- Added new -Necromancer only- bonus map: The Cemetery.
- (Bug Fix) Minions are not attacking enemies in range if following the Grim Lord.
- Improved sprite Y-Sorting.
- Added new achievement.
- Added new map: The Cave.
- Added new game mode: Rush (available in the new map).
- General improvements.
- Three new achievements.
- Added new music for the winter map.
- Added new music for the winter siege boss.
- Fixed a problem with the packaging of the Mac build.
- Added V-Sync toggle to the settings screen.
- Fixed "Cornelius Cousin" achievement not unlocking in some cases.
- Improved sound mix.
- Added total souls reaped to the "Reaping Report."
- Gluttony fork animation was causing game freezing after closing the card upgrade screen.
This is a minor bug fix release:
- Farm stopped spawning after some time on the farmland map.
- Minor rendering performance optimizations.
- Removed the 60 FPS cap.
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:
- Added support for Steam offline mode.
- Added limiter filter to SFX channel to limit max volume.
- Added tooltips to icons in stats panels (mouse hover only. Gamepad support will come in later updates).
- Made enemy spawn after beating Cornelius Jr. to resume only after the player has left the boss area.
- Fixed House of Cards achievement not unlocking.
- Added manual statistics scroll in end raid screen.
New features:
- Added raid stats in the pause menu.
- Added detailed raid stats in the end raid menu.
- Made the Grim Lord's view range to match the screen area (It was smaller, causing minions to not see enemies in the corners of the screen).
- Small general performance improvements.
- New minion card: Monster Party.
- New Generic card: Lucky Paw.
- Reworked some cards pricing.
- Added 11 new Achievements.
- Reworked 5 old Achievements.
- Added 3 new Tech-tree upgrades.
- Refundability of a single tech-tree upgrade.
- Winter stage's hardcore mode.
- Fixed minor issues.
- Improved rendering performances.
- Decreased input lag.
- Reworked Banshee's Sabbath upgrade card and subdivided it into levels.
- Level 3 of Workers Right card upgrade now doubles minions' attack speed.
- Added Demon Party card to increase minion cap for the Demon Mage.
- Patched Necromancy PhD card requirements.
- Fixed minor GUI issues
- General game balancing.
- Portal towers do not absorb the Grim Lord damage anymore.
- Removed relation between portal towers' lifetime and Grim Lord distance.
- Added damage reduction rate to Grim Lords.
- New tech tree entry affecting the Grim Lords damage reduction property.
- Changed cards marketplace UI to show the "SOLD" text over a bought card instead of flipping it.
- Added "Press [bound key] to spawn portal" UI hint (visible only when no portal tower is spawned).
- Added a small circular loader above to show the portal towers' activation time.
- Changed Engineering 101 card parameters.
- The banshee towers can knockback the enemies
- The banshee towers can freeze enemies for 0.5s
Come and see me trying to beat the demo starting from scratch. Again.
Last time the defenders and the final boss were able to mercilessly kill me again and again, preventing me from succeeding in the challenge. My second lord, the necromancer, was beaten up to a pulp. So I was forced to close the stream because I was out of time, but I planned my revenge. Never give up, never give in! And now, in this new LIVE stream, I'm confident that Cornelius Jr. will fall! Support my battle, watch this streaming and send me evil vibes!
Come and see me trying to beat the demo starting from scratch.
I'll beat up all the defenders while destroying their cities. I will be unwavering until I defeat the boss and his puny humans. The second Grim Lord, AKA the Necromancer, will be the one to bully them until the end. No cheats, no help, no stop.
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.
Changelog 0.5.1a
- resolved the "boss-fight crash" issue.
- improved key-mapping.
- increased performances.
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
Change Log 0.5.0a
- Added input rebinding to the settings screen.
- Minor optimizations and fixes.
Dear followers, players and wishlisters, all hail the Grim Lords! The Grim Horde will be unleashed just after the Steam Next Fest.
Early Access on the 21st of June.
The principle is as simple as it is effective: play the demo, wishlist the game if you want to support us, and -at the launch- buy the early access version if you feel like playing a more complete and complex experience. Nothing more, nothing less. Thanks to our amazing community we are confident that the new experience will be improved overall.
Join the Horde, and embrace the Grim.
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
- Added Boss Fight. Say hello to Cornelius Jr.!
- Removed destroy target system.
- Destroyed buildings can reveal a soul well that, if reached, allows the player to buy upgrades.
- Added compass system to point to important targets (e.g. wells, boss).
- General game balancing.
- General improvements to UI.
- Zoomed out the game view to show more of the player's surroundings.
- The demo now has a proper end.
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!
Grim Horde
Red Koi Box
Red Koi Box
Jun 2022
Indie Casual RPG Singleplayer EA
Game News Posts 18
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(64 reviews)
https://store.steampowered.com/app/1962560 
[80.44 M]
Gather your minions and conquer the lands!
Grim Horde is a fast arcade game with rogue-lite elements, where you lead your armies through the lands of the mortals, raze villages and claim souls.Die and rise again from your ashes and learn new summoning spells.
Summon your Minions
Summon your army of minions through the “portal towers”. Many different servants and creatures can be conjured at your disposal. Assemble the strongest army compositions and show the villagers no mercy!Raze and Destroy
Raze Villages and Conquer the world through the power of your ever-growing army, leaving a trail of destruction beneath!Collects Their Souls
Reap the souls of mortals to increase your might and use them to power up your armies and your skills.Rise again and get stronger
After you die, choose what to upgrade and find the gameplay style that suits your hunger for power!- OS: Debian 8 / Steam OS / Ubuntu 18
- Processor: intel core i3 and higher. amd ryzen 3 and higherMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 4000 and higher. ATI Radeon HD-Series 4650 and higher. Nvidia GeForce 2xx-Series and up
- Storage: 100 MB available space
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