Granvir is an action roguelite featuring mech building. Players battle through a route of their choice reaching extraction and completing side objectives at the cost of valuable resources. Between battles, players can swap out parts for upgrades found on the battlefield and manage their campaign by taking on loans to afford ammunition, aiding the locals for support in battle and more.



Complete any campaign in single-player or multiplayer co-op with up to 10 Granvir pilots at a time. Share parts and resources utilizing the squad depot in rest areas as you plan your next moves.

This week\'s update focuses on fixes but also introduces a handful of new combination weapons to tier 4. The new weapons combine harpoon and grappling cannons with low accuracy cannons.
A number of changes and improvements have also been made to control groups. Many control groups now have more specific names and weapons like the new combination weapons will have extra text to describe which weapon the group controls.
Changes to automatic binding will now more commonly avoid overlaps even when your previous assignment to that category of control group would conflict. The new system favors assigning each weapon to its own control group over combining weapons into one control group so you may need to rebind more frequently if you tended to put your left and right weapon into the same group.
2.13.0
Major Features
Added the MN04 Trawler, a harpoon cannon with a built in rifle.
[/*]Added the MN03 Pathfinder, a grappling pistol with a built in sub machine gun.
[/*]Added a T4 Skewer variant, a side mounted cannon with a harpoon and ammo efficient auxiliary cannon.
[/*]Added a T4 Sabertooth variant, a rifle with a chainsaw bayonet.
[/*]
Minor Features
Updated the control group names of some attacks to be more specific.
[/*]Added an extra qualifier to control group names for combination weapons with multiple of the same attack.
[/*]User control group binding preference will no longer allow control group overlap if sharing conditions are not met. This primarily effects handheld weapons and should make key sharing much less likely when holding two handheld weapons.
[/*]Improved the clarity of the Millennium Horizon finale objectives.
[list]All objectives are now marked as primary.
[/*]An objective for reaching extracting has been added after the facility is destroyed.
[/*]The package pickup compass marker will only be visible while the package is on the ground.
[/*]Reworded \"Survive the Detonation\" to \"Escape the Detonation\".
[/*]Added a growing indicator to highlight the edge of the blast radius.
[/*]
Balance
Increased the damage of HP01 and HP02 Skewer by 50%.
[/*]Increase the damage of the HC04 Sabertooth chainsaw bayonet by 50%.
[/*]
Fixes
Fixed being able to escape the map through the glacier start area.
[/*]Fixed being able to escape the map through the train tracks going off the edge.
[/*]Fixed being able to fire the PG01 Xax while holding small weapons.
[/*]Fixed armature control groups never using attack specific control group names.
[/*]Fixed d-pad up never being used when automatically choosing a control for a group on controller.
[/*]Fixed the mercenary starting with a T3 gyroscopic stabilizer instead of a t1 in Millennium Front.
[/*]Fixed certain weapons saving as a lower tier variant when added as a carry over part option.
[/*]Fixed the water in certain lakes appearing in the wrong location.
[/*]Fixed losing your selection after reentering the mech builder after having opening its controls menu in the previous use when using a controller.
[/*]
2.12.2
Fixes
Fixed custom difficulty settings not transferring to the next campaign in Next Campaign+.
[/*]Fixed a certain rock formation in the boneyard lacking a hitbox.
[/*]
A full complement of new tank tracks and variants are available this update rounding out the measly single selection. The new tracks span across all tiers and feature a module slot on all variants so you can easily install a barrier. Variants of the new tracks include a large amount of cargo space, broadside auto cannons and a rear mounted rocket booster.
A large number of fixes and improvements for controller are also included in this update. As with any controller interface overhaul, it is possible that the active selection can be lost due to an oversight in the new controls. If you manage to lose your active selection and have to revert to mouse and keyboard, please let me know here or on the Steam forums so I can fix the related menu.
2.12.0
Major Features
Added 9 new tracks and variants to all tiers. The new tracks are unlocked by completing the Zero Front campaign on any difficulty.
[/*]Added the DB02 Breacher, a tier 2 one-handed small magazine shotgun.
[/*]Added the PZ01 and PZ02 Daneweller torsos, a tier 2 and tier 3 torso that lack side ports but feature a powerful cannon and two special module ports.
[/*]Added sorting to the part enhancer so installed parts are listed first.
[/*]
Minor Features
Projectile impact audio will play faintly at all ranges if the player is the one who fired the projectile.
[/*]Added pitch variation with speed to track driving audio.
[/*]Added driving audio to wheeled and tracked legs.
[/*]Added ammo type as a part stat and removed it from part descriptions.
[/*]Overhauled the mech builder controls on controller. More functions are available using direct button presses and the active selection is relocated significantly less.
[/*]Improved region selection on the region map when using a controller.
[/*]Reenabled friendly fire on flamethrower weapons and entirely disabled their ability to damage their firer independent of friendly fire difficulty settings.
[/*]
Fixes
Fixed issues caused by extracting from a mission while firing a laser weapon.
[/*]Fixed certain communicator conversations appearing multiple times in Millennium Front.
[/*]Fixed the start area of some Snow Forest maps allowing movement too far backwards.
[/*]Fixed items in shop menus not properly reframing in the scroll view after a purchase when using a controller.
[/*]Fixed not being able to buy the last item in a shop on controller after the second to last item is purchased in the same viewing.
[/*]Fixed the active selection disappearing when exiting the testing grounds on controller.
[/*]Fixed the vital bar background color not matching other HP bar elements.
[/*]Fixed the active selection being hidden after unpacking a crate using a controller.
[/*]Fixed tutorial steps getting skipped when using a controller.
[/*]
2.11.3
Features
Added a compass for tracking distant objectives and points of interest to replace the in-world markers.
[/*]Added starting location variation to the first map in Millennium Front.
[/*]Added a map variant of each liberate mission in Millennium Front.
[/*]Added a map variant of the coastal battery, trainyard and satellite dish array in Millennium Front.
[/*]Added an additional boneyard map to Millennium Front.
[/*]Items can now be added to the squad depot when it is locked due to another player using it using drag and drop. If the item cannot be added due to a change in inventory state during network communication, it will return to your depot.
[/*]Items can now be removed from the squad depot when it is locked due to another player using it using item context buttons.
[/*]
Fixes
Fixed shop tabs resetting after a purchase in a shop.
[/*]Fixed ground attack indicators showing as blue unless the setting is changed manually.
[/*]Fixed hover jets not properly activating for non-host players on Granvirs they do not have authority over.
[/*]Fixed destroyed enemies activating their barriers.
[/*]Fixed some Bodai variants missing their name suffix.
[/*]Fixed walking over some ground pipes in Millennium Front being awkward.
[/*]Fixed chainblade attacks not bouncing when excessive heat has been applied.
[/*]Fixed the chain spear not applying heat when its chainblade attacks hit.
[/*]Fixed being able to modify the squad inventory while not owning it on controller causing desync issues.
[/*]
A wave of new maps featuring lakes and rivers has been implemented across the Millennium Horizon and Zero Front campaigns. The waters of rivers and lakes will raise during storms and impede movement and boost cooling when entered.
Some small quality of life features have also been added. The color of enemy attack indicators can now be customized to improve visibility according to your preferences. On the gameplay front, weapons that can be held in one or two hands will remember their last grip type so they can more easily be two-handed while swapping weapons with holsters.
2.11.0
Major Features
Added new forest and farmlands maps to Millennium Horizon and Zero Front featuring rivers and lakes that raise during storms.
[/*]Added rivers to all canyons maps in C2.
[/*]
Minor Features
Added a setting for adjusting the color of enemy attack indicators to white, blue, yellow or purple.
[/*]Weapons that can be wielded in one or two hands will remember their previous grip when equipped through the inventory or a holster.
[/*]
Fixes
Fixed swapping between certain weapons breaking the animations of the newly equipped weapons.
[/*]
Hey all,
Just a little announcement that Granvir is 20% off until January 5th for the Steam Winter Sale! Pick up the game for yourself or a bunch of friends (up to 10) to spread the multiplayer mech co-op goodness to ring in the holidays! Stay tuned as we have more updates in the pipeline!
Until Next Time!
Next Campaign+ is now available, allowing you to continue any completed campaign into the New Campaign+ version of the next campaign. Your Granvir and escalation level will carry over into the next campaign for all pilots in your squad. When completing the final campaign, Millennium Front, you can return to Zero Front to run it all over again.
2.10.0
Major Features
Added Next Campaign+. Next Campaign+ begins the next campaign carrying over your Granvir and threat level. The new campaign level will not increase after the next campaign option is selected for the first time.
[/*]
Minor Features
Added a new custom difficulty setting to adjust the limit of the escalation based scaling of enemy strength. Escalation based scaling can be increased by up to 50% or completely removed.
[/*]Reduced the escalation based scaling limit from 4 levels to 3 levels on normal difficulty.
[/*]The part enhancer now shows the numerical value of the enhancement to be applied.
[/*]Added a return to main menu button to the end campaign screen.
[/*]Renamed the Abandon Campaign button to Suspend Campaign.
[/*]Removed friendly fire and self-damage from flame throwers to prevent some awkward self kills.
[/*]
Fixes
Fixed supporting inventory slots being selectable on controller.
[/*]Fixed multiplayer desync that could occur when damage is taken after winning a campaign.
[/*]
Hey all,
Just a little announcement that Granvir is 20% off until December 15th for the Four Is A Party Sale hosted by Daedalic Entertainment! \n\nPick up the game four yourself or a bunch of friends (up to 10) to spread the multiplayer mech co-op goodness!\n\nYou can check out all the other awesome games on sale here .
Until Next Time!
2.9.1
Features
Replaced the controller mini-menu with a new radial quick-menu. The radial menu is now opened with the key that previously opened the inventory and the inventory can now only be accessed through the quick-menu. The old mini-menu key has been added as a new control group for controllers. The game is paused in the quick-menu in singleplayer.
[/*]Added the quick binding button to the controls interface on controller.
[/*]Reworked the sniper firing indicator to show in front and behind the target for more clarity.
[/*]
Fixes
Fixed the GL02 and GL03 Oracle having the wrong designations.
[/*]Fixed the MN Fisherman rifles receiving high firerate enhancements which have no effect instead of fast reload enhancements.
[/*]Fixed sniper indicators appearing at the wrong height.
[/*]Fixed the sniper indicator not being fully visible when the sniper is concealed in fog of war.
[/*]Fixed the d-pad not working for UI navigation on the Steam Deck.
[/*]
