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How a Boss Is Designed in GRIMPS: Mechanics and Patterns

[h2]Sharp-toothed greetings![/h2][p]In action games, a boss is not just an enemy with a huge health bar. It’s a final exam for the player. After winning, the player should feel catharsis and strong positive эмоtions.[/p][p]In GRIMPS, we treat boss fights as a checkpoint that tests three key things:[/p][p] - Mastery of mechanics. How well the player uses the tools learned throughout the game.[/p][p]- Reaction and timing. The ability to read animations and react within tight windows that give an advantage in combat.[/p][p]- Resource management. Control of positioning, stamina, and cooldowns of both the player character and the companion.[/p][p][/p][h2]The Building Blocks of Threat[/h2][p]- Boss design in GRIMPS stands on three pillars, all working together to create pressure:[/p][p]- Visual and narrative language. The boss’s silhouette, visual design, and animations must instantly read as a higher-level threat than a regular mob. The player should never wonder who they are facing.[/p][p]- Animations and timing. All attacks must have clear visual and audio tells, but the reaction window is intentionally tight to keep constant tension.[/p][p]- Sound design. Sound is not just atmosphere or epic flair - it’s a gameplay trigger. It marks the start and end of dangerous phases and reinforces the feeling of pressure.[/p][p]Boss Example: Arena Control Through Phases[/p][p]Let’s look at how this approach works using one of our bosses.[/p][p]This boss is a large unit whose main goal is total arena control through phase changes. Each phase teaches the player a specific behavior, then breaks the learned pattern.[/p][p][/p][h3]Phase 1: Zoning and Learning[/h3][p]In the first phase, the boss acts like an artillery unit. It launches large fire spheres - projectiles that explode on contact with the ground and leave active pools.[/p][p][/p][p]- Pool mechanic. Standing in a pool applies slow and damage over time. This is classic zoning: the arena is temporarily divided into safe and dangerous zones, forcing the player to constantly decide where to move.[/p][p]- Impulse explosion. When the pigeon breaks the boss’s shield, an area-wide impulse explosion is triggered and a damage window opens, allowing the player to deal massive damage.[/p][p]This mechanic serves two purposes:[/p][p]It rewards correct timing.[/p][p]It teaches that dodging is not only horizontal movement. To avoid the blast wave, the player must crouch, introducing vertical timing into the core movement set.[/p][h3]Phase 2: Berserk and Pattern Break[/h3][p]The second phase starts once the player has learned the first phase. When the boss drops to 50% health, it enters berserk mode and the fight speed increases sharply.[/p][p][/p][p]- Projectile changes. Fire spheres are no longer launched one by one, but in volleys. The player can’t rely on “one projectile - one jump” anymore. They must either predict the whole series or use cover.[/p][p]- Added obstacles. In addition to the shield, the boss starts generating fire waves across the arena floor. This forces rhythmic jump-based gameplay: the player must constantly jump over obstacles while also dodging projectile volleys.[/p][p]- Finisher. At the end of the phase, the boss triggers a large area explosion. This marker attack signals a phase transition or the end of a cycle. The player must track the timer and plan an escape in advance, not just react at the last second.[/p][h2]The Boss’s Role in Player Progression[/h2][p]This boss does not exist in isolation. It is a marker - a checkpoint that tests how well the player has learned the mechanics introduced earlier.[/p][p]- Barrier-breaking check. Earlier, the player encountered tanky enemies with barrier shields and learned that the pigeon is used to break shields.[/p][p]The boss reinforces this skill but adds a condition: the shield must now be broken at the correct timing, under heavy pressure.[/p][p]- Movement check. Flying enemies with projectiles taught the player to dodge spheres and avoid pools.[/p][p]The boss takes this pattern and scales it up, forcing the player to dodge projectile volleys in limited space.[/p][p][/p][h2]Narrative Through Mechanics[/h2][p]Beyond skill testing, the boss also serves a narrative purpose - it reinforces the “player + companion” bond.

By this point, the player might see the pigeon as just another damage tool. This fight is designed to break that perception: without the pigeon’s dash, the boss’s shield cannot be broken.
Visually and mechanically, this reads as a moment where the companion saves the player in a situation that cannot be solved alone (or is extremely difficult).

This shifts the relationship from “bonus damage” to “condition for survival.”

You can already see how this boss works in action in the GRIMPS demo:
[dynamiclink][/dynamiclink] Join us and other players to discuss the game on Discord: https://discord.gg/DazDMWa8mm[/p]

Can you and other players tear apart 50,000 Grimps?

