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Changelog for Update 1.0.3 (added 04 August 2021)

Galaxy updated (04 August 2021)
Offline Installer updated (06 August 2021)


WARNING, CONTAINS SPOILERS!
Patch 1.0.3 is now available!

Hey! Yarden GRIME director here,
Welcome to our first post-launch patch notes.
A quick but ROCKGIANT-SIZED-THANK-YOU to all the support from everyone!

This patch includes a potential fix for what we've seen as the most common and significant issue - periodic stuttering, causing the game to appear as though it runs on less than 60fps.
We are aware that this is currently the most common issue experienced by players, and fixing it as fast as possible is our top priority!
Please let us know if there have been any improvements with this issue, so we know that we are on the right track.

In addition, this patch includes a bunch of QoL improvements such as; allowing players to now rebind the map hotkey, disabling the backs-step for you Hollow Knight fans, and no longer will useless, ugly, Unformed Fingers automatically add themselves into your quick-bar.

Major bugs:

- Potentially fixed an issue causing periodic stuttering.
- Harmless Rockgiant's head is now vulnerable, taking increased damage as intended.
- Fixed an issue causing certain controllers to not function as intended.
- Fixed an error where some controllers blocked the cursor from appearing when it should.

Quality of life improvements:

- Consumables will no longer be auto-equipped.
* Player feedback helps!

- Added the ability to change the Inventory, Prey, Map menu panels shortcut keybinds, and change the Toggle HUD keybind as well (If any of you want to take screenshots!)

- Stat requirements for early weapons have been reduced.
* We've heard you! You'll now be able to try out more weapons before committing to certain stats.

- Added the option to disable back-step when no input direction is pressed for dash.
* Essentially, you can now remove back-step and only dash forward.

Minor Bugs:

- Potentially fixed a bug causing the mouse cursor to be visible when it shouldn't.
- Fixed a visual bug with the Whispering Mothers Health bar.
- Fixed the Health Segments of the Captured Rockgiant.
- Fixed a collider bug that allowed players to inconsistently reach Yr Den without the necessary ability.
* We're all for sequence breaking and we won't patch them out unless it leaves the player stuck, unable to exit the area without dying.

- Fixes to areas in the map which were not being revealed consistently.
- Added a collider to the throne chair in the Shapely Fidus boss arena. Thanks, Elajjaz!
- Inventory character preview appears in better detail on low-quality graphics settings.
- Fixed a bug that left an invisible damage zone inside of the Vulture arena.
- Fixed a bug blocking the ability to exit the credits screen after finishing the game with a controller.

Plans for the next patch:

We will continue to monitor the stuttering issue until it is resolved.
A bug with Ardor has caused an unintended discrepancy of mass gains for players, next patch will tweak the leveling costs to better reflect our original intentions.
Any new significant bug that has popped up will take priority, but new patches will also include a myriad of minor bug-fixing, as this one has.

Potential future, future patch - Exploring options to tackle one of the most common gameplay criticisms, regarding the current scarcity of Fast-travel locations.

And that's all for Patch 1.0.3!
Please, continue to let us know if you discover any new issues, or have any feedback on gameplay you'd like to give, we are listening!

Yarden Weissbrot, GRIME Director

P.S - Added strands to this mysterious location. Because how else are these platforms held in place like this then?
Source: Steam
Changelog until Update 1.0.4.5 (added 09 August 2021)

Galaxy updated (09 August 2021)
Offline Installer updated (10 August 2021)


WARNING, CONTAINS SPOILERS!
Patch notes 1.0.4

Hey! Yarden GRIME director here,
So this is a pretty massive patch.

It includes both fixes to the biggest and most common technical issue that we are aware of - the fps/stuttering issue, and the most significant gameplay complaint - scarcity of Fast-travel points. As well as a whole lot more small fixes in nearly every aspect of the game.

So let's get to it:

Gameplay:

- We've heard you players. Fast Travel has been updated with 3 additional travel points and the relocation of one into an earlier, more accessible spot. Unformed Desert, Feaster's Lair (the old one became Gloomnest), Garden, and the relocation of the Carven Nervepass.
We won't necessarily stop here, but it is a start.

- Beacons are now much easier to find in the majority of areas - Trails leading to the beacon begin from much farther away, and the sound que is also farther away.
- STR weapons have been buffed with increased damage and reduced force costs. However, these are still a high skill-up category of weapons and you are strongly advised to choose at least one Force replenishing trait such as "Frail Arm" and "Clawhound" to maintain aggression.
- Servant & Flower types are now generally more susceptible to Absorb.
- Parriable needle throwing Servant has much less health.
- Spinesnake trait costs 2p instead of 3p.