A new enemy Granvir archetype arrives this update. Sniper Granvirs now prowl in the edge of your visibility using new weapons and shoulder modules that extend their visibility beyond your own. The snipers will open fire from a drastically greater distance than other enemies firing at a much slower pace and showing their targeting indicator on your Granvir instead of their weapon.
All shops can now be access simultaneously by all players in a multiplayer game. This feature is the result of many small under-the-hood changes to how shops work over time. As with any big changes to how a core multiplayer feature works, be on the look out for desync. Fixing desync is always my highest priority and sharing any log files from sessions where it occurs can help me track it down.
Aside from the new sniper weapons and components, reactors can now receive enhancements when found in shops and mission loot. Reactor enhancements have a single tier and only appear with one enhancement. These enhancements provide small stat boosts including a 10% barrier heat cost reduction, a 10% dash heat cost reduction, a 20% melee damage boost, a 20% reload speed boost and a 10% top speed boost. Hopefully these enhancements can turn the typical dead loot of a same-tier reactor into something valuable when you find an enhancement that aligns with your build.
2.9.0
Major Features
Added enemy Granvirs with long range weapons that will fire from an extreme range. The firing indicator will appear on your Granvir instead of on their weapon.
[/*]All shops can now be accessed by multiple players at the same time instead of having to wait until the current shopper is finished.
[/*]
Minor Features
Added reactor enhancements. Reactor enhancements have a single tier and each reactor can only have one.
[/*]Increased the range of most projectiles from 100 units to 200 units. Normal visibility range is roughly 100 units.
[/*]Added a T2, T3 and T4 variant of the TC01 Scout. Higher tier variants boost visibility range.
[/*]Added a the GL Oracle series to all tiers, a shoulder module that extends visibility range with a small cooling cost.
[/*]
Balance
Decreased the accuracy of pistols from 2 unit spread at 50 units to 3 unit spread at 50 units to set them behind the standard 2/50 spread of rifles.
[/*]Decreased the magnitude of the reload speed enhancement from a 20/50/100% increase to a 15/30/50% increase.
[/*]
Fixes
Reduced the screen shake on the TB02G armature cannon.
[/*]Fixed the running animation of the BB02 Welter legs stuttering at high speeds.
[/*]Fixed the crosshair appearing in overhead view after opening the inventory.
[/*]Fixed the DB04 Sanctuary barrier module not appearing in loot lists.
[/*]Fixed the BB04 Bubble barrier module being named BB03 Bubble.
[/*]
Shield generators receive a major rework this update, overhauling them into a full defensive option now called barriers. Barriers block damage like before but can now be sustained for longer periods of time while building heat. Their cooldown has also been massively reduced to make them a reliable part of your builds.
Barriers should be capable of supplanting your dash as your main defensive tool at the cost of a module slot. While barriers are now as powerful as mobility, they have their own set of weakness that will shift your target priority. Melee attacks can be deflected but a single hit will put the shield on a longer than normal cooldown. Enemies utilizing sustained fire will also demand longer shield activation, incurring greater heat build up than a single dash would.
Remember that barriers are unlocked and added to the loot pool by completing Millennium Horizon (Campaign 2). If you decide to give them a try, let me know how they feel. Ideally, they are just as capable as a mobile set of legs while being a easier to use.
Additionally, a number of new difficulty settings have been added. Now that every existing function of difficulty can be controlled, settings that affect the game as a whole are the focus. The new Loss Effect setting allows you to replace permadeath with a reload from the start of the last rest. Ammo Usage allows you to crank down the resources management aspects of the game and reduce or completely eliminate the need for ammo in your campaign.
2.8.0
Major Features
Reworked the shield generators and renamed them to barriers. Barriers now have a far shorter cooldown and apply heat while active. Barriers are active for a longer period of time and holding the control group can keep them active longer.
[/*]Added a new difficulty setting, Loss Effect. This setting allows you to choose if losing the campaign allows loading from the last save or if the campaign must be restarted.
[/*]Added a new difficulty setting, Ammo Usage. This setting allows you to increase or decrease the amount of ammunition used by firing weapons. At 0%, ammo is never expended and not required to fire.
[/*]Added a new difficulty setting under Friendly Fire. Friendly fire can now be enabled for all attacks instead of just AoEs.
[/*]Added a target dummy to all rest areas that can take unlimited damage and be locked on to.
[/*]
Minor Features
Added a tier 1 and tier 4 BB Bubble barrier.
[/*]Added a new barrier variant to all tiers. The BH Halo series barriers lack top coverage but can remain active for a longer period of time.
[/*]Added a new tier 4 barrier variant, the DB04 Sanctuary. The DB04 Sanctuary barrier has a longer cooldown and higher heat cost but projects a massive barrier than can protect multiple Granvir.
[/*]Added a tier 1 barrier to the starting parts for all pilots in Millennium Front (Campaign 3) if Millennium Horizon is complete.
[/*]Improved barrier visuals.
[/*]Added a flaring effect when barriers take damage.
[/*]Added sound effects for barrier a
[/*]Added a pitch changing sound effect to barriers that indicates how much longer the barrier can be active.
[/*]Added an indicator in the inventory that a hand is supporting another weapon.
[/*]Added a loot tier to the listed loot level when inspecting a region.
[/*]Added a crosshair notification when toggling auto-targeting weapons on and off.
[/*]The height of a Granvir\'s hitbox now varies based on the legs and torso used. Granvirs with long upright legs have gotten taller and Granvirs with short quadruped legs or tracks have gotten shorter.
[/*]Added a module ports stat to torsos.
[/*]
Balance
Added a small cooling rate bonus to some of the less mobile leg options and the tracks.
[/*]
Fixes
Fixed being able to apply part enhancements to parts that already have a higher tier enhancement in the same category.
[/*]Fixed being able to reduce a part\'s mass below zero with lightweight modifications. Lightweight modifications that would reduce a part\'s mass below zero can no longer be applied.
[/*]Fixed projectiles fired by a remote user\'s handheld weapons and armatures visually phasing through targets if the projectile hit a target very shortly after being fired.
[/*]Fixed being unable to reload weapons in testing grounds without loaded ammo.
[/*]Fixed the final boss reinforcement phase appearing on Hard instead of Extreme in Millennium Horizon (Campaign 2).
[/*]Fixed hull and armor not recalculating when modifying a damaged part.
[/*]Fixed the BD02b Angel Torsos having no special module port.
[/*]
Hey everyone,
We hope you\'re enjoying all of the updates we\'ve been making to the game and we have tons more on the way. We just wanted to take a moment to ask if you\'d please nominate Granvir for the Better With Friends Award in the Steam Awards. Voting will continue until December 1st so be sure to cast your vote before then!
Thanks again and have a great day!
2.7.2
Features
Grapples can now be cancelled by reactivating the firing control group once it is attached.
[/*]Added an ace response level difficulty setting to Millennium Horizon.
[/*]
Fixes
Fixed paint schemes not being synced when joining a multiplayer game.
[/*]Fixed aces in Millennium Horizon appearing at an unreachable response level.
[/*]
Custom difficulty arrives in this week\'s Granvir update! All gameplay settings tied to difficulty can now be adjusted from the new Custom difficulty level. Existing settings such as depots containing ammo, have also received new options to include larger ammunition stacks. A handful of new settings have also been added including toggleable shop access cost, Granvir modification cost and extra supply pod drops.
Custom difficulty presets for each existing difficulty can be utilized to provide a baseline to make adjustments from. Keep in mind a custom difficulty mirroring the effects of the same regular difficulty will not unlock difficulty based achievements but all other progress such as discovered parts and campaign completion will be recorded normally.
Let me know what custom difficulty settings you\'ll be using the most and what new settings you would like to see. Now that all existing difficulty features are adjustable, new modifiers can be prioritized.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44802204/540f217df1d83d2c1a165f72e7291df7011e452f.png\"][/img]
2.7.0
Custom Difficulty Settings
Escalation over Time
[/*]Escalation per Mission
[/*]Base Threat Level
[/*]Threat Level Scaling
[/*]Hours per Rest
[/*]Shop Access Time
[/*]Starting Credits
[/*]Bounty Multiplier
[/*]Repair Cost
[/*]Project Cost
[/*]Enemy Strength
[/*]Boss Strength
[/*]Enemy Targeting Time
[/*]Cargo Size
[/*]Carry Over Part Count
[/*]Loss Condition
[/*]Fall Damage
[/*]Rally Manpower Multiplier
[/*]Friendly Fire
[/*]Enemy Squadron Count
[/*]Depot Ammunition Amount
[/*]
Fixes
Fixed grapples continuing to pull if the attached part is destroyed while grappling.
[/*]
2.6.2
Features
Weapons will be automatically loaded when entering the testing grounds.
[/*]Faction support at the start of rounds will now provide different choices for each player in a multiplayer game when those choices are random.
[/*]Sprinting toggle controls are now forced off when stationary.
[/*]Reduced memory usage on missions and in certain rest areas. Maps with many trees and street lamps benefit the most with up to a 1GB reduction in memory usage.
[/*]
Balance
Increase the ammo efficiency of the LS01 Minuteman to match other two-handed weapons.
[/*]
Fixes
Fixed completing the Satellite Dish Array mission in Millennium Front sometimes revealing different tiles for each player.
[/*]Fixed the LS01 Minuteman fully recharging when holstered.
[/*]Fixed the TK/TG01 Tractor not cancelling its turbo when stationary.
[/*]
This week\'s update directly tackles the roadmap item More Enemies. Millennium Company Granvirs can now be spotted utilizing hover jets. These new enemies will pop up into the air to gain a vantage point if their line of sight is obstructed. Three new enemy Granvir variants have been added across all escalation levels.
Hover jet torsos have also been minorly reworked to make them a little more useable. All hover jet torsos will lose altitude much more slowly and their control groups can be set to toggle mode so you don\'t have to hold down the button. A slew of new hover jet equipped torso variants have also been added to celebrate their new found functionality.
2.6.0
Features
Added the ability make any control group a toggle in the rebind menu.
[/*]Added enemy Granvirs that utilize hover jets.
[/*]Reworked hover jet torsos to be more capable of maintaining height in the air.
[/*]Falling to your death now deals 400 damage on Normal difficulty, 1000 damage on Hard difficulty and resets your position to a previous safe point. Damage dealt through falling will not bypass hull until it is completely exhausted.
[/*]Added the LS01 Minuteman, a tier 4 long range beam rifle with an extremely slow recharge time and laser bayonet.
[/*]Sprinting will no longer build heat while not attempting to move.
[/*]Added TS/TB01b Grenheiser variants with back ports.
[/*]Added TS/BD01b Angel variants with back ports.
[/*]Added a TS/QD01 Quadro variant with hover jets.
[/*]Added a TS/QD02 Quadro variant with hover jets.
[/*]Added a TS/TB02gss Grenweller variant with hover jets.
[/*]Added a TS/TB02p Grenweller variant with hover jets.
[/*]
Balance
Moved the TS/TB01b Grenheiser to tier 1 from tier 2 and adjusted its loot level and durability stats to match.
[/*]Moved the TS/BD2b Angel to tier 2 from tier 3 and adjusted its loot level and durability stats to match.
[/*]Reduced the damage of the MG01 Magbeam to balance it around utilizing its active cooling.
[/*]Multiple jumps no longer stack. Only the strongest jump will be applied.
