





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
This is a minor bug fix release:
Update 0.1.15EA of Grim Horde adds a new Grim Lord: Gluttony!
The first of the Seven Sins!
The Grim Lord is unlocked by recovering the Necronomicon after beating the boss battle on the winter map. If the Necronomicon achievement is unlocked the game will automatically unlock Gluttony.
This update also includes the following bug fixes:
New features:
Finally, after many days of testing and working closely with our fantastic community, we found and eradicated the "boss-fight crash" issue. Some users who previously couldn't terminate the raid can now play a complete run. Also, the key-binding features have better compatibility with the Numpad. With the Block num activated or not, you can use it in your configuration.
This update could be considered a minor for many, but not for us! Finally, you can change the control settings and play smoothly with just one hand. It's a game-changer for usability and accessibility! steamthumbsup steamthumbsup Thumbs up! steamthumbsup steamthumbsup
Dear followers, players and wishlisters, all hail the Grim Lords! The Grim Horde will be unleashed just after the Steam Next Fest.
As usual, we wish to share the thought process we adopted while developing.
From the first alpha of the game, upgrading your Grim Lord was a big part of the experience. For those not familiar with the game, in Grim Horde, you need to fight your way through enemies, and eventually, a Dark Wishing Well appears, giving you access to an upgrade panel.
We now changed the Upgrade Panel to reflect a deck builder setup. We also changed the Lucky Roll to an actual Re-Draw.
We hope you will find this better fitting and appreciate the stylish card backs!
Design-wise, we chose to change the presentation of an existing system. However, we dont want just to make things look prettier! The new-look allows us to communicate some exciting mechanics and possibilities of the upgrade system to our players. You may already have spotted the Necromancy PhD upgrade, which increases the Zombie attacks while sacrificing the attack power of other units. Expect more of these deeper strategies in the future.
This design change goes hand in hand with our commitment to give more control over the minion hordes and the towers, as many of you asked while keeping the primary summoning game loop intact.
We would like to know your opinion about this! Do you like the Deck system? Which kind of unique cards would you like to see in the future?
Join our Discord to share your feedback with us.
As always, thank you for your attention and support. Please look forward to Grim Hordes future updates!
Change Log 0.4.99a
New UI style.
The upgrade system now uses a deck-building mechanic (check Below!).
Minions now are more prone to respect their AI combat priorities.
Changed minions and defenders' colors.
General game balancing.
Increased game speed by 20%.
We hope that youre going to enjoy our new Grim Horde update!
Hello! First of all, thank you for supporting Grim Horde and our team. Today, we would like to introduce our new feature: the boss fight. In the game's current state, your journey as a Grim Lord continues endlessly, fighting more dangerous foes until your Grim Lord's eventual demise. In the next version of the game, you will face an even more significant threat at the end of the first level: the evil Cornelius Jr.! A new challenge We're glad to share our design and development process with you when creating a boss fight. First and foremost, a boss must be the sum of all fears of a player! Grim Horde boss fights' role is to retain and take to an extreme all of the skills that the player has learned during the previous gameplay leading to the showdown. Our design's concern is to upping the ante and raising the stakes while keeping the game's scope intact and, most importantly, not overwhelm the player with too much new information. Until now, our updates are all about giving you a new perspective and understanding of our core loop and foreshadowing the potentiality of the game's formula. So, ideally, after playing our first level you should reach the boss fight with all the tools in your hands to defeat such a threat. And if that is not the case, why not join our Discord server to discuss the matter with the developers inside our Grimlord's Council? Iterating on the formula We received much feedback on the role of the towers, and, while hopefully not spoiling too much, we think this new boss fight will give a new meaning to the ability to spawn your towers. Hopefully, the purpose of the buildings will soon be more evident in the regular gameplay and following levels. Meanwhile, we're enhancing the game's balance to emphasize the strategy choices at the core of the upgrade system. We mean to allow the player to make meaningful choices before reaching the boss fight. We're striving to achieve a sweet spot where the player is constantly on edge, looking for a new challenge while adding some degree of openness in the way the player is fighting. Programming-wise, we can't stress enough the flexibility of Godot as a game engine. Godot allowed us to use the building blocks of the existing gameplay and create this new challenge! Last but not least, we're disseminating here and there some hints about the game lore. Expect new information about this aspect of the game. Meanwhile, we hope you're having fun and always wish to listen to your precious feedback and suggestions. Change Log 0.4.0a
After a few months of hard work, and thanks to our community that gave us precious feedback, we finally achieved another goal: releasing an alpha demo here on steam! We are eager to know your first impressions and we hope that our game, although still in the alpha stage, will be a lot of fun for all of you! Wishlist now, playthrough, and remember to let us know your opinion about Grim Horde!
[ 5970 ]
[ 1964 ]
[ 1814 ]