Major Bugs:

(Please let us know if it any of them are still unfixed):

- Fix for the stuttering issue causing the game to appear as though it runs on less than 60fps. Thank you for your patience!
- Game endings will now grant the proper achievements.
- 'Proportions' achievement is now acquirable.
- Fixed an issue causing the Pull state to stay turn on when it shouldn't.
- Shidra fight is no longer infinitely repeatable.
- Fixed a rare issue causing the game to crash.
- Exiting the game after absorbing , but before reaching the Peak of Creation will no longer cause issues.

Minor Bugs:

- Misbegotten Amalgam: Added a fix to make sure the player always gets something to stand on.
- Chisel Nails special weapon buff no longer persists after swapping a weapon.
- Ardor will always show the infinite '∞' symbol when equals to 100.
- Fixed an issue where some black walls wouldn't disappear when you go behind them.
- Fixed an issue in Lithic which caused the player's lost vessel to spawn in an unreachable area.
- Collider fixes in Feaster's Lair, Unformed Desert, Lithic, Carven Palace and Worldpillar.
- Fixed an issue near the Unformed Desert's beacon that caused some objects to disappear unexpectedly.
- Amalgam will no longer continue to cry near its arena in Lair when it's not actually there.
- Fixed a bug prevent captured rockgiant's head from taking increased damage.
- Fixed some collider issues when interacting with the pullable teeth in Feaster's Lair.
- Minor optimizations to Feaster's Lair.
- Fixed an issue that allowed the player to go out of bounds in Worldpillar.
- Fixed an issue where Shidra's clap attack was absorbable when it shouldn't be.
- The Imprisoned Rockgiant in the Carven Palace will no longer respawn after death.
- You will no longer respawn on a volatile blob in a platforming challenge in Gloomnest.
- The Yr Warrior found near Yr Den will no longer respawn after death.
- Flower Foe will no longer enter an animation loop when deflected.
- Removed an unneeded ladder volume in Servant's Path that let the player climb in the air

Quality of Life:

- Pull target selection now has minimal distance to ease consecutive self pulling challenges.
- Pull 'flicking' with a controller should now be more responsive and precise.

Clarity:

- Spiked crawler now has grey health so players won't be as likely to believe they can be absorbed.
- Added red glow the the Whispering Mothers unparriable charge attack.
- Removed Red border from Yr Sword Warrior prey entry, as though it may grant a trait.
- Made it clearer you can dash through the rocks the ceiling rocks at the start of PoC.
- Weapons attribute symbols now have different colors to help differentiate between them when small.
- Removed a background asset from Gloomnest that looked like a platform but wasn't.
- Fixed a typo in the Italian localization.
- The Centipede Whip will now properly display a big notification when collected.

Future patch/s:

- Removing missables will be the next thing we'll aim for in the next patch. There are not many, currently only 2 missables, though one of them is fairly substantial.

- After addressing what were clearly at the top of complaints from both a technical and gameplay perspective, it is time to address our 2nd and third:
The ability to try out new weapons that players do not meet the stat requirement for & being able to re-allocate stat points.

To set expectations, these will take longer to address as they are not supported with our existing systems and will likely require the creation of new ones, which in turn, make cause new bugs that will need testing.
In layman terms, this may take 2 or more weeks. We ask that you be patient as we are currently only 3 developers trying both address everyone's concerns as well as the ones working on fixing them. While still trying to find some breathing space in-between.

With that being said, we fully intend to continue uploading patches from once to several times a week, fixing bugs and improving the game with the help of your feedback!

Yarden Weissbrot, GRIME Director

Special thanks to Matsan, Qerrassa, Hellrage, and Demajen from our discord and JMistic, Mistah Body Massage Machine, Nergrim, and Liandri from the steam forums for testing this patch relentlessly for the past few days! discord.gg/grime
+++
Patch 1.0.4.5 - Hotfix

Hotfix - Patch 1.0.4.5 is up!

This patch fixes a bugged interaction near the end of the game, and an issue making a late-game Nervepass unreachable.

Thank you for your patience!
+++
1.0.4.5 hotfix (hotfixed!)

Hotfix - Patch 1.0.4.5

Fixed a bug introduced in patch 1.0.4 preventing players from carrying out an interaction near the end of the game.
Additionally, fixed several issues with the Nervepasses. The game will now remember if you reached the Worldpillar and triggered the Nervepass present there.

This should hopefully be the end of the patch 1.0.4 hotfix 2-day saga!

Plans for the next patch include getting rid of missables.

NOTE: We are aware of an issue where loading a save when you're at the Garden - Thirsting Trees surrogate results in repeated fall to the void. This will be fixed in a future update, but it shouldn't stop you from reforming and reusing the surrogate properly.

