HomeGamesUpdatesPricingMethodology
Steam News7 March 20264mo ago

Grimslair - Full Release 1.0 Has Launched!

Hello, Reapers (and future Reapers)! Thank you so much for supporting my game! It has been a long 5-year journey, and I am so happy that Grimslair has finally reached its 1.0 release.

Full notes

Full Grimslair update

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

Repeated intro

Hello, Reapers (and future Reapers)!

What changed

8 fixes10 additions5 changes0 removals
  • UI and audio
  • Gameplay
  • Maps
  • Balance
  • Store
  • Fixes
changedThis last week has been absolutely insane with how much work went into it, along with all the feedback from playtesters mentioning cool ideas and lots and lots of bugs (duh!). I am writing this after not having slept for 30 hours, so sorry if this sounds crazy. Haha!
addedEven though this is the full release, it is only the beginning of Grimslair. I vow to create new DLCs, free of charge , because I love doing this with every fiber of my being. I plan on updating the game with new enemies, cards, locations, and more at least every 2 to 3 weeks from here on out, for as long as I can.
changedProcedurally generated maps every time you play! Gone is the static map that thousands of players have played over and over. Now every map is seeded to create far more complex scenarios!
addedNew main objective! Not only are you trying to reach Grim’s quota, but now you must find 1 of 4 portals throughout the map to successfully win your run!
addedNew Location Cards!
addedNew enemies with unique Specials!

Grimslair changes

changedThis last week has been absolutely insane with how much work went into it, along with all the feedback from playtesters mentioning cool ideas and lots and lots of bugs (duh!). I am writing this after not having slept for 30 hours, so sorry if this sounds crazy. Haha!
addedEven though this is the full release, it is only the beginning of Grimslair. I vow to create new DLCs, free of charge , because I love doing this with every fiber of my being. I plan on updating the game with new enemies, cards, locations, and more at least every 2 to 3 weeks from here on out, for as long as I can.
changedProcedurally generated maps every time you play! Gone is the static map that thousands of players have played over and over. Now every map is seeded to create far more complex scenarios!
addedNew main objective! Not only are you trying to reach Grim’s quota, but now you must find 1 of 4 portals throughout the map to successfully win your run!
addedNew Location Cards!

Thank you so much for supporting my game! It has been a long 5-year journey, and I am so happy that Grimslair has finally reached its 1.0 release.

This last week has been absolutely insane with how much work went into it, along with all the feedback from playtesters mentioning cool ideas and lots and lots of bugs (duh!). I am writing this after not having slept for 30 hours, so sorry if this sounds crazy. Haha!

This game is everything creative I could have ever imagined building on my own! :D

Even though this is the full release, it is only the beginning of Grimslair. I vow to create new DLCs, free of charge, because I love doing this with every fiber of my being. I plan on updating the game with new enemies, cards, locations, and more at least every 2 to 3 weeks from here on out, for as long as I can.

I hope you enjoy the game as much as I do!

Cheers, Reapers!

PATCH NOTES COMPARED TO THE PREVIOUS PLAYTEST

  • Procedurally generated maps every time you play! Gone is the static map that thousands of players have played over and over. Now every map is seeded to create far more complex scenarios!

  • New main objective! Not only are you trying to reach Grim’s quota, but now you must find 1 of 4 portals throughout the map to successfully win your run!

  • New Location Cards!

  • New enemies with unique Specials!

  • New Battle Cards and Husky Cards!

  • New Soulwords/Modifiers for your battle cards!

  • More enemy and card-placement balancing per location!

  • New system that scales enemy health the farther you trek from the 0,0 Graveyard!

  • Tutorials have been updated to properly instruct new players on how to play!

  • New accessibility settings, such as Disable Shake Text and Pause Tutorials, in case you do not like that kind of thing!

  • Even more art has been repainted and is now on theme with Grimslair. I still missed about 100 other assets from the previous art patch.

  • Finally fixed bugs that have plagued the game for over a year, like Search cards sometimes not stopping their shake effect due to UI getting in the way, or Vendors not popping up in the right places or at the right times.

  • Every single system, both front-end and back-end, has been overhauled to be as robust and efficient as possible!

  • Vendor shops are now more balanced than in the previous version.

  • Fixed a bug where the player would activate Night Mode at the same time as an enemy, causing a soft lock.

  • Fixed a bug where holding Shift on a stack of cards would soft lock the game.

  • Fixed a bug where Time Warp (Reverse) would not work the first time, but now it works every time.

  • Fixed a bug where cards would not visibly spawn from enemies, but would still eventually make it into your hand.

  • Fixed a bug where you would get an extra Soul card after battle. Sorry... had to.

  • Fixed a bug where the map would not properly showcase tiles accurately.

  • There were also many other bugs that I never noticed that have now been fixed as well.

Anyways, thank you again to all the playtesters for helping make the game better and better each time, and for all your hard work! I appreciate you all!

Oh, and if you were a playtester and want your name, or Steam name, in the credits, please let me know and I would be glad to add you to the

Source

Steam News / 7 March 2026

Open original post

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