[/*]Reduced the heat cost over time of the TS/BD2b Angel hover jets by 20%.
[/*]Reduced the heat cost over time of the TS/FL01 Phoenix hover jets by 30%.
[/*]Reduced the launch heat cost of the TS/FL01 Phoenix hover jets by 20%.
[/*]Added an additional module port to the TS/WV02 and TS/WV03 Shriek.
[/*]
Fixes
Fixed spamming the inventory open button in multiplayer opening the inventory again if it is quickly closed.
[/*]Fixed the squadron reveal message sometimes appearing at the start of the Campaign 3 final boss.
[/*]
This week\'s update focuses on improvements to the painting system. On the usability front, selected paint slots will now highlight all regions assigned to that slot. On the functionality side, up to 10 paint schemes can be saved.
A batch of T1 two handed weapons have also been added to further round out T1 part options. An accurate rifle, double barrel shotgun and harpoon cannon are now available in the loot pool and as starting options for certain classes.
2.5.0
Features
Added 10 paint palette save slots.
[/*]Selecting a paint region will highlight all parts of your Granvir assigned to that region.
[/*]Added the DB01 Breacher, a tier 1 two-handed shotgun with a 2 shot magazine.
[/*]Added the LC01 Scout, a tier 1 two-handed rifle with slower firerate but higher accuracy.
[/*]Added the MN Fisherman series, a tier 1, 2 and 3 two-handed harpoon rifle. Hitting terrain will pull the user to the target point.
[/*]
Balance
Improved flamethrower\'s ability to hit small targets.
[/*]Double the range of the GD02f Grellen flamethrower.
[/*]
Fixes
Fixed the MP/SPD02 Strider missing crush zones on its feet.
[/*]Fixed not being able to select the save and load buttons in the painter when using a controller.
[/*]
2.4.2
Features
The game now pauses while looting an inventory in singleplayer.
[/*]
Balance
Reduced the strength of level 2 and 3 ammo efficiency enhancement from 25% and 50% to 20% and 30%.
[/*]Reduced the strength of ammo inefficiency enhancement from 50% to 20%.
[/*]
Fixes
Removed more unobtainable items from the part codex.
[/*]Fixed multiplayer desync caused by receiving the CF01 and CF02 Greatswords as certain rewards.
[/*]Fixed the CF01 and CF02 Greatswords missing when loading saves.
[/*]Fixed being able to apply ammo efficiency to certain weapons with no ammo cost.
[/*]Fixed current hull and armor not increasing when applying reinforced hull and heavy armor enhancements until the parts are added and removed.
[/*]
A nice chunk of QoL arrives this update with per campaign saves and a part codex. Now instead of continuing campaigns from the main menu, specific campaigns can be resumed from campaign select. One save per campaign will be maintained with singleplayer and multiplayer having their own set. Saves from before this update will automatically migrate into this new format. Multiplayer saves now require the related campaign to be selected to continue.
The part codex has also been added to the main menu and escape menu. The part codex allows you to view the description and stats of all parts you have found and track exact how many you have yet to find. Entrees in the part codex are updated when the item enters either your Granvir\'s inventory or your depot. Part picked up before this update should automatically register in the part codex.
2.4.0
Features
Reworked saves to be per-campaign. The most recent save can be continued from the main menu. Multiplayer saves now require the relevant campaign to be selected to continue.
[/*]Added a part codex for tracking what parts have been found. Parts are added to the codex when they enter your Granvir\'s inventory or the depot.
[/*]Added new projects to Millennium Front that unlock and improve the part enhancer where you can apply enhancements to your parts.
[/*]Added a part enhancer to all regions in Millennium Horizon that can apply level 1 enhancements. The engineer can apply the upgrades at half cost.
[/*]Added the SR01 Barrage, a tier 1 back mounted rocket cannon and increased higher tier variant designations.
[/*]Added the LG Steward series of ammo efficient back mounted cannons that utilize light ballistic ammunition to tiers 1, 2, 3 and 4.
[/*]Renamed the Millennium Horizon Part Enhancer to the Expert Part Enhancer.
[/*]
Balance
Further reduced enemy tracking speed during melee attacks to make narrow attacks more dodgeable.
[/*]Reduced the escalation over time multiplier on Millennium Front (Campaign 3) Extreme difficulty.
[/*]Increased the damage dealt to enemy Granvir shields by ranged weapons by 50% and melee by 25%.
[/*]
Fixes
Fixed road speed not applying on settlement roads and ground.
[/*]Fixed the snow drifts in the Millennium Front (Campaign 3) boss fight being very bright at night time.
[/*]Fixed loading games on the first round of New Campaign+ using the wrong rest area in Millennium Front (Campaign 3).
[/*]Fixed desync caused by overloading the depot while modifying your Granvir.
[/*]
This hotfix addresses some desync and save loading issues caused by the new parts. Some small tweaks to Millennium Front (Campaign 3) balance have also been made.
Balance
Doubled the credit reward for destroying squadron members.
[/*]Reduced the cost of manufacturing 50% ammunition stacks by 20% and 100% ammunition stacks by 40%.
[/*]Unlocking enhanced Ammunition Manufacturing no longer removes the ability to craft 50% ammunition stacks.
[/*]Reduced the manpower cost of the Scrap shop from 150 manpower to 100.
[/*]Removed the hour cost of modifying supply drop content.
[/*]
Fixes
Fixed desync that could occur if certain new parts were rewarded.
[/*]Fixed rallying tooltips displaying the wrong amount of manpower gained on Normal difficulty.
[/*]
Nine new parts and a few variants arrive this update further rounding out tier 1 options. Two new mobility options are available with the Bodai Roo torso and the Mountaineer pistol. The new torso can perform a rocket boosted leap on a 10 second cooldown and the new pistol fires a grappling projectile to quickly close the gap.
More light ammo weapons have also been added with a T3 version of the T4 BB03 Brawler and T1 and T2 wrist cannons armature. These new integrated weapon parts should help improve the accessibility of hybrid melee builds.
Some adjustments to parrying mechanics have also been made to improve its accessibility and effectiveness in melee. Melee damage during staggers will now reset the duration of the stagger extending it by up to 3 seconds. Enemies will also react to parries with a slight delay, making an early block a little more forgiving.
2.3.0
Features
Added added the BK01 and BK02 Bodai Roo, a T1 and T2 Bodai variant with a jump pack.
[/*]Added the RB01 Derby, a T1 variant of the now renamed RB02 Derby.
[/*]Added the GR01 Mountaineer, a T1 grapple pistol.
[/*]Added the SS01 Sawblade, a T1 chain sword that can be wielded in one or two hands.
[/*]Added the CF01 and CF02 Greatsword, a T1 and T2 two-handed sword where the T1 version can be upgraded into the T2 version.
[/*]Added the BR01 and BR02 Backup, a T1 and T2 armature with a wrist mounted cannon that fires light ammunition.
[/*]Added the CS04 Shreddmore, a T3 two handed chain sword.
[/*]Added the BB02 Brawler, a T3 version of the T4 BB03 Brawler, a durable torso with ventral cannons and the ability to deal damage when colliding with targets.
[/*]Added the HC02 Hailstorm, a T2 version of the tier 1 HC01 Hailstorm, a fast firing pistol.
[/*]Duplicated the Bodai variants across tiers. Only the T2 variants can receive shoulder joints.
[/*]Added upgrade paths for Bodai parts that allow both back modifications and shoulder modifications.
[/*]Melee damage while staggered can now extend a stagger by up to 3 additional seconds with each hit reseting the duration.
[/*]Enemy Granvirs will only perceive and adjust attack patterns to react to a block or parry after it has been active for 0.25 seconds.
[/*]Added damage feedback to the top of the screen. A white flash indicates mostly armor damage. An orange flash indicates mostly hull damage. A red flash indicates vital damage.
[/*]
Balance
Rebalanced leg and torso durability stats across the board. Higher tier parts now offer greater levels of durability and the difference between high durability and low durability parts in the same tier is higher.
[/*]Increased the durability provided by arms that provide durability.
[/*]
2.2.4
Features
Added an item details display that appears when items on the ground can be picked up.
[/*]Picking up and inspecting items now requires more direct facing to prevent the details panel from opening during combat. Slightly increased the interaction range to compensate.
[/*]Added a crosshair popup when an item can\'t be picked up due to insufficient space.
[/*]Added a button to sort the depot inventory.
[/*]Added a % durability remaining bar to shield item panels. This will supersede ammo remaining for weaponized shields.
[/*]Added additional logging and consistency checks to help track down causes of desync.
[/*]Adjusted the HP bar to have slightly more contrast.
[/*]
Fixes
Fixed Black Market sell costs being reduced by the project that reduces purchase costs.
[/*]Fixed the TB03GR Jesten not properly replicating the grappling effect for other players in a multiplayer session.
[/*]Fixed the auto extract and testing grounds exit tooltip showing the wrong keybind on controller.
[/*]Fixed being unable to sell smuggled cargo after loading a save even if it was acquired originally in a different region.
[/*]
2.2.2
Reworked the inventory menus to have more contrast and larger item panels.
[/*]Added an inventory tutorial.
[/*]Replaced the item tier outline with a gradient in the item details panel and quick loot menu.
[/*]Added ammo percentage to the inventory panel of beam weapons.
[/*]Fixed the arrow keys activating controller mode.
[/*]Fixed permanently gaining heat and being pulled in one direction if a grappling arm is lost mid grapple.
[/*]Fixed being able to combine energy cells by dropping one on the other.
[/*]Fixed weapon toggle control groups not displaying the proper part name.
[/*]Fixed being able to auto extract any time during the railway hub mission.
[/*]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44802204/106b4af13bd3114689816539033f89024762bf29.png\"][/img]
Hey pilots,
We're pleased to announce that Granvir: Zero Front is out now! We'll be deactivating the demo and the multiplayer playtest as Zero Front will take the place of both of these.
All progress from Zero Front carries over to the main game and you can even unlock a brand new part to use in Granvir when it launches if you beat the campaign! Be sure to leave a review if you enjoy Zero Front as that helps players find the game!
You can learn all about the new prologue game below.
https://store.steampowered.com/news/app/3668270/view/524216645064853744
https://store.steampowered.com/app/3668270/Granvir_Zero_Front/
Hey everyone, we're happy to announce our new free prologue game Granvir: Zero Front has hit the store. Zero Front is a free game that will feature a brand new mini-campaign with the prelude to the Millennium Horizon campaign in Granvir.
In Zero Front you'll play as the first response of the Resistance to the Millennium Company's invasion of Inheritance. It has all new campaign mechanics exclusive to the prologue even featuring multiplayer co-op.
Features
- Brand new prelude story to Millennium Horizon campaign
- Multiplayer Co-Op
- New campaign mechanics such a persistent depot, no credit economy, and replacement part repair system.
- Smaller campaign with fast pace progression for T1-T3 with select T3/T4 finale items
- Save data carries over to Granvir
- Exclusive unlockable part in Granvir for beating the prologue
Zero Front releases May 12th, wishlist it to be notified of release!
https://store.steampowered.com/app/3668270/Granvir_Zero_Front
A barrage of bug fixes arrive this update targeting game breaking multiplayer bugs. If you've joined the multiplayer playtest and are experiencing issues, joining the Discord for a bug reproduction interrogation and to share your log file is the best way you can help me find a fix. If you just want to focus on the mech-on-mech action, all players restarting their game after a campaign is the best way to ensure stability.