More patches are coming! We read everything! And thank you for your patience!
Special thanks to Matsan, Qerrassa, and Demajen from our discord for their continued testing and contributions!
Source: Steam: Patch 1.0.4 | Patch 1.0.4.5 Hotfix | Patch 1.0.4.5 hotfix (hotfixed!)
Changelog for Update 1.0.5.2 (added 15 August 2021)

Galaxy updated (15 August 2021)
Offline Installer updated (16 August 2021)


WARNING, CONTAINS SPOILERS!
Patch notes 1.0.5.2

Hey! Yarden GRIME director here,
Among a ton of other things, this patch removes all missables from the game, adds a new weapon, significantly nerfs consumables costs, reduces crashes, and much, much more.

Starting with what has been around the top of our complaints at launch, missables:

- The optional Boss awaits until you defeat it.
* I came to the conclusion you guys were right. It didn't make sense in GRIME to block that fight because it became easier with a new ability when you can go back and defeat mini-bosses later easily as well. In both cases
just miss out on the challenge and/or power, but that is your choice.

- Lithic Art Trader remains in Lithic after defeating the area boss.

- All "Elite" Hunt Prey have a weaker, respawnable version without a hunt point hidden in the world. Meaning you can still get their trait.
Only exception to this are the Spinesnakes since their AI is currently tied to their boss fight.

New Content:

- Tooth Hammer - A new STR+RES wisp debuff weapon has been added, somewhere in Feaster's Lair.
* I may have kind of accidently forgotten to put this weapon in the game as I was moving it around to different hidden locations. Sorry!

Achievements:

- Instruments should now be achievable with the addition of Tooth Hammer.
- Assimilation fixed and will only be gained after getting all traits, all Boss abilities and all Breath Hearts.
- Ending achievements should now work as intended.
* For those that already finished the game, you can go to your end of the game save, climb to the PoC again, trigger the cinematic and get it.
If there is interest for it, we could provide you with default saves for just before the Kinship ending and before being able to get the Weakness ending.

- Proportions can be gained even after defeating Yon if you pass by the area where you fought them (near the Sealed Barrier).

Gameplay:

- Pullable objects have varying degrees of additional clarity via the "in-range pullable indicator".
* Hopefully this will help players figure out prey-pulling earlier

- Consumable prices have been reduced significantly, up to about 80% cheaper.
- After player dashes in air- shards float around them. These get back inside of the player after it resets and they can air dash again.
* Hopefully this will help player realize that dashing from the ground into the air does not consume air dash, and also when it resets in general, such as from Self-pull.

- Prey drops have been expanded and improved. In general drops have been improved from mid to late game.
- Strand of the Child now does a better job drawing the player's attention when they pass nearby.
- Some Carven Palace encounters have been made more manageable, in particular whenever platforming/puzzles are involved.
- Fire Needle has been slightly nerfed.
* You'll still be encouraged to learn to dash out of it, but it now won't be a death sentence if you have full health and a heal.
You are intended to hate these buggers.

- Garden encounters have been changed to not be as opressive at times. This is mostly done by changing the absorb segments of some flower types.
* Carven Palace was meant to be the peak of difficulty and frustration in terms of combat encounters. Garden was meant to be more of an easing down, a build-up for what comes next.

- Using Burst Lantern special in air will trigger the stacks.

Accessibility:

- Added an option in settings to toggle auto cursor hiding.
- Sound of inactive Beacons has been pitched down to help mitigate issue for players with tinnitus. Range of already active Beacons has been lowered as well.

Major Bugs:

- Potential fix to game crashes.

Minor Bugs :

- Fixed an issue with an optional boss which caused the floor in both sides to go down.
- Fixed an issue causing the player to respawn in mid-air in the Carven Palace.
- Fixed a naming issue where sometimes Feaster's Lair was referred to as Feaster's Den.
- Fixed an issue where the player could drop from the elevator to worldpillar without reforming.
- Fixed collider issues in the Weeping Cavity, Lithic, Garden.
- Added missing colliders to a ceiling in Gloomnest.
- Fixed a collider issue with the Strand of the Child pickup area in Garden.
- Yon achievement has been fixed. Going to his encounter after defeating him will grant you the achievement.
- Added a missing weapon to Feaster's Lair. Collecting this weapon should fix the issue of the "Instruments" achievement not unlocking.
- Fixed an issue that could respawn the player next to a bomb in Gloomnest.
- Fixed an issue causing the Jawstag to get stuck occasionally.
- Fixed a few typos in some NPCs dialogues.
- Fixed a rare issue where you could get stuck on some of the ladders in the secret worldpillar platforming challenge.
- Adjusted a wall next to the palace nervepass that appears earlier than it should.
- Fixed a potential softlock issue in Feaster's Lair.
- Goldhead will now properly leave Nerveroot after talking to him.

