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Steam News17 March 20263mo ago

How Adding a Single Enemy Changes the Combat Rhythm in GRIMPS

Sharp-toothed greetings! Hi, Maria here, narrative designer on GRIMPS. Today I’ll walk you through how we created one of the game’s most unusual enemies — the Honeyspitter.

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What changed

0 fixes3 additions2 changes0 removals
  • Maps
  • Gameplay
  • UI and audio
  • Events
changedSharp-toothed greetings!In GRIMPS , combat is built around fighting hordes of enemies. Players are constantly dealing with groups of regular Grimps — they jump, overwhelm with numbers, and create constant pressure on the battlefield.
addedSharp-toothed greetings!So we needed a new type of enemy — one that could break the привычный ритм (habitual rhythm) and force players to change tactics mid-fight. That’s how the idea of a flying sniper came in — an enemy that attacks from a distance and creates new layers of threat.
changedDesign DetailsMismatched eyes One is a button — typical for Grimps. The other is a scope — a unique feature that highlights its sniper role.
addedDesign DetailsHoneyspitter — a character that expands the enemy roster and also adds a new layer of challenge to combat. By introducing enemies like this, we keep battles dynamic and encourage players to constantly adapt their playstyle.
addedDesign DetailsAdd GRIMPS to your Steam wishlist:

Sharp-toothed greetings!

Hi, Maria here, narrative designer on GRIMPS. Today I’ll walk you through how we created one of the game’s most unusual enemies — the Honeyspitter.

In GRIMPS, combat is built around fighting hordes of enemies. Players are constantly dealing with groups of regular Grimps — they jump, overwhelm with numbers, and create constant pressure on the battlefield.

But during testing, we noticed a problem: when players face too many similar enemies, the combat rhythm starts to feel repetitive. Players adapt to the threat and gradually lose the sense of tension.

So we needed a new type of enemy — one that could break the привычный ритм (habitual rhythm) and force players to change tactics mid-fight. That’s how the idea of a flying sniper came in — an enemy that attacks from a distance and creates new layers of threat.

That enemy became the Honeyspitter.

Who is the Honeyspitter

The Honeyspitter is the first flying and ranged Grimp in the game. It’s far more mobile and dangerous than ground-based enemies.

Originally, the character existed only in its peaceful form — a cute plush bee. But for the combat version, we needed to keep that recognizable bee identity while making the unit feel visually dangerous.

So the once harmless bee, playfully spitting honey, evolved into a ruthless honey sniper that attacks from a distance and forces players to constantly reposition.

Design Details

When designing enemies, we focus heavily on details — they help players instantly read an enemy’s role in combat and make the character more memorable.

Here are the key elements that define the Honeyspitter:

  • A long “stinger” made from a rifle barrel Clearly signals that this is a ranged attacker.

  • Mismatched eyes One is a button — typical for Grimps. The other is a scope — a unique feature that highlights its sniper role.

  • Sniper cap A practical piece of gear that helps with aiming by shielding from sunlight. It’s simple and functional, not decorative.

  • Honey jars These act as ammunition. For mobility (and a bit of visual humor), the jars are attached to the head like a “beer hat.” Tubes feed the honey directly into the Honeyspitter’s body, since it fires honey projectiles straight from its stinger.

  • Stitches on the body A reminder of its plush, stitched nature as a Grimp.

Honeyspitter — a character that expands the enemy roster and also adds a new layer of challenge to combat. By introducing enemies like this, we keep battles dynamic and encourage players to constantly adapt their playstyle.

Add GRIMPS to your Steam wishlist:

GRIMPS And join our Discord community to talk with the team and follow development: https://discord.gg/DazDMWa8mm

Source

Steam News / 17 March 2026

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