Aside from the bug fixes, a number of changes targeting melee weapons has been done. While these changes likely bring down the overall power level of full-melee builds, the intention of the changes is to create more diversity across the catalog of melee weapons. If any pilots are braving campaign 1 without ranged weaponry, let me know how your attempts go after the changes.
0.14.12
Minor Features
- Added a 0-30% movement slow while attacking to all arms and melee weapons. The largest weapons like Lances and Axes have the greatest slow magnitudes and the lightest weapons like knives and shortswords have the lowest slow magnitudes.
- Added a 50-100 cooling rate reduction to laser bladed melee weapons and increased their damage by 15%.
- Reprioritized weaponized armature melee attack binding to allow the gun to use the left and right mouse buttons first.
- Expanded the mouse sensitivity range.
Bug Fixes
- Fixed carry over parts being wiped when you are destroyed during the final mission but your allies are able to complete it.
- Fixed a broken game state when joining a multiplayer game after losing connection to the host.
- Fixed the carry over part selection menu getting stuck on when losing connection to the host while it is open.
- Fixed the RB02 Frontrunner's rocket boost causing abnormal camera movement.
- Fixed the anti-air squad appearing on the first and final level.
- Fixed chainsword teeth rendering in fog of war.
- Fixed ammo in unequipped weapons being deleted when loading a save.
- Fixed held firearms not causing screen shake when fired.
- Fixed the drill lance drill being visible in fog of war.
- Fixed the payment due indicator showing the wrong amount when failing to make payments.
After two months of grinding away at all the new content and features of campaign 2, enough content (and stability) for a demo update has finally coalesced. The content of this update focuses on adding tier 3 variants of weapon types without one. The Drill Lance, Deadstar, Katana and Shredder all receive shiny upgraded versions.

