HomeGamesUpdatesPricingMethodology
Steam News24 July 202511mo ago

GRIME II Dev Diary 3 - Item Molds

Hey Yarden GRIME director again, and it's time to quickly touch upon consumables. In particular, how useless they are, because... well, they're consumed upon use.

Full notes

Full GRIME update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hey Yarden GRIME director again, and it's time to quickly touch upon consumables. In particular, how useless they are, because... well, they're consumed upon use.

What changed

0 fixes3 additions1 change0 removals
  • Maps
  • Gameplay
  • Balance
changedItems that they likely worked hard exploring the map and taking on challenges to gather.
addedThis is because in a game that has leveling and all sorts of other progression systems that make you far more powerful the more you play, consumables tend to be balanced around the point where they were introduced into the game.
addedSo here comes the 2nd aspect of Item Molds, as you find more of them, they'll rank up. Up to 2 additional tiers that will both enhance their damage, as well as potentially introduce a new mechanic.
added3rd tier - adds another bounce and a damaging explosion when it break.

GRIME changes

changedItems that they likely worked hard exploring the map and taking on challenges to gather.
addedThis is because in a game that has leveling and all sorts of other progression systems that make you far more powerful the more you play, consumables tend to be balanced around the point where they were introduced into the game.
addedSo here comes the 2nd aspect of Item Molds, as you find more of them, they'll rank up. Up to 2 additional tiers that will both enhance their damage, as well as potentially introduce a new mechanic.
added3rd tier - adds another bounce and a damaging explosion when it break.

This is frustrating both because it encourages hoarding (guilty as charged of that myself), but it's probably even more frustrating for those that actually use them, only to die anyway and not even reap the benefit of losing all of those items!

Items that they likely worked hard exploring the map and taking on challenges to gather.

That fucking sucks. So instead, we have Item Molds.

Item Molds refresh at checkpoints, and the more of them you find in the world, the greater your overall quantity of them per run will be.

Which bring me to the 2nd issue with Consumables... that a lot of the time, they're just not very useful.

This is because in a game that has leveling and all sorts of other progression systems that make you far more powerful the more you play, consumables tend to be balanced around the point where they were introduced into the game.

So if you saved a bomb from the start of the game and need it now against a mid-game boss... it will probably be entirely useless.

So here comes the 2nd aspect of Item Molds, as you find more of them, they'll rank up. Up to 2 additional tiers that will both enhance their damage, as well as potentially introduce a new mechanic.

Example - Spike Ball Item Mold 1st tier.

3rd tier - adds another bounce and a damaging explosion when it break.

One of our main goals was that of variety, and there is a ludicrous amount of that in GRIME II. I hope you will find yourselves constantly excited for every single find you make.

Until next update, don't forget that we post WEEKLY updates to our Social Media (Links at the bottom of the post).

Here's an example of one posted a while ago-

Source

Steam News / 24 July 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.