch Info


Recommended Level: N/A

Summary

Some more of Story Mode's dead ends in the world have been filled!

Details

About the patch

Like the previous patch, this one makes the game a bit fatter by filling in some "holes" in the world (and in some cases just adding more stuff)!

Since the content is quite spread out, the easiest way to find it is to use the completion tracker on the world map!

With this patch, we've now almost reached the point we've been aiming for in terms of side-content. There will be one more Frontline-patch of this kind, and then we'll move on to finishing (?!) both Arcade Mode and Story Mode!

Happy holidays, everyone!

Patch Notes


Hotfix Patch 0.897h

Changes

  • When playing Fark's minigame, the music volume is automatically lowered to make it easier to hear the sounds
  • Beating Fark's minigame now gives you a proper celebratory effect
  • Changed Steve's note to say where he went, as well as having some miners in Mt Bloom mentioning him


Bug Fixes

  • During the Career Change quest, talking to Steve in multiplayer while scattered no longer crashes the game
  • Skipping the cutscene when getting the equipment in the Sponsored Contest quest no longer locks the player in place
  • The Marino's Mansion music no longer starts playing in perpetuity when being warped by the Pumpkin Woods curse
  • Creating a female character now works properly again
  • Fixed a crash bug that happened if moving between the inventory and crafting menu a certain way
  • NPCs now have fallback portraits, preventing crashes due to version differences in translations


Hotfix Patch 0.897g

Bug Fixes

  • Using a melee skill after activating a Crit Circle Pin no longer gives the player's basic attacks guaranteed crits
  • KO'd Frosty Friends no longer leave permanent spinning stars when their owner also dies
  • Submitting Arcade Mode high scores with a character name that contains certain symbols no longer crashes the game
  • The Ninja Suit no longer counts as two secrets


Patch 0.897f

Additions

  • Added a new side quest in Port Monnaie, which brings closure to a very important side story
  • Added a bunch of additional secrets scattered around the world
  • Added a bunch of new NPCs: some with new content attached, some just for the sake of it
  • Chat command: type /clearhighscores in the in-game chat to erase local Arcade Mode highscores
Changes

  • Added a dedicated spawner for Bloomos in Evergrind South, to make them less of a headache to farm
  • The fans summoned by Endasil's Cube now disappear after a while
Bug Fixes

  • Fixed an issue where perfect guarding one attack made the shield auto-perfect all subsequent attacks until lowered


More Insight


If you want to follow the progress and get a glimpse of the wonderful hell/heaven hybrid that is game development, you can check out our DevBlog! Be warned that it contains spoilers, though!

What's next?


There are still some things we need to get into the game before embarking on the final stretch of development towards 1.0! So expect one more Frontline update of similar type and size, and then all the new side content will appear on Stable.