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Steam News15 April 20262mo ago

Major Patch 3.0 - New Debuff system + More Trees - 1.1.17780a | 主要补丁

(简体中文翻译见帖子底部。) Hey Yarden GRIME director here and... despite what I said at the end of the last patch about taking a bit of a pause.... I guess we ended up doing another big patch with an entirely new system as well...

In this update12

Full notes

Full GRIME II update

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

What changed

9 fixes7 additions25 changes2 removals
  • Gameplay
  • Balance
  • Events
  • Maps
  • Fixes
addedHey Yarden GRIME director here and... despite what I said at the end of the last patch about taking a bit of a pause.... I guess we ended up doing another big patch with an entirely new system as well... woops, I guess?
addedFirst thing's first. A new system?
changedCOMBUSTION AND STARUST (POISON) RESISTANCE LEVELSo while debuff weapons that apply stuff like poison and combustion can be fun with bosses, it's very lackluster when used against anything else. So... for the majority of the time.
changedCOMBUSTION AND STARUST (POISON) RESISTANCE LEVELThe problem is, of course, that by the time you get to proc those effects the enemy is already long dead.
changedCOMBUSTION AND STARUST (POISON) RESISTANCE LEVELSo what changed?
changedCOMBUSTION AND STARUST (POISON) RESISTANCE LEVELEverything that isn't a boss will have debuffs trigger much, much quicker. All the way to double on regular enemies.

GRIME II changes

addedHey Yarden GRIME director here and... despite what I said at the end of the last patch about taking a bit of a pause.... I guess we ended up doing another big patch with an entirely new system as well... woops, I guess?
addedFirst thing's first. A new system?
changedSo while debuff weapons that apply stuff like poison and combustion can be fun with bosses, it's very lackluster when used against anything else. So... for the majority of the time.
changedThe problem is, of course, that by the time you get to proc those effects the enemy is already long dead.
changedSo what changed?

(简体中文翻译见帖子底部。)

Hey Yarden GRIME director here and... despite what I said at the end of the last patch about taking a bit of a pause.... I guess we ended up doing another big patch with an entirely new system as well... woops, I guess?

First thing's first. A new system?

COMBUSTION AND STARUST (POISON) RESISTANCE LEVEL

So while debuff weapons that apply stuff like poison and combustion can be fun with bosses, it's very lackluster when used against anything else. So... for the majority of the time.

The problem is, of course, that by the time you get to proc those effects the enemy is already long dead.

So what changed?

Everything that isn't a boss will have debuffs trigger much, much quicker. All the way to double on regular enemies.

Large enemies, Hunt enemies and Breathcrowned enemies will all have greater resistance but it will still be much faster to accumulate on them than on bosses.

In addition, Combustion damage was buffed. And Starust poison can now far more easily have multiple instances trigger at once on a target.

Secondly, there has been some small changes to the world... basically...

3 NEW ALVEOLI TREES HAVE BEEN ADDED

Something I've been noticing that can affect drag player experience in the middle act is playing the majority of it with a single heal.

Having just 2 heals can do wonders for pacing, allowing you to gain Breath in order to charge up a secondary heal while still having a backup.

So 3 new Alveoli Breath drops have been scattered earlier into the act, starting with 1 in Lower Kankan, with the goal of maximizing the likelihood of players starting the act with 2 heals, or at least getting 1 extremely early into it.

The locations are: Bottom Lower Kankan, Middle Nailglade, and a path accessible only from Jagged Forest.

However, this means players have access to an additional heal charge by the end of the game. So to maintain the challenge, especially of bosses, several changes were made to compensate for that addition.

  1. Crown heal was reduced.

  2. Boss HP was increased.

These changes brings me the next part of this patch notes...

BALANCING

Paint/Prey Mold Scaling increased - Collecting Molds from enemies is a core feature of the game, and they should feel rewarding to use.

Pliability Molds Speed Increased - This should make some of the slowest Molds in the game much more intuitive and fun to mix in between your other attack.

Various weapon specials had their damage and speed buffed.

Attuning has been tuned down - Come on, you knew this was coming.

Force is no longer consumed outside of combat.

Area balancing changes - I originally intended most players to start the game with Jagged Forest, this has clearly not ended up being the case, with Dregbourg being the most popular starting point of the middle act. So:

  • Dregbourg basic enemies were nerfed, namely the Pebbles.

  • Dregbourg enemies drop less XP and Currency.

  • Jagged Forest has been buffed to more align with Dregbourg difficulty - Jagged Forest was laughably easy before, especially considering how late player tend to do that area.

  • Jagged Forest, Dregbourg and Nailglade are now all relatively balanced as the starting points of the Middle Act.

  • Blade Garden has been buffed.

  • Anvilhead has been buffed the most and now has an Air Dash barrier to enter the fight.