Alongside these weapons, a new torso-leg pair has been added. This set is considered mostly experimental offering a massive leap in durability over its preceding tier 1 parts without significant scaling of mobility.

0.14.11
Major Features
Added the CM04/p Brightstar, a tier 3 version of the CM03/p Deadstar.Added the CS02 Shredder, a tier 3 version of the CS01 Shredder.
Added the KN04 Brilliant Edge, a tier 3 one or two handed melee weapon.
Added the HL03/D Drill Lance, a tier 3 version of the HL02/D Drill Lance.
Added the GT01 Whirlpool, a tier 3 weaponized armature with a magazineless rotary cannon.
Added the GT01 Tank, an extremely durable tier 2 torso with high mass and reduced turn speed.
Added the GT01 Giga, an extremely durable but slow set of tier 2 legs.
Minor Features
Reworked the spear attack animations to target the crosshair.Removed the low attacks from the spear in favor of the crosshair tracking attacks.
Bug Fixes
Fixed not being able to paint regions on the RH02ss Starling torso.Adjusted the cost of some parts to match their rarity.
Fixed some typos in part names.
Fixed controller navigation issues on the rest menus.
Fixed being unable to change tab menu in the settings with a controller during a campaign.
Fixed a bug where the drill lance would be unable to make attacks.
Fixed the Deadstar not firing its energy wave.
Welcome to another Granvir development update! Today we'll dive into the new features of Campaign 2 coming in Granvir's full release. Campaign 2 aims to approach the macro-game from a new angle by redefining the gameplay that links missions together.
Home Base
At the highest level, one of the largest changes in Campaign 2 is the focus on a home base. After a mission, instead of visiting the local outpost, you will return to your home base and begin staging for the next mission. At the start of a campaign, the home base has few features but can be improved and specialized by spending credits, hours and manpower,
Projects
Projects are a new mechanic that allow you to spend your resources on improving your home base. Familiar features such as the component and weapons vendor can be accessed and improved through this system. Additionally, entirely new outpost functionality such as manufacturing can be unlocked and cultivated. Not all projects will apply to the functionality of your home base, some can enhance your power on missions with Granvir backup or artillery support.
Coastline
Alongside a new campaign will come an entirely new set of mission environments. The first region we'll focus on is the Coastline Region. Coastline is the first environment you'll have access to as your campaign begins and is home to a large settlement in need of liberation and a coastal battery warding away resistance support. In regions without extreme cliffs, your Granvir can dip their toes in the beach's water providing a small boost to cooling rate while reducing movement speed.
New Parts
A new wave of Granvir parts will also arrive with Campaign 2. New parts will round out existing options across the tiers and form a tier 4 of powerful new parts. As the final part of this update, we'll dive into a few highlights of the upcoming parts.
The deep magazine of the Squall mounted cannon will be available to back mounts and your Granvir's grippers with a new high firerate back mounted cannon and two-handed handheld firearm.