Plans for the next Patch/s:

- Still looking to address the issue of being unable to comfortably upgrade weapons or build up ardor when in Cenotaph City.
This may either be resolved with a new NPC or a hidden Nervepass.

- I'll start working on figuring out the exact mechanics and UI of how we should implement respecing.

- Looking for ways of encouraging players to put a point or two in one of the Force replenishing traits (Frail arm/Clawhound), as they are a relatively integral element to Force balancing.
Same for Piercer Trait, which is possibly one of the most powerful traits in the game, and allows players the ability to gain Breath from Bosses they otherwise wouldn't have been able to.
Source: Steam
Changelog for Update 1.0.6.8 (added 21 August 2021)

Galaxy & Offline Installer updated (21 August 2021)


WARNING, CONTAINS SPOILERS!
Patch notes 1.0.6.8

Hey! Yarden GRIME director here,

This patch adds another Fast-travel point to a distant, late-game area. And changes an existing Fast-travel point to be far more accessible.
In addition, this patch removes the last of the missed missables from the game, including the "Generous" achievement, and some Hunt Points.
Finally, this patch should address some of the... strange ladders platforms interactions some of you may have experienced.

Gameplay:

- Added an additional NPC and Nervepass to Cenotaph City.
- Improved accessibility to the Feaster's Lair Nervepass.
- Generous achievement changed to no longer be missable.
* Instead of having to fully interact with all of the City's Coda, you now only need to destroy or take all of their gifts, which stay even after you have wiped them all out.
- Added a pull indicator to the moving thread platform in Carven Palace.
- Added Heals in the form of Pullable/destroyable Heads in Carven Palace.
- Burst Lantern stacks can be triggered from air special. For style points.
- Goldgrowth set can now be bought earlier in the game.
- Puppet merchant will now sell Consumables after Heod refuses to, before the final boss fight.

Major Bugs:

- Fixed an issue of ladders and passthroughs sometimes bugging out.
- Fixed bug with Misbegotten Amalgam dropping both platforms instead of just one.
- One of the Memory orbs in Pale Sky was a repeat of a previous one. It has now been updated with the new, proper text.
- Fixed a bug with the Assimilation achievement.
* You can trigger the achievement by kill absorbing any prey.
* Anyone who has acquired all Traits should now unlock this achievement upon loading the save.
- Merchants no longer refresh the entire stock on closing and opening trade.

Minor Fixes:

- Added a shortcut to a Hunt carrier enemy in the Carven Palace after completing a platforming challenge.
- Minor buff to ancient limb trait base damage
- Made some platforming sequences in the pale sky not require as much pinpoint precision.
- Fixed an issue making destroying certain walls with the Fossil Fist very difficult.
- Fixed an issue blocking the player out of using the Gloomnest Nervepass.
- Desert Watcher mini-boss mistakenly had a Hunt Point.
- Collider fixes across all areas.
- Coda gifts will no longer block you after they're destroyed.
- City Nervepass should now be accessible if you defeated the final performance in a previous patch.
- Fixed a bug where a strand platform in the tilted palace would despawn if you went far enough away from it.
- Corrected a mistake in the bestiary, the Garden Yr does not grant increased breath capacity.
- Created a new Ardor tutorial clip for the first Ardor tutorial window.
- Made it easier to uncover some map spots in Nerveroot.
- Fledgling Yrs will no longer backstep off of platforms.
- The performer's leap into the arena is now properly flashing red, as it is unparriable.
- Fixed an issue where dying and killing misbegotten amalgam at the same time would not let the player consume the boss upon returning to its arena.
- Fixed some objects and lights snapping in or out of the background.
- You should now be able to attain 100% map completion.

Plans for future patch/es:

- Next goal is the implementation of a limited respec.
- A stuttering on loading areas that some players have experienced despite having powerful hardware.
- Armor stats are "potentially" coming. Going to begin working on it and see how it goes the week following the respec patch. Don't worry fashion players, the system will let you combine whichever stat with each ever visual you want.
- NG+ is and has always been a plan, actually, the final boss ability was made specifically with NG+ in mind. But we'll be able to focus more on that once we feel comfortable that we can space out our patches a bit more.

Special thanks, as always, to our Discord beta patch testers: Matsan, TayFey, Demajen, Idle309, Cryfor, Qerrassa, Stormquake.

Yarden Weissbrot, GRIME Director
Source: Steam
Changelog until Update 1.1.121 (added 29 August 2021)

Galaxy & Offline Installer updated (29 August 2021)


WARNING, CONTAINS SPOILERS!
Major Patch 1.1.12

Hey! Yarden GRIME director here,

Patch 1.1.12 is out!