  • Visagehand XP rewards increased + a ton more fixes once more.

Platforming

Here are some final changes that will hopefully make the overall platforming experience much more enjoyable for everyone.

Spike damage colliders have been improved all over the game to better match their visuals.

Dashing from a wall no longer count as an Air Dash/Evade - Basically, if you dash away from a wall (after getting "wall jump"), you'll be able to do an air dash afterwards.

Wall Jump height increased - should make it feel better and quicker to scale walls.

Sliding speed is now consistent on a controller.

Slide can be stopped by pressing the opposite direction.

Jumping from ceiling Slide won't accidentally trigger a Handjump.

Handjump range extended

All Kinds of Other Stuff

  • Map Icons have thicker outlines for better clarity.

  • Final Paint reef boss (MS) now has improved clarity on her final phase so that players wont continue attacking her on 0 HP.

  • Fixed Smashing Block Cooldown (it was supposed to be 12 seconds not... 1.2 seconds.....)

  • Faulty collider fixed in Starmire plaforming challange.

  • New, better rewards added to Starmire and Wanting Tree in the form of Breathmarks (Crown upgrades).

  • Mountainborn objective marker fixed.

  • Fixed faulty platforming challenge between Mountains and the Wanting Tree.

  • Changed Impaled Longblade reward from paint to 2 hunt points. (4 Paint Bars should be the max)

  • Reduced the throw range of the rock throws by the kneelers to make Melded Giant a bit less annoying.

  • Some retracting pullable blocks slowed down so they wont crush the player into the celling.

  • Fixed an issue with certain items sometimes not appearing in Faceless Mountains and Mudfalls.

  • Paint Reef is better blocked from players who don't yet have burst jump + Air Dash.

  • Nailglade has been better blocked from entering without Air Dash on the left side.

  • Fixed a bug with Ver blocking the path in Paint Reef.

  • Lots of the usual clarity/collider improvements on various enemies/bosses (VISAGEEEEHAAAANDDDD!!)

Tenma Maemi

  • Greatblade Preacher sword collider adjusted to better fit the visual.

  • Fixed an issue with the Warp map be uncontrollable for a few seconds.

  • Fixed a bug with Impaled Longblade knife Projectiles not coming out of the ground.

  • Fixed a certain unfortunate spot where you could fall without being able to get out.

And that's it for this week's Major Patch!

On another note, these last 4 years of development have been pretty intensive and everyone's been dying for some kind of break. I think we may do one more significant patch next week (potentially map focused, but no promises just yet) and then finally take a much needed short break while we consider our next steps.

嘿,我是《GRIME》的总监 Yarden……尽管我在上个补丁说明的结尾说过要休息一下……但我想我们最终还是搞出了另一个包含全新系统的大型补丁……哎呀,怪我咯?

言归正传。一个新系统?

燃烧与星尘(毒)抗性等级

虽然施加毒和燃烧等减益效果的武器在打Boss时很有趣,但用来对付其他敌人时却非常乏力。所以……在大多数情况下都是这样。

问题当然在于,等你触发这些效果的时候,敌人早就死透了。

那么,有什么改变呢?

所有非Boss敌人的减益效果触发速度将会快得多。在普通敌人身上甚至能快上一倍。

大型敌人、猎杀目标(Hunt enemies)和冠息(Breathcrowned)敌人的抗性会更高,但在他们身上积累异常状态的速度仍然会比Boss快得多。

此外,燃烧伤害得到了加强。而且星尘(Starust)毒素现在更容易在目标身上同时触发多次。

其次,游戏世界发生了一些小变化……基本上就是……

新增了3棵肺泡树(ALVEOLI TREES)

我注意到,在游戏流程的中段,玩家大部分时间都只有一个治疗次数,这可能会拖累玩家的游戏体验。

仅仅拥有2个治疗次数就能对游戏节奏产生奇效,让你在获取气息(Breath)以充能第二个治疗的同时,仍然有一个备用治疗。

因此,我们在这个阶段的早期分散放置了3个新的肺泡气息(Alveoli Breath)掉落物,首先是在下部坎坎(Lower Kankan)放置了1个,目的是尽可能让玩家在进入这个阶段时就能拥有2个治疗,或者至少能在非常早期就获得1个。