The CC02 Agent legs push mobility even further with waist-mounted boosters and set a trend for alternate waist-mounted functionality. Unlike back mounts on a torso, waist mounts are permanently integrated into their legs similar to the ventral guns on torsos.

Thank you for tuning in for this Granvir Development Update! Keep an eye our on Steam for more development updates to come.
This week's small update targets the low variety of the early game loot pool. A new set of quadruped legs will be available with improved dash heat costs and better acceleration compared to the starting legs. Additionally, the ugly duckling of tier 1 torsos, the BR02 Reserve, has been visually reworked and given shoulder mount variants.

A small adjustment pass has also been made on difficulty, primarily focused on decreasing the difficulty on Normal and on multiplayer Hard. The Super Weapon has had its damage slightly reduced at all difficulties and the backup phase and unbreakable shield phase have been removed on Normal difficulty. Finally, the frequency of multiplayer enemy follower spawns has been reduced on Hard.
0.14.10
Minor Features
-
Added GPD01 Hauler legs, a new tier 1 quad leg option with higher neutral mobility and a slightly more heat efficient dash.
- Adjusted the model of the BR02 Reserve.
- Added back mount variants of the BR02 Reserve.
- Updated item descriptions to more prominently display stats.
- Reduced multiplayer backup spawn chance on Hard from 50% to 35%.
- Reduced the damage dealt by Super Weapon 00's cannons by 25%.
- Removed phase 2 and 3 from the super weapon on Normal difficulty.
- Added a second carry over part selection choice on Normal difficulty.
- Improved Panther's ability to gauge when to use its dash.
- Improved omni-directional movement animations.
Bug Fixes
- Fixed some weapon descriptions not containing the required ammo type.
- Fixed repeatedly getting stuck on the "deploying" loading screen.
This week's small update focuses on multiplayer fixes and a variety of minor features while under-the-hood work progresses for the second campaign. A set of tier 1 upright legs has been added to inject some extra loot variety into the early pool. A small quality of life feature in inventory prioritization has been added to address issues magnified by the addition of holsters and the desire to keep your offhand open.

Finally, the attack animations of the lance have been updated to target the crosshair. If you like this style of attack control, let me know. The additional vertical control will eliminate the need for high/low attacks on weapons like the spear.
0.14.9
Minor Features
- Added BR03 Wayfinder legs, a new tier 1 upright leg option with a short dash but improved heat cost.
- Added sorting priorities to inventory operations that choose a container for you. Ammo will favor magazines, weapons will favor holsters and empty hand slots will be lowest priority.
- Adjusted the lance attack animations to look better and roughly target the point under the crosshair instead of using attack style to stab high or low.
- Updated the description of Stock Metals to describe their secondary use.
Bug Fixes
- Fixed a network desynchronization issue caused by ejecting ammo or dropping items by dragging them out of their container.
- Fixed not being able to restart matches in the demo.
- Fixed the paint menu staying stuck open returning to the main menu.
- Fixed tutorials staying stuck on when the host starts a mission.
- Fixed tutorials staying stuck on when the host leaves the game.
- Fixed the rest area breaking when the host leaves while using the world map.
- Fixed the inaccurate holster size of the ultra claymore.
A fresh batch Granvir components is available this update in both the Demo and Multiplayer playtest. Back holsters can be used for a massive versatility boost, enabling the rapid swapping of handheld weapons during combat. Holsters can carry and swap between most weapons but extremely large weapons such as lances cannot be stored.

The module pod is another back mounted component arriving this update. This new component supplies a single torso module port allowing for the installation of up to 3 special modules on a well equipped Granvir.
0.14.8
Major Features
- Added holsters, a new component that can store a held weapon.
- Added the module pod, a new component with a special modules slot that installs into a back slot.
- Added back mount variants of the EK1 Marshall.
- The component vendor now always sells one module type component.
- Added camera movements when dashing and jumping.
Minor Features
- Added an ammo % display alongside weapons in the inventory.
- Disabled mouse-over sounds when the application is not focused.
- Disabled friendly fire on body slam impacts.
- Added the ability to eject ammunition from an item's detail buttons.
- Ammunition is no longer removed from unequipped weapons during a mission.
- Reduced the height of wheat fields to improve their performance.
- Renamed torso modules to special modules.
- Changed square panel shop UIs like the scrapyard and modify parts to the high detail rectangular style.
- Moved the shop comparison tooltip so it no longer overlaps the selected item description.
Bug Fixes
- Fixed control groups for the mouse forward and backward button mapping in reverse when binding by click.
- Fixed floating rocks appearing when changing quality settings during a mission.
- Fixed camera clamp zones getting stuck on after a mission.
After a long delay to regular updates due to multiplayer development, a regular demo update has finally arrived! Multiplayer development has come a long way and now that more stable sessions than unstable sessions are being played, attention can finally be given to other aspects of the game. This update pushes out a swath of changes that piled up during multiplayer development and focuses on polish items like UI improvements and tweaks to existing parts.