[h2]Sharp-toothed greetings![/h2][p]We’re kicking off Steam Next Fest — and launching a global challenge.[/p][p]⚔️ The rule:[/p][p]Destroy 50,000 Grimps using any weapon.[/p][p]Hamster-shotgun, shrimp-gun, or swordfish — pure skill only.[/p][p]Important: this is a shared goal.[/p][p][/p][p]Every Grimp you defeat adds to the global counter. You can contribute 200. Or 1,000. What matters is pushing the number forward together.[/p][p]And if we reach the goal…[/p][p]The pigeon will step onto the stage and perform his signature dance. He’s been practicing. For a long time. With fire in his eyes. And trust us — you’ll want to see it.[/p][p]Ready for a plushie purge?[/p][p][/p][p]Next Fest is live. Grab your hamster gun![/p][p][dynamiclink][/dynamiclink][/p]

On February 3rd, we unleashed the GRIMPS demo — and wow, it hit hard. Seriously

[h2]Sharp-toothed greetings![/h2][p]📊 The chaos stats:[/p]
  • [p]601,470 grimps obliterated[/p]
  • [p]7,335 players stormed the plush apocalypse[/p]
  • [p]Crushed into Steam demo top 10[/p]
[p]And yes, the true MVP of the demo? The pigeon. That wild, feathered lunatic stole hearts, eyes, and more than a little screen real estate from so many of you. We saw it. We loved it.[/p][p][/p][p]These aren’t just numbers. This is proof: GRIMPS lives, breathes, and grabs you by the plushy guts.[/p][p]We read every review, watched your streams, tracked bugs, caught all your reactions. Where it needed more oomph — we dialed it up. Where we could sprinkle extra chaos — we did.[/p][p]Next up: Steam Next Fest, and we’re bringing a powered-up version. Shrimp Launcher ready to fire, fling grimps with crustacean fury. Upgraded visuals, more world details, more movement. And the boss? Now packing advanced mechanics to make fights feel absolutely brutal.[/p][p][/p][p]This is just the beginning. Huge thanks to everyone who played, wrote, streamed, shared, or simply hyped it up. You made this demo LOUD.[/p][p]Next? Bigger. Faster. Wackier. Steam Next Fest, here we come. 💥[/p][p][dynamiclink][/dynamiclink][/p]

How GRIMPS makes all enemies work together to create a challenge!

Sharp-toothed greetings!
[p]Today we are talking about the types of enemies that can be found in the GRIMPS demo. First, let's introduce our enemies![/p][p][/p][h2]Jumping Grimps[/h2][p]Fast and sharp, these little monsters leap directly at you, creating chaos on the ground. You need to react quickly, use your weapons, and dodge, otherwise the horde of plush grimps will surround you in no time.[/p][p][/p][h2]Flying Grimps[/h2][p]Players have nicknamed them “mosquitoes” or “sneaky bees” — they swoop down from above without warning. They attack from the air and test your attention: now danger comes not only from underfoot but also from above.[/p][p][/p][h2]Mega-Grimp[/h2][p]And then he appears — massive, fire-breathing, with a powerful shield. You can’t hit him head-on: as long as the shield is active, all damage is blocked.[/p][p]That’s when your pigeon companion comes into play. It’s your pigeon that knocks down Mega-Grimp’s shield, opening a brief window for attack. You have to call the pigeon at the right moment, choose your position wisely, and avoid getting roasted by the fire.[/p][p]The boss itself attacks with flames and can shoot them upward like a fountain, covering half the arena. It forces you to keep moving, time your attacks, and work in tandem with your companion.[/p][p]This isn’t just a shootout anymore — it’s a co-op with a crazy pigeon against a fiery plush titan.[/p][p][/p][p]💡 Creating each enemy is a balance between visual charisma and gameplay function. All the enemies above work together and collectively provide a real challenge to the player![/p][p][/p][p]GRIMPS demo is already available! Add to what you wishlist:[/p][p][dynamiclink][/dynamiclink][/p]

The GRIMPS DEMO is waiting for you on Steam!

[h2]Sharp-toothed greetings![/h2][p]The city has fallen. Store windows are shattered, streets are covered in stuffing, and every alley is crawling with plush invaders. They look cute. Until their first bite. And only you can put an end to this fluff madness.[/p][p][/p][p]GRIMPS is a bright, insane action shooter where normal weapons simply don’t exist. Here you fight, using swordfish and a hamster as your shotgun! All this while your noisy pigeon companion tries to help you get through the city[/p][p] What’s waiting for you in the demo:[/p][p]🕊 Talking pigeon — the ultimate companion for mayhem. Zero morals, zero mercy. Charges, stomps, and spreads chaos where you didn’t.[/p][p]🐹 Hamster Gun — a nut-powered shotgun built for crowd control. One shot, and the screen explodes in fluff.[/p][p]🏙 New level — a city overrun by a plush army. Every yard is an arena. Every corner is an ambush. Button eyes are watching from the dark.[/p][p][/p][p]You can evaluate the atmosphere and pace of the game in the new teaser:[/p][p][/p][previewyoutube][/previewyoutube][p]
Add the demo to your library and start the cleanup. The city needs its Grimpslayer.[/p][p][dynamiclink][/dynamiclink][/p]