树位于以下这些地点:下方的 Lower Kankan,中部的 Nailglade,以及一条只能从 Jagged Forest 进入的小径。

然而,这意味着玩家在游戏结束时会获得一个额外的治疗充能。所以为了保持挑战性,特别是Boss的挑战性,我们进行了一些改动来平衡这一新增内容。

  1. 王冠(Crown)治疗量减少。

  2. Boss生命值增加。

这些改动引出了本次补丁说明的下一部分……

平衡性调整

颜料/猎物模具(Paint/Prey Mold)加成提升 - 从敌人身上收集模具是游戏的核心机制,使用它们应该让人感到物有所值。

柔韧模具(Pliability Molds)速度提升 - 这应该能让游戏中一些最慢的模具变得更加直观,并且在你的其他攻击中穿插使用时更加有趣。

各种武器的特殊攻击在伤害和速度上都得到了加强。

同调(Attuning)被削弱 - 拜托,你们早就料到会有这么一天了。

体力/耐力在战斗之外将不再消耗。

区域平衡性调整 - 我原本打算让大多数玩家从锯齿森林(Jagged Forest)开始游戏,但显然事与愿违,德雷格堡(Dregbourg)成为了中段流程最受欢迎的起点。因此:

  • 德雷格堡(Dregbourg)的普通敌人被削弱了,也就是卵石怪(Pebbles)。

  • 德雷格堡(Dregbourg)敌人掉落的经验值和货币变少了。

  • 锯齿森林(Jagged Forest)得到了加强,以更符合德雷格堡的难度 - 锯齿森林以前简单得可笑,尤其是考虑到玩家通常很晚才会去那个区域。

  • 锯齿森林(Jagged Forest)、德雷格堡(Dregbourg)和钉刺林地(Nailglade)作为中段流程的起点,现在都已经相对平衡了。

  • 剑刃花园(Blade Garden)得到了加强。

  • 铁砧头(Anvilhead)的加强幅度最大,现在进入战斗前有一个需要空中冲刺(Air Dash)才能通过的屏障。

  • 巨面手(Visagehand)的经验值奖励增加 + 以及一大堆其他修复。

平台跳跃

以下是一些最后的改动,希望能让大家整体的平台跳跃体验变得更加愉快。

全面改进了游戏中的尖刺伤害碰撞体,使其更好地贴合视觉效果。

从墙壁上冲刺不再算作空中冲刺/闪避 - 基本上,如果你从墙壁上冲刺离开(在获得“蹬墙跳”之后),你将能够在之后再进行一次空中冲刺。

蹬墙跳高度增加 - 这应该会让你在攀爬墙壁时感觉更好、更快捷。

现在使用手柄时的滑行速度保持一致。

按下反方向键可以停止滑行。

从天花板滑行跳跃时不会再意外触发抓握跳跃(Handjump)。

抓握跳跃范围扩大

其他各种杂项

  • 地图图标的轮廓变粗,以便看得更清晰。

  • 颜料礁(Paint Reef)的最终Boss (MS) 现在在她的最后阶段有了更清晰的提示,这样玩家就不会在她0血时继续攻击她了。

  • 修复了猛击格挡(Smashing Block)的冷却时间(它本应该是12秒,而不是……1.2秒……)

  • 修复了星光泥沼(Starmire)平台跳跃挑战中错误的碰撞体。

  • 在星光泥沼(Starmire)和渴求之树(Wanting Tree)中添加了新的、更好的奖励,形式为气息印记(Breathmarks,王冠升级道具)。

  • 修复了山脉之子(Mountainborn)的目标标记。

  • 修复了山脉和渴求之树之间的平台跳跃挑战故障。

  • 将刺穿长刃(Impaled Longblade)的奖励从颜料改为2个猎杀点数(Hunt points)。(4条颜料栏应该是上限)

  • 缩小了跪地者(Kneelers)扔石头的范围,让融合巨人(Melded Giant)变得稍微没那么烦人。

  • 减慢了一些可拉动缩回方块的速度,这样它们就不会把玩家挤扁在天花板上了。

  • 修复了特定物品有时在无面山脉(Faceless Mountains)和泥瀑(Mudfalls)不出现的问题。

  • 颜料礁(Paint Reef)现在能更好地阻挡尚未获得爆发跳跃(Burst jump)+ 空中冲刺(Air Dash)的玩家进入。

  • 钉刺林地(Nailglade)的左侧现在能更好地阻挡没有空中冲刺的玩家进入。

  • 修复了维尔(Ver)在颜料礁挡住道路的Bug。

  • 对各种敌人/Boss进行了大量常规的清晰度/碰撞体改进(巨——面——手——!!)

Tenma Maemi

  • 巨刃传道者(Greatblade Preacher)剑的碰撞体已调整,以更好地贴合视觉效果。

  • 修复了传送地图会有几秒钟无法控制的问题。

  • 修复了刺穿长刃(Impaled Longblade)的飞刀投射物没有从地下钻出来的Bug。

  • 修复了某个倒霉的地点,掉进去后会出不来。

以上就是本周大型补丁的全部内容!

另外,过去这4年的开发工作非常紧张,大家都迫切渴望能休息一下。我想我们下周可能会再发布一个重要的补丁(可能侧重于地图,但现在还不打包票),然后我们终于可以稍微喘口气,享受急需的短暂休息,同时思考我们接下来的计划。

Source

Steam News / 15 April 2026

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