I've made this video to recap all of our updates since launch.

This patch adds the Respec option, unstoppable (hyper armor) attacks for very slow weapons, and on the technical side of things- you should no longer encounter "Sticky walls" and after falling or getting hit by traps you will reappear much closer to the last safe spot.

Overall, players should have a much smoother technical experience.

Gameplay:

- Respec can be done using 5 Motley Pearls. so this can be done several times during a single playthrough, depending on whether or how much you've saved up.
To balance out this additional use for Pearls, using them to refund a trait will now refund all tiers of that trait.

- Very Slow weapons now have Hyper Armor in the last 30% of their swing before impact.
- Slow to heavy Slow weapons have varying amounts of Hyper armor in in their specials.
- Very MINOR nerfs and buffs (-/+3~ here and there) to weapons across the board. Mostly to force costs of slower weapons.

* Reasoning behind this - So I've read in the forums about how having to time weapons a long enough time in advance is already a hindrance in of itself. So some force cost has been reduced to slightly compensate.
In addition, poise has been added to give STR players a choice. If they timed the attack well enough in advance they may still sneak the attack in at the cost of taking damage. Or, they could cancel the animation with a dash or an absorb. Either way, with enemies hitting as hard as they do especially in the late game, it's mostly there for the purpose of player choice without necessarily making the game easier.

- Final boss Platforming sequence has been made much harder to fail, with passthroughs guarding your fall scattered throughout

* This moment was intended to be very easy and extremely hard to fail so you could purely enjoy the spectacle and tension of the situation, rather than actually die and restart.

- Walking is now a toggle. Press once to start walking, press again to stop. Resets on stopping.
- Trails for Lithic Beacon extended to draw attention from the boss shortcut.
- Artisan of Flesh HP buff.
- Fixed Garden Yr Prey entry text.
- Palace elevator now moves at x3 speeds.
- Final performance dancer deals a little less damage.
- Burst Lantern has been rebalanced to deal more damage at on the initial stacks and less on the higher ones in the mid to late game.
* Making bursting early more viable, especially on regular prey, while slightly weakening the 30 stacks power on later bosses.

Major Bugs:

- Players should re-appear on the closest safe spot after falling down or getting hit by certain traps.
- "Sticky walls" fixed. Players should no longer get stuck at the edge of walls, having to dash out of them.
- Fixed an issue causing infinite loading screen.
- Fixed an issue with the ladder that caused the player to slider below the ground.
- Fixed several game-breaking issues caused by dying while using a ladder.

Minor bugs:

- Fixed some issues causing fps spikes on common occasions.
- Fixed an issue blocking Wretch Trait's Ardor-based damage bonus from applying.
-The Reset button under the Settings Panel will now reset the screen resolution as well.
- Fixed a bug letting the player to dash out of the Surrogate after Warping.
- Upgrading a single-shown weapon on any page after the first one wont get the window stuck.
- Fixed an issue causing the player to float mid-air after self-pulling while standing on an elevator.
- Fixed a rare issue causing the elevator in the Carven Palace to be prematurely active.
- Fixed an issue breaking the Shidra boss fight when destroying his puppets too soon.
- The Final Performance will now stay within the arena more consistently.
- Added an additional achievements unlock checks on game load in case of previous failure.
- Changed the boundaries of the Jawcrab arena.
- Attuning Lantern now properly affects the Skewer Trait damage.
- Fixed an issue causing moving platforms to act clunky when stood upon.
- Pullable markers will now disappear faster on pulling a pullable platform.
- Basher enemy will now properly reset after being Absorbed.
- The Frantic Trait now properly updates after being refunded.
- Fixed a rare bug causing Yon to reappear in the Weeping Cavity when they shouldn't.
- Collider fixes in Feaster's Lair, Pale Sky.
- The shortcut near the 2nd surrogate of the Unformed Desert will now unlock when you reach Shidra if you didn't talk to Heod.
- Removed an invisible rail track in the Carven Palace.
- Fixed odd-looking chisels held by servants in Servant's Path.
- Fixed odd-looking positioning when standing next to Goldhead in Yr Den.
- Moved some background assets back so that the player character will not overlap with them.
- Added missing localization terms.
- Added missing weapon swing sounds to the Desert Watcher and Disciple.

The current plan is by the time we get to patch 1.2 to have:

- NG+ where you keep everything (items, weapons, stats, traits etc...) but lose all boss abilities with the exception of Warp.
- Armor stats that can be combined with whatever visual you like most. Providing some additional gameplay customizability.
- Eliminate all significant common technical issues.