To celebrate multiplayer development finally winding down, a public playtest where anyone can give it a try will be made available soon. This test is primarily to root out any sneaky bugs or oversights that undoubtedly exists so expect a slower roll out starting with invitations distributed through the official Discord server and full blown public access shortly afterwords.
0.14.0
Gameplay Features
- Replaced the tune-up option in the Industry region with the expert tune-up, a stronger version.
- Added the Smuggler to canyons. The Smuggler will sell high value cargo that can be sold for a profit in another region.
- Added a 30-50% mounted cannon reload speed bonus to the Banded, Destroyer, Hatchling, Crocodile, Quadro, Samurai, Ronin and Grenheiser torsos.
- Added shoulder mount variants of the FL01 Pheonix torso.
- Destroying the satellite dish array now disables the orbital bombardment during the finale escape.
- Increased the size of the laser claymore's blade.
- Increased the loot level of the CR01 Wraith.
- Reduced the parry break strength of the Shortsword stab attack and Stoutsword overhead attack.
- Reduced the mass and durability of the AR01 Locust legs.
- Added a 1 hour time to selling items on the black market.
- Increased repair costs on higher difficulty.
Quality of Life Features
- Reworked the rest UI layout to communicate more information in a more appealing manner.
- Replaced the buy button in many shops with a buy button on each item's panel.
- Deepened the contrast of the UI color palette.
- Combined inspect and specifications menu.
- Dropping items in the gaps between slots will now add it to the closest slot instead of the first available slot.
- Added a patterned background to the part buttons in the builder to help communicate their purpose.
- Added more details about repairs to their purchase panels.
- Reworked campaign start menus to more clearly display information about selections.
- Changed the insufficient funds color to an orange to better match the UI style.
- Renamed the Grendes cannons to the Galewind cannons.
Bug Fixes
- Fixed the BD01v Torso lacking a special module port.
- Fixed groundbreaker recruitment recruiting dead groundbreakers.
- Fixed small enemies spawning far too frequently and not consuming threat budget.
- Fixed a game-breaking bug when massively exceeding the available spawn budget for a region.
- Fixed ships stats being calculated incorrectly when upgrading a part while it is equipped.
Another small update rolls out this week while work on longer term features goes on in the background. Chainsaw technology infects a second weapon with the arrival of the HC04 Sabertooth, a tier 3 two-handed rifle with a chainsaw melee option. The chainsaw attack has a short wind up but can interrupt a reload in a moment of desperation. Let me know if there are another other weapons you'd like to see combined with a chainsaw.
0.13.0
Major Features
- Added the HC04 Sabertooth, a T3 two-handed rifle with a chainblade bayonet.
- Added the HC03 Resort, simple a T2 two-handed rifle.
Minor Features
- Added an indicator ring under enemy combat vehicles.
- Added some debt tracking widgets to the rest UI.
- Added a new music track that plays during missions with rain.
Adjustments
- Increased the ammo efficiency of the SG02 Widow from 400 to 500.
- Renamed Carrion Capital to Atlas Holdings.
- Improved clarity around loan repayment increasing reputation with Atlas Holdings.
- Wheat fields are hidden on the lowest quality setting.
Bug Fixes
- Fixed the HL02 Feather Lance having the wrong item icon.
This week's update dips back into adding new weapons to the battlefield. The CS01 Shredder is a new type of one-handed melee weapon with a chainsaw blade. Instead of having an attack chain, landing a hit and holding the attack control will build heat and grind your target into mulch. The SB02 Stoutsword is a plainer armament bringing the vanilla shortsword format to the second item quality tier.
If you get your hands on a Shredder in the field, let me know how you like it and what weapon formats you'd like to see enhanced with chainsaw blades.
0.12.0
Major Features
- Added the CS01 Shredder, a new tier 2 one-handed melee weapon with a chainsaw blade.
- Added the SB02 Stoutsword, a new one-handed tier 2 melee weapon similar to the existing tier 1 shortsword.
Minor Features
- Added new hit audio to SP01 Spear, CC01 Comet and HL03/G Loaded Lance
Bug Fixes
- Fixed duplicate enhancements appearing in the part enhancer.
- Fixed modules costing no hours at the part enhancer.
- Fixed NPC Granvirs jumping and dashing instead of firing arm mounted cannons.
After a longer than usual delay, version 0.11.0 of the Granvir Demo is live. This update focuses on adding some extra enemy variety with new small enemies, new enemy Granvirs and improved weapon usage for existing enemies.
The first of the new small enemies is a missile truck that will bombard enemies from within outposts. The truck can fire far further than it can see and relies on allies to fire at maximum range.
The second enemy, a small combat vehicle, functions similar to the spider drones but fires a higher damage opening salvo and weaker followup attacks. This enemy is far more durable than the spider drones but can still be handily crushed under foot.
If you encounter these enemies on the battlefield, let me know how it felt to fight them. Hopefully they can provide a different experience than existing enemies.
0.11.0
Major Features
- Added a new small enemy, a long range missile truck that fires from within enemy outposts.
- Added a new small enemy, an infantry fighting vehicle that fires a powerful rocket barrage and weaker followup attacks.
Minor Features
- Added an enemy Granvir with a rifle and ventral guns.
- Added an enemy Granvir with a pistol and sword.
- Added an enemy Granvir with two short swords.
- Added the threat level required to trigger each level to the level description.
- Added an automatic camera zoom to prevent clipping the camera through surfaces.
- Removed the camera pitch limit when the camera is in 3rd person perspective.
- Weakened the reactor of the double pistol enemy Granvir to reduce its mobility.
Adjustments
- Reworked the part enhancer to cost 1 hour to visit and 1 hour to apply each upgrade.
- Added an extra module option to the part enhancer.
- Promoted the BQ1 Pistol to tier 3 to match its loot roll threshold.
Bug Fixes
- Fixed some incorrect descriptions for the axe weapon types.
- Fixed the drill lance being able to get stuck spinning.
- Fixed Granvirs with held weapons often holding back their shots and not firing.
- Fixed small enemies often firing at blocking walls.
- Fixed weird lighting artifacts on some buildings and structures.
- Fixed shoulder weapons not playing reloaded or no ammo sound cues.
- Fixed some shop credits costs missing the credit label.
- Fixed joysticks and virtual joysticks causing the Granvir to move and break certain UI elements.
This week's update adds a wave of new Granvir parts to round out the catalog. The DB02 Crocodile torso sports the first flamethrower, a short-range heat-based ranged weapon. Jaw arms also further round out the weaponized armature category offering a middle ground between punches and pile-bunkers. Look forward to a combination of the two in future updates.
New parts aside, the RHX leg series has been reworked to provide a continuous agile dash similar to the existing rocket dash but with far more control. This new extreme form of mobility is intended to offer an alternate option to low-cost long-range dash legs for those seeking extreme mobility.
The part market economy also receives some touch ups with earlier access to the specialized vendors and some high impact bug fixes. The weapon and component vendors are now both available in the starting region, allowing players interested in assuming massive debt to more quickly abandon their starting parts. Additionally, the quality of parts in the specialized vendors have been improved to help balance out a fix for them not charging hours to purchase.
0.10.0
Major Features
- Added the DB02 torso, a tier 2 torso with a built in flamethrower.
- Added the BR01j Laborer arm, a tier 1 arm variant with no hand but a powerful jaw attack.
- Added the GD01j Grellen arm, a tier 2 arm variant with no hand but a powerful jaw attack.
Minor Features
- Added the DB1 torso, a basic tier 2 torso with evenly weighted defense stats.
- Added shoulder mount variants of the RH03 Starling torso.
- Added both the weapon and component vendor to the starting map region.
- Added either the weapon or component vendor to the second map region layer.
- Added new "Continuous Boost" dash type to the RHX series legs.
- Added a settings option to disable controller input.
Adjustments
- Improved the item tier available in the weapon and component vendor.
- Decreased the loot level of half the items in the black market.
- Dashing while airborne allows leg alignment to the dash direction mostly affecting the AX01 Predator Pounce.
- Berserker plumes will reset their cooldown at the start of missions.
- Added arm aim adjustment to the lance set attacks to give the tip a more reliable position.
- Decreased small object culling radius on Low and Medium quality for improved performance.
- Reduced the credit value of the DS01 Buckler.
- Increased the credit value of the MS01 Clamshell.
- Added a deadzone to controller left stick movement input.
- Added screenshake to lance jousting hits.
- The threat level 5 hit squad will no longer drop within 30 units of the player.
Bug Fixes
- Fixed the effects volume slider not saving its value.
- Fixed some sounds not being affected by mixer settings.
- Fixed the weapon and component vendor not applying hour costs.
- Fixed not being able to carry over gyro stabilizers or load them in saves.
- Fixed shields always loading from a save in a broken state.
- Fixed some item icons not being framed correctly.
- Fixed a memory leak occurring at the start of each mission.
- Fixed enemies intended to spawn off screen being able to spawn within view.
The latest Granvir Demo update is live bringing a massive rework to the fog of war visuals. The pitch black fog covering unexplored areas is all cleared up and replaced with an atmospheric fog that fades in over a much longer distance. Hopefully these visuals are a bit more pleasing and can help improve navigation through the large and less open levels.

