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Begraved News

NEXTFEST DEMO!

[h2]Greetings, Gravebound![/h2][p]Last week we teased that demo news was coming soon, and today we’re excited to announce that a fully public open demo is happening! Plus, we’ll be taking part in the upcoming Steam NextFest[/p][p]This is a fantastic opportunity to get more players involved, gather crucial feedback, and hopefully bring new eyes to our little game, Begraved.[/p][h3]Key Dates[/h3]
  • [p]Monday, February 9 – Demo Release[/p]
  • [p]February 23 – March 2Steam NextFest[/p]
[p]We’re finalizing some details on what the demo will include and will share more news next week. We also plan to host developer streams on our Youtube and Twitch channels once the demo is live and throughout Steam NextFest[/p][p]Our new optional tutorial is going to standout, ahem[/p][p][/p][h3]Thank You, Playtesters![/h3][p]We had an incredible response to playtesting Begraved. We tried to let people in gradually so we could really nail down initial feedback. That said, we know there were thousands more who requested access and haven’t yet played. The demo will give you a much more refined and polished version of Begraved to enjoy.[/p][p]No promises here, but we’re currently exploring ways to give more of those who requested access an exclusive preview ahead of the demo going live. The playtest button is still up so request access if you haven’t already and stay tuned for next week’s dev blog![/p][p][dynamiclink][/dynamiclink]We here at Grip Jaw really appreciate any interest you’ve shown in Begraved. We truly believe in our game being a fun and engaging experience and want players to enjoy it as much as possible. Participating in the demo, Wishlisting, and following really helps us achieve success so thank you all once again.[/p][p]Laters, Groobers! Jade – CM[/p]

Introducing "Lady Gravemourn"

[h2]Tales from the Crypt Caves[/h2][p]Welcome to our new "Creature feature" each week, we will dive into the lore and mechanics of some of the creatures you’ll encounter in Begraved’s first area, the Crypt Caves.
Let me introduce you to Lady Gravemourn, a sorrowful yet deadly abomination. [/p][p][/p][p][/p][h2]Explorer's journal entry[/h2][p]Today, deep within the shadowed corridors of the Cave Crypts of Mount Galarand, I encountered a being whispered about in fearful legends, Lady Gravemourn. Once the beloved wife of a noble, she is now a creature of stone and sorrow.[/p][p]Hidden behind a crumbling column, I observed her silent, graceful movement along the moss-covered walls. Her skin has hardened into cold, unyielding stone etched with the scars of a cursed fate. [/p][p]Her eyes burn with an eerie yellow light, and strands of her former hair lay scattered like brittle memories of a lost life. When she let out a mournful screech, it echoed through the crypts a haunting lament that spoke of profound grief and eternal loss.[/p][p][/p][p]So we have iterated on the Lady the most of all creatures, trying to balance threat and fun, from staring at her to stop her moving to multiple ***** exploding... but we think we are happy with the current form which you will see in the flesh? stone? in the near future.[/p][p][/p][h2]Playtest and demo[/h2][p]Happening soon?[/p][h2][/h2][p]Yes we will have news incoming about our playable demo and some good news for all the playtesters who requested access but havent been let in yet, dont worry we hear your cries, we will have news on that as well in the next full dev blog. Let us know what you think about Lady Gravemourn and as always, thank you for the support, Until next time.[/p][p]Laters Groobers,[/p][p]Jade - CM[/p]

Begraved Developer Vlog Is Back!

[h2]Welcome, Gravebound![/h2][p]It's Jade, the community manager for Begraved. Welcome to our second Dev vlog? vlod? video? We’ve got a lot to go over so by all means watch while ya downloading Super Meatboy 3D demo or carry on reading this summary! [/p]
  • [p]What we’ve been working on since the Steam page launched[/p]
  • [p]Key feedback from alpha testers[/p]
  • [p]Big gameplay improvements[/p]
  • [p]A sneak peek at what’s coming next[/p]
[previewyoutube][/previewyoutube][h2]Community Feedback & Reception[/h2][p]The response since the Steam page launch has been incredible, thank you to all that helped spread the word, we continue to grow with Wishlists, follows and playtest requests, the feedback especially during playtests is already re-shaping the game[/p][p]✅ Want to join future playtests?[/p]
  • [p]Request Access via Steam[/p]
  • [p]Join our Discord for info about future playtests and updates[/p]
  • [p]Wishlist and follow Begraved on Steam to support us and stay notified of next tests[/p]
[p][/p][h2]Alpha Testing Insights[/h2][p]We invited 100 players to a special Discord alpha before the Steam page went live.[/p][p]Key Takeaways:[/p]
  • [p]Onboarding matters: Players wanted more guidance without feeling patronized[/p]
  • [p]Solution: We’re adding an optional tutorial for those who want extra help[/p]
  • [p]Bug fixes: Many issues resolved, but we’re still improving[/p]
[p][/p][h2]Gameplay Improvements[/h2][p][/p][p]Lighting & Atmosphere[/p]
  • [p]Adjusted gamma settings for better visibility while keeping the spooky vibe[/p]
[p]Enemies[/p]
  • [p]Tweaked movement patterns[/p]
  • [p]Added new abilities to keep encounters challenging[/p]
[h2]
Tools: Hammer & Pickaxe
[/h2][p][/p][p]Hammer[/p]
  • [p]Old role: Smash urns and break doors[/p]
  • [p]New role: Build scaffolding, planks and barricades for defense or access[/p]
[p]Pickaxe[/p]
  • [p]New tool: Mine through ruined walls, break urns, and more!