And finally, to show our appreciation, this patch also adds to the game's credits the names of notable community beta patch testers and persistent bug reporters.

Yarden Weissbrot, GRIME Director
+++
Hotfix 1.1.121 - fixing issue in late game area blocking progression
Source: Steam: 1.1.12 | 1.1.121
Changelog until Update 1.1.131 (added 30 August 2021)

Galaxy & Offline Installer updated (30 August 2021)


WARNING, CONTAINS SPOILERS!
Hotfix 1.1.13

- Fixes clipping through the performance elevator.
- Fixes Drained shell hands missing from their location.
- Fixes invisible pickups.
- Fixes Endless spawn of pickups in the City.
- Misbegotten platform bug.
- Prey tab will no longer show empty boxes so people won't mistakenly think there is like double the bosses/minibosses!
+++
Hotfix 1.1.131

- Fixed an issue causing the Amalgam boss to not behave properly.
Source: Steam: 1.1.13 | 1.1.131
Changelog for Update 1.1.25 (added 02 September 2021)

Galaxy & Offline Installer updated (02 September 2021)


WARNING, CONTAINS SPOILERS!
Patch Notes 1.1.25

Hey! Yarden GRIME director here,

This patch brings the demo up to date, making it so saves from demo version 1.1.2 will automatically transfer into the full game!

Outside of that, this is more of a straightforward bug fixing & polish patch, including a potential fix for players who experienced issues with the controller key-binding, with some minor gameplay tweaks and additions, such as a respawning Spinesnake for those who missed the chance to get the trait.

Gameplay:

- Added a respawning Spinesnake to Feaster's Lair.
- Some additional tweaks to the Carven Palace encounters and mandatory early platforming.
- Palace elevator has been tweaked again to be both fast but also allow you to jump on and off if (we had multiple issues with the elevator since the fps fix and we went from slow elevator to fast elevator but you cant jump, to now this)
- Performer's slam attack has reduced AOE to better match the actual attack's visual.

Quality of Life:

- Enabled transferring Demo characters created in version 1.1.2 or later to the full version of the game.
- New Help Menu lets the player re-watch tutorial messages
- Prey tab will no longer show empty boxes.

Major Bugs:

- Potential fix for players who had problems with control key-rebinding.
- Fixed an issue letting players skip the intro crawling part while using a controller. Sorry speed-runners, but this was able to cause soft locks to unassuming players.
- Fixed another issue causing Pale Sky portals to not work properly.
- A change to the Carven Palace elevators movement to make them snappier.
- Fixed an issue causing crumbling platforms to never respawn.
- Entering the Crab arena from the left side will now start the battle properly.
- The player shouldn't reform on moving elevators anymore.

Minor Bugs:

- Fixed a bug blocking the descend of the Bloodmetal Scythe special air attack.
- Some Nervepass puppets should no longer block the player's movement.
- Absorbing Shidra unlocks the PoC Surrogate Warping. A fail-safe measure in case something happens in between defeating shidra and finishing the game, or if the player needs to destroy Vessel.
- Jaw Axe will not pull the player forward if there is a wall in front of him.
- Fixed an issue causing a certain Fly Spitter in Lair to stop working properly.
- Characters should now slip less through from ledges when retreating (Especially the Fledgling Yr).
- Weakness ending should now properly reset the player Hit Points.
- Added a missing VFX to a breakable wall in Beyond the Barrier.

Next Patche/s:

- We've started work on the armor stats. The plan is this:

1. You will have 2 slots for each armor piece. 1 Will represent the visual element and the 2nd slot will be for the stat element.
2. If nothing is equipped in the 2nd (stats) slot, you will get the stats of the armor equipped in the 1st (visual) slot by default.
3. Completing an entire set will trigger its bonus stat, which will typically modify a single trait.
4. Outside of the completion bonus, armor stats will only modify the base 5 attributes.
5. At the moment, only Otherwhere is planned to have a different type of gameplay effect from the other armors, and this is planned to be explored more once NG+ comes out, as new armors are currently intended as rewards for NG+ run completions.

Lastly, there seems to be only one more major, relatively uncommon technical issue we are aware of after this patch and are aiming to fix: stuttering on some high-end machines during area streaming.
If you are experiencing this, please join the discussion on Steam here and follow the instructions in the thread so we can solve this issue together.
https://steamcommunity.com/app/1123050/discussions/0/3047234112553725618

Unless no urgent technical issue pops up, we will be spacing out the next patches to no longer be weekly, so we can have the time to work on new content instead.