A new flavor of weapon arrives this update with the addition of two handheld shotguns. These weapons fire a large burst of inaccurate projectiles and have a shorter effective range than most melee weapons. Look forward to shotguns invading other weapon platforms like shoulder and wrist cannons in future updates.
0.9.0
Major Features
- Removed the pitch black fog of war effect obscuring parts of the map that have never been seen.
- Added the SG01 Huntsman and SG02 Widow, two new handheld shotguns.
- Changed the time advancement between the finale mission and boss stage to 1 hour instead of 12.
- Reduced travel time on normal difficulty to produce the same time of day drift that occurs on hard.
- Slightly increased the amount loot level goes up based on the depth of the region into the mission.
- Increased the penalty for not paying loans to 4x the minimum payment from 2x the minimum payment.
- Threat level is completely reset when entering the boss stage.
- Increased enemy bombardment delay by 1 second.
- Fixed ending a campaign not reseting the weather.
- Fixed weapon inaccuracy not being applied to weapon shots.
- Fixed non-player Granvirs starting the final boss fight.
- Fixed the weapons vendor having 2 random components instead of 2 random weapons.
- Fixed the Loaded Lance reload group saving to the wrong binding.
Version 0.8.0 of the Granvir Demo is live bringing a huge list of new features including a day/night cycle, two new melee weapon types and many quality of life features. Check out the full changelist below or dive right into the demo!

The new day/night cycle adds a smattering of environmental variety on top of an additional means for melee focused builds to shorten engagement ranges. Spending hours at rest and traveling to different region types will progress the time of day. Smart selection of regions and the occasional early departure can be used to keep the time of day at a time most compatible with your build.

Two new sets of heavy hitting melee weapons have also been added between a series of 3 two-handed axes and 3 wrist mounted pile bunkers. The axes bring two-handed melee weapons to lower loot levels. The pile bunkers offer a burst oriented melee option that can easily pivot into a build that requires the arm two wield a weapon. The lowest rarity pile bunker also improves early game access to effective melee as it can be accessed by upgrading a starting arm at the mechanic.

Shiny new features aside, the commitment to fixing bugs and smoothing out rough edges continue. Big quality of life improvements available this update include improved bombardment indicators and a new shop interface to better organize large available inventories.
0.8.0
Major Features
- Added a day/night cycle that progresses as you perform activities and travel across the map.
- Added the AX01 Woodsman Axe, AX02 Gemini Axe and AX03 Star Splitter Axe, new two-handed melee weapons.
- Added the ARM/BR01pb Laborer, ARM/BR02pb Farmhand and ARM/GD02pb Grellen new armatures with wrist mounted pile bunkers. Base versions of these armatures can be upgraded into these new variants.
- Added the GS01, GS02 and GS03 Gyroscropic Stabilizer, a torso module that improves top speed and acceleration.
- Added tabs to the settings menu.
- Added an effects volume setting.
- Added an upper cut attack alternate attack to arms.
- Changed the XT1 Longarm to perform its cable fist attack by changing attack style instead of its own control group.
- Added the ability change the form of the CR01 Wraith while reloading.
- Added an audio cue for when bombardments are incoming.
- Added a new shop UI with tabs utilized at the munitions vendor, weapons vendor, component vendor and the black market.
- Tweaked the upright leg standing idle to be more natural.
- Reduced the volume on some dash effects.
- Reworked the artillery strike indicator visuals.
- Items equipped in hands will not appear in sell menus.
- Adjusted the loot level required to roll certain legs.
- Increased the minimum distance from obstacles soldiers can be.
- Ammo acquired from resistance resupply will attempt to fill magazines before being added to the depot.
- Added reload sounds to the CR01 Wraith.
- Corrected the rarity of the XT1 arm to reflect it's loot tier.
- Fixed the terrain at the package delivery point looking weird.
- Fixed the GD01 Grellen armature being named the TB02 Grellen.
- Improved AI navigation around satellite dishes.
- Fixed the SB02/W Hunter having no heat cost for certain attacks.
This week's update to the Granvir Demo brings rain storms to Inheritance. During campaigns, a storm will sweep across the region map, changing the weather for missions caught inside.

Missions in the rain will impact the visibility range and cooling rate of all Granvirs. These modifiers synergize well with melee oriented builds, shortening the gap to close at the start of fights.

Besides this major feature, a number of quality of life changes have been made to help ammo heavy builds quickly understand their supply situation. Ammo widgets displaying each weapon's current reserves are displayed at rest areas and the munitions vendor is presented outside categories.

0.7.0
Major Features
- Added a storm that moves across the region map changing the weather of missions inside. The weather within the storm reduces visibility range, increases cooling rate and increases bombardment inaccuracy.
- Added an ammunition display to the rest area.
- Expanded the window size of the vertical shop menu.
- Elevated the munitions vendor to be visible outside of activity categories.
- Small performance improvements during missions.
- Added text to the location feature description that mentions the black market is only available between threat 0 and 2.
- Adjusted the weight of melee weapons in the master loot table to increase the chance of a weapon being a melee weapon from 25% to 36%.
- Slightly decreased the time to complete the listening post side objective from 60 seconds to 50 seconds.
- Increased the threat amount that blocks the black market to match the amount that corresponds to level 3.
- Setup premium salvage options to show equipped part comparisons.
- Setup more shop types to show current hours and credits.
- Increased the acceleration boost provided by the Groundbreaker Tune Up.
- Changed the satellite array region to not be reenterable.
- Repositioned the extraction meter to center screen.
- Fixed Melee Damage Reduction stat and Lock on Speed Boost displaying incorrectly in tooltips.
- Fixed upgrade tooltips showing the new part as having damaged vitals.
- Fixed enemies spawning at the listening posts sometimes appearing inside walls.
- Fixed not being able to paint certain components on the AW02 Berserker Plume.
- Fixed not being able to paint certain parts on the AX01 Predator Legs.
- Fixed the satellite array world map objective not being crossed out when destroying the satellites.
- Fixed the regions blocