Grime

Captain Suave

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Somehow while playing this my display is locked to 24Hz refresh? I have no idea what's going on but never seen that happen before....

*edit: Eh, driver update fixed it, reboot probably would have also. Just the 1st time that's ever happened. Maybe the DP cable is going kaput.
It happened to me with the demo. No issues with the release version. 2070 Super/144hz GSync monitor.
 

Intrinsic

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It happened to me with the demo. No issues with the release version. 2070 Super/144hz GSync monitor.

Could have been one of two things or a combination, or none of them, but I noticed that even with vsync off and gsync on my FPS was spiking to 130-180 and the monitor is only an 120Hz refresh, I was getting momentary blackouts and other oddity. So I capped the FPS in game to 120. Second thing was that since I moved to the new house this weekend my office now has carpet. The box was sitting directly on it so maybe preventing airflow from bottom? No idea, I elevated it anyways. The combination of the two seems to have slowed down any issues.
 

Hatorade

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Patch notes, only one I care about in bold but all good stuff.

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, reviewers, and Chinese. Fast Travel has been updated with 3 additional travel points and the relocation of one into an earlier, more accessible spot.
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.

- types are now generally more susceptible to Absorb.

- has much less health.

- 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.

- 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:
- : 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

- Fixed an issue near the Unformed Desert's beacon that caused some objects to disappear unexpectedly.

- will no longer continue to cry near its arena in when it's not actually there.

- Fixed a bug prevent from taking increased damage.

- Fixed some collider issues when interacting with the pullable teeth in Feaster's Lair.

- Minor optimizations to

- Fixed an issue that allowed the player to go out of bounds in

- Fixed an issue where was absorbable when it shouldn't be.

-

- You will no longer respawn on a volatile blob in a platforming challenge in

-


- will no longer enter an animation loop when deflected.

- Removed an unneeded ladder volume in 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 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 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
 

Hateyou

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Good patch. I really didn’t like the no fast travel thing. It was forever before I found the first one. I wanted to go back to fight the big rock dude but didn’t have it in me to run all the way back there. I’ll get back to this game after Dreamscaper.
 

Intrinsic

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No idea how far I am in to it but not 100% sure I am enjoying it. Maybe the fast travel thing will fix that. It isn't bad by any means but something isn't enjoyable either. Will keep plodding along to see if my opinion changes but now it is a solid "meh."
 

Hateyou

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No idea how far I am in to it but not 100% sure I am enjoying it. Maybe the fast travel thing will fix that. It isn't bad by any means but something isn't enjoyable either. Will keep plodding along to see if my opinion changes but now it is a solid "meh."
Yeah my enthusiasm waned as I played it. Being stuck with one weapon for so long, I haven’t really found anything better than the claw or fists, just different weapons not really any better. Armor being useless was a big disappointment, set bonuses and stats would’ve been much better. Not being able to fast travel really sucks. I don’t want a waypoint every twenty feet but at least one in each major area, two of its a huge area.

I really dig the weird setting and the platforming is fine, it just feels unfinished at the moment.
 
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Captain Suave

Caesar si viveret, ad remum dareris.
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Just finished the game. The style is fantastic, the controls are tight, and overall I enjoyed it, but it's very inconsistent. The last quarter of the game is almost 100% platforming, which isn't bad exactly but feels completely different from the first half. I have to wonder if it was supposed to have enemies but they ran out of time/budget/patience.

The design could have used some further baking. Only a couple weapons are worth using and the stat/upgrade system discourages experimentation. There are like 40 weapons and you can only really upgrade 3-4 at most. Armor does nothing, which just feels bizzare given how much of it there is, and I never found consumables to be worth using. Given the rate at which you die during boss fights, the returns on using items are just pitiful compared to just trying again and gittin' gud. The fast travel system might as well not exist; I used it maybe twice. (I would have with 3-4x the waypoints.)

I think the devs were in love with the idea of the game being "hard" but had some trouble differentiating between difficulty and tedium. They can fuck right off with that goddamn slow-ass elevator in the Carven Palace.
 
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Hatorade

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Latest and "last" major patch added stats to armor sets!
Now that they are finally done with all the changes I will pick this back up.

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

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Saw that. Will finally pick this back up, probably start it over so I can get the fast travels and stuff I think I missed. I was at the elevator part.