Yarden Weissbrot, GRIME Director
Source: Steam
Changelog until Update 1.1.27 (added 07 September 2021)

Galaxy & Offline Installer updated (07 September 2021)
Hotfix 1.1.26

- Fixes an issue that could potentially cause some players to be unable to load their save.
* This issue is related to the newly added function of allowing the demo save to be used in the full game. Sorry to all those afflicted by the issue!

Thank you to user Dr. Leh for reporting the issue and providing us with a save, helping us resolving it!
Source: Steam
Changelog for Update 1.1.37 (added 26 September 2021)

Galaxy & Offline Installer updated (26 September 2021)
Major Patch 1.1.37 - Armor Stats, Modifiers, Reworked Traits and more!

Hey! Yarden GRIME director here,

This is a MASSIVE patch adding some highly requested features such as stats and modifiers on Outfits, adding further customization of your playstyle.

You can now also reliably heal during the later boss fights using either the reworked "Piercer" trait or the reworked "Lurker" trait.

In addition, this patch brings with it some highly requested quality of life changes such as; being able to use Mass and Crimson Ichors consumables from Inventory! (whoooo)
As well as better sorting for the inventory (Sets will now be placed next to each other rather than in order of pick up).

Gameplay:

- Outfits now grant attribute modifiers and, upon equipping a complete set, grant additional unique modifiers, usually to an existing trait.
* The first 10 levels of stats have been slightly nerfed (by 0.5) to compensate for the newly added armor stats letting players get that much closer to OP numbers.

- Each equipment slot has a smaller slot which you can equip with a chosen outfit, changing its visual by keeping the stats granted equipped in the main, larger slot.

Equipment slots image

1. Visual only slot
2. Main slot
3. Modified Attributes

- Reworked traits:

* Piercer - Pulling an enemy now draws some Breath in addition to dealing Absorb damage on vulnerable Health Bars. Ranks lowered to 3 from 4 and each rank increase the Breath gained and damage dealt to protected Health Bars.

* Lurker - After repelling an attack you gain a life-steal buff on your attacks for a short duration, in addition to healing for a max health percentage from Absorbs.

- Added automatic inventory sorting.
- Can now use Certain consumables (Mass and Crimson Ichor) from the inventory screen.
- Added a Mass display text in the inventory.
- Slightly accelerated the camera when looking up or down.
- Slightly buffed player Force regen.

Major Bugs:

- Fixed an issue that might be causing infinite loading screens.
- Fixed an issue letting sometimes the player run into/through walls.
- Added a safety net below The Final Performance elevator in case the ground forgets its job.

Minor Bugs:

- Rebinding the Inventory hotkey now works properly.
- Post Process settings now properly affect the Absorb effects as well.
- The Gardeneye now plays a sound when casting the beam.
- Smoothed the transition from attacking to running animations.
- Fixed a bug that was causing the player to get stuck when reflecting projectiles.
- Fixed a specific spot in Cavity that sometimes caused the player to get stuck.
- Fixed a Lithic crumbling platform artifact.
- Extended some colliders in Lair to properly cover some walls.
- Corrected a few ladder and trap colliders in Carven Palace.
- Moved a lever in Carven Palace up as it was too far down into the floor.
- Fixed an issue causing the player character to get stuck on a ladder in Feaster's Lair.
- Corrected a missing collider near Worldpillar.
- Added a missing ambient track to Garden.
- Added missing sounds to rockheads near Feaster's Lair.
- Rockgiant will now properly flash red when falling after being absorbed, as the fall is unparriable.
- Centipede Whip special attack won't hit as high upwards as before.
- Fixed an issue with the Kin's text location and localization.
- Fixed a small bug causing price text in vendors to appear in the wrong color.
- Dying while climbing will no longer drop the player through the world.
- Camera look height will now properly reset on opening a menu mid-action.
- Nervepasses can be interacted again straight after leaving them.
- Fixed an issue causing enemies movement to sometimes bug on passthrough ground.
- Fixed an issue bugging movement on ladders when using a controller.
- Added a failsafe to achievements related to absorbing enemies.
- Spear special air attacks will no longer bounce the player when used on walls.
- Improved movement caused by weapon attack on sloped grounds.
- Added an option to rebind the Scroll Up/Down functions when interacting with an NPC dialog.
- Upgrade and Trade windows controller legend is now properly localized.

Plans for the future:

- This is our final major patch before beginning work on a more substantial story content for you to look out for, so please be patient!
- As for NG - we decided to make it something more fleshed out and interesting than just a straightforward linear artificial ramping up of the game's difficulty (increasing enemy damage/HP per NG). As a result, we are pushing it further back. I'll keep you informed when there is more to share!
- Notable technical issues we have not forgotten about hope to address in the next major/MASSIVE patch:
* Allow rebinding of all mouse keys (including gaming mice). For now, though, you may be able to rebind using a program called - X-Mouse.
* Stuttering/FPS issues some players have been experiencing. There is a thread on the topic in the forums that may offer some potential solutions, but for the rest, we will try a more significant change that should hopefully fix the issue.