    [/p]
[p][/p][h2]Inventory & Team Strategy[/h2]
  • [p]Tools are no longer unlimited so choose wisely[/p]
  • [p]Stock replenishes after each run, plus tools can be found during crypt dives[/p]
  • [p]Encourage team roles: Miner, hammer wielder, light bearer, co-ordinate![/p]
  • [p]Solo players: We’re balancing for you too
    [/p]
[h2]Customization & Trap Balancing[/h2][p][/p]
  • [p]New suit colors added[/p]
  • [p]More clothing options coming soon[/p]
  • [p]Trap adjustments: Reduced effectiveness for fairer monster encounters[/p]
[p][/p][h2]Playtesting & Community Streams[/h2]
  • [p]Over 5,000 playtest requests on Steam! Crazy stuff[/p]
  • [p]We’re gradually sending invites and opening more spots[/p]
  • [p]Join our Discord for feedback and sneak peek casual dev streams

    PS, we have posted the latest Alpha playtest patch notes in the Begraved forums if you want more details or have been selected to play this week[/p]
[p][/p][h2]What’s Next?[/h2][p]We’ll be a bit quiet over the holidays as the team takes a well-deserved break, but expect big news in the new year![/p][p]✅ Support Begraved:[/p]
  • [p]Wishlist on Steam[/p]
  • [p]Follow our socials[/p]
  • [p]Give feedback on playtests[/p]
[p]Thank you for being part of this journey. Until next time, Gravebounders Later's[/p][p]Jade CM [/p]

Begraved Q and A answers!

[h3]Greetings Gravebound[/h3][p]Another dev blog! As promised (admittedly one week late) Welcome to our first developer Q and A! I managed to grab Andreas one of our leads at Gripjaw to answer some great questions we got across our socials.

Q: What is your take on the dynamic social aspect of this here social multiplayer game? Any mechanics to promote replay ability, rivalry and emergent gameplay through social interaction? A: We always aim to create gameplay that feels fresh, memorable, and naturally social, with plenty of room for re-playability. Proximity chat plays a big part in that. Hearing a friend shout for help in the next room only for their voice to suddenly cut out creates great tension. Were they taken by a monster, or did another graverobber turn on them? While we don’t currently have betrayal mechanics in place, it’s something we’re actively exploring, because we love the idea of players questioning who or what they can trust. We’re also looking at ways for players to earn experience based on how well they perform each run. Another system we’ve been experimenting with is ghost communication. If you die, you can still hear the living, but they can’t hear you. Instead, ghosts have to guide and communicate by flickering lights, lighting old chandeliers, or carrying objects with their ghostly arms. It’s a fun layer of chaos and cooperation we’re excited to refine.[/p][p][/p][p]Q: What’s the funniest bug you’ve encountered during development? A: One of the funniest bugs happened during a late-night playtest with Robin (Grimmcore). A monster surprised us around a corner, so we bolted, but it didn’t chase us. My curiosity got the better of me, so I went back to investigate. There it was, floating in the air, endlessly jumping in place as if it was desperately trying to hop up a wall. I was laughing so hard I cried, even though it was also a bit tragic since I had no idea what was causing it. Thankfully, that one has been fixed.[/p][p][/p][p]Q: Can I wear cool hats? A: Yes, absolutely. You can wear cool hats, outfits, and masks! We have more on the way, and we’d love to add rare cosmetics that players can collect to make their wardrobe feel truly special.[/p][p][/p][p]Q: Why did you decide to make a game like Lethal Company? A: Honestly, because we had an amazing time playing Lethal Company when it released. Ever since then, the idea of “Lethal Company, but fully medieval” stuck with me. In fact, the original working title was Medieval Company. Very on the nose, I know. To be clear though, it's not just Lethal Company reskinned as a medieval game, but we are obviously inspired by that game, among others![/p][p]
Q: Is there lore in the game? What is the story? A: Yes, there’s quite a bit of lore. We actually keep a dedicated lore document to track everything. Players can find books in the game that reveal more details as they explore, and we’d love to add even more lore fragments hidden throughout dungeons. I’m not the best at explaining lore out loud, but we put a lot of care into giving context to every character and location.
The core setup is simple: you play as a graverobber working for the Shopkeeper, who runs a seemingly innocent storefront called Trinkets & Baubles. By day, it’s a charming jewelry shop; by night, it caters to those willing to break the law, explore dangerous dungeons, and scavenge the dead. As for where all that beautiful jewelry comes from… well, players might uncover that themselves.
The land, Goria, isn’t an easy place to make an honest living. Graverobbing is risky work, but for many, it’s the only way to earn enough gold to survive.[/p][p]
Q: What do the tiny ghost creatures do? A: They follow you around to light your path and keep you company. They used to help players locate nearby treasure, but we had to remove that feature for now because getting the Lulus to navigate the dungeons reliably was proving trickier than expected.[/p][p][/p][p]Q: Is it hard working on two games at once? A: No! It’s definitely challenging, but we’ve found a good rhythm. During the day, working on Valheim we keep things organized and professional, and at night we let our Begraved creativity run wild. Sometimes it gets a little chaotic, but we’re having a lot of fun with it.[/p][p][/p][p]Q: What is Mr Gibb’s favorite song? A: He does say “Dii di, did Di duh” and “ghihi, dudududu”... I am afraid I do not understand what he's trying to tell me, but a wild guess from me would be.. could it possibly be sometimes his version of Darude by Sandstorm we be hearing?[/p][p]
Q: Will this game have content locked behind DLC? I know if there would be DLC it wouldn't be soon at all? A: It’s a great question, and while I can’t give a final answer yet, we’ll continue to be open about our thoughts as development goes on. A lot depends on how Begraved performs at release. If there’s a dedicated player base enjoying the game, we’d love to keep adding content. Ideally, we’d follow a model similar to Terraria and release updates for free whenever possible. If we ever reached a point where a very large post-1.0 update required funding to keep the game and studio sustainable, we would consider our options carefully. One thing we can say for sure is that no DLC will be sold before version 1.0. Everyone supporting us during Early Access will receive everything we create on the journey from EA through the full release.[/p][p]
Q: What are the minimum system requirements goals of the game? A: While I can’t provide definitive minimum system requirements at this stage, our goal is to ensure the game runs as smoothly as possible across a wide range of devices. Because we’re using Unreal Engine and lots of lights at times, optimizing performance for lower-end systems will be challenging. That said, I am a strong advocate for high frame rates, and I prioritize smooth gameplay over visual fidelity locked at an unsatisfying 30 FPS.
Whenever we encounter frame drops, I actively investigate their cause, as delivering a fluid experience is extremely important to me. That being said, we still have a significant amount of content to develop, so I can’t dedicate all of my time exclusively to optimization. Still, we consistently monitor performance and continue looking for improvements throughout development.[/p][p]
Q: Will there be achievements? A: We'd love to add achievements for the 1.0 release of Begraved![/p][p]
Q: Will there be more monsters added later on after the release? A: Each dungeon area will have different types of enemies to spice up the gameplay. We have a vague idea of what type of monsters we will have in each area already, but throughout development we will continue to iterate and listen to players thoughts and suggestions, especially when it comes to monster types! If we'd feel there's a monster missing in any area after release, I don't see why we wouldn't investigate and figure something out!

Thanks to Andreas for sharing so much and thank you all who asked some great questions! We did want to show and talk more in a dev vlog this week but decided to leave it to cook a little longer as we will have even better clips and stuff to show, so make sure you're subscribed to our Youtube page, but for now a little tease to finish with... [/p][p]
As always, thank you for the support, Until next time, Laters Groobers, [/p][p]Jade - CM[/p]

Got Questions? See Gameplay!

[h2]Greetings Gravebound[/h2][p]Welcome to another dev blog for Begraved! No faff let's get into what you need to know this week![/p][p][/p][h2]Developer Q&A[/h2][p]Curious about Begraved? Now’s your chance!
Drop your questions in the comments below, and we’ll answer as many as we can in next week’s Blog/Vlog.
We’d love to hear what you’re most interested in or what you’re curious about, your first impressions and feedback helps shape the game!
[/p][p][/p][h2]Gameplay Livestream[/h2][p]We’ve been sharing clips across social media to build wishlists and attention, but now it’s time to show more to those already invested.[/p][p]Tonight, we’re doing a test run livestream in our Discord!
📅 Time:[/p]
  • [p]8 PM (GMT)[/p]
  • [p]9 PM (CEST)[/p]
  • [p]3 PM (ET)[/p]
  • [p]12 PM (PST)[/p]
  • [p]7 AM (AEDT)[/p]
[p]📍 Join here:[/p][p] https://discord.gg/begraved[/p][p]
And click “Interested” on the event: https://discord.gg/WvRSuAjU?event=1441400991735087104[/p][p]This first stream will be casual and intimate (unless 300 of you show up, which we wouldn’t say no to!).
Future streams will also happen on Twitch, YouTube, and Steam, but Discord is perfect for this first step.[/p][h3]
Thats It For This Week
[/h3][p]As always, thank you for your interest in our quirky little game. Until next time,
Laters Groobers, [/p][p]Jade - CM[/p]