As always, a huge thanks to our Discord members (https://discord.gg/GRIME) for their help in testing the patches before they go live!
The Credits have been updated with new community contributors.

Yarden Weissbrot, GRIME Director
Source: Steam
Changelog for Update 1.1.42 (added 07 November 2021)

Galaxy & Offline Installer updated (07 November 2021)


WARNING, CONTAINS SPOILERS!
Minor Patch - 1.1.42

Hey! Yarden GRIME director here,

This is a minor patch aimed mostly at bug fixing, polish, and most importantly - improving ladder controls with the joystick.

Major Bugs:

- Fixed endless loadings occurring to some players.
- Fixes Stuttering for some players. AMD players experiencing stuttering should download the latest AMD update (21.10.4).

Improvements & Clarity:

- Ladder controls with a joystick improved to work more as expected.
- This patch should give some players a performance improvement.
- Unformed Blob enemy types now have Protected (Grey) HP, to more clearly indicate they can not be absorbed. Similarly to red spiked Crawlers.
- Armor Visual Slot graphic changed, hopefully to serve as a clearer indication.
- Opening the inventory window will show the item info panel first, instead of the character model preview.

Minor Bugs:

- Weapon switch input tooltip next to the consumables tab will now show the correct input key.
- Fixed a bug causing the grow menu's attributes reset counter to start when not intended.
- Fixed a bug blocking the player from reaching the center of the arena at the end of The Final Performance encounter.
- Weapon power is now correctly updated when equipping/unequipping armor.

- Added Discord button in the main menu.
Our Discord community (https://discord.gg/GRIME) members help us out with testing these patches before they go live!

Nothing new to announce just yet as we are still working on some big things! But in the meanwhile, we will continue to monitor the game and the forums for any issues that may require a quick patch/hotfix.
Source: Steam
Changelog until Update 1.1.54 (added 20 December 2021)

Galaxy & Offline Installer updated (20 December 2021)


WARNING, CONTAINS SPOILERS!
Patch 1.1.5

Hey! Yarden GRIME director here,

This is another more minor patch aimed mostly at bug fixing, polish, and improved tutorial clarity.
We have also updated GRIME's Demo to be up to date with the game.

In addition, we'll be sharing below some updates on the MASSIVE story DLC we are currently focusing most of our attention on.

Clarity:

- Cavity tutorial pop-ups have been tweaked to improve clarity. Added color-coding as well as icons next to terms such as "Mass" and "Hunt Points".
- Updated the Inventory Cosmetic slot's visuals to better indicate it is cosmetic.

Bug Fixes:

- Fixed an issue with "Remake" in the Grow Menu while using a controller.
- Improved ledge grabbing to be more consistent and predictable.
- Fixed an issue that hid the player's body on equipping certain cosmetic armors.
- Fixed an issue causing the camera to jitter while in pull-mode.
- Passage achievement now requires the City Nervepass to unlock.
- Fixed an issue when using self-pull from an elevator as it is moving.
- Fixed a bug with ladders which made it so the player was not leaning towards the selected direction.
- Fixed a bug causing momentum jumps from certain pull-able platforms to not work as intended.
- Fixed a bug causing the Ardor HUD effect to stop playing.
- Damage from enemy grab attacks now properly reduces Ardor count.

DLC:

As promised, we are currently working on an entirely new, MASSIVE story DLC that includes: new bosses, enemies, abilities, weapons, and much more.

Image 1

Some of the new additions being worked on will be aimed at addressing the common issues brought up by players, one of which is a request for an ability that makes traveling the world faster and more enjoyable, à la Hollow Knight's Super Dash.
So here's the Sprint ability:

Image 2

Other than zipping by at double the regular speed, this ability can also be used in combat scenarios over dashing to better position yourself, as well as some new, secret platforming challenges.

Image 3

The other abilities will have a similar function, aimed at addressing relatively common complaints. We'll expand on them further in the updates leading up to its launch. :)

P.S - We have been sharing our progress early on Discord and our social media if you would like to get an earlier peek.

WWW.GRIMEGAME.COM
+++
Hotfix 1.1.54 - Fixing Passage achievement and improved compression

Just a quick Hotfix to the "Passage" achievement, a rebinding issue that could lock the game up.
In addition, and the main reason why you will notice the massive download size for this update, is that we have improved texture compression to reduce RAM consumption.
Source: Steam: 1.1.5 | 1.1.54
Post edited December 20, 2021 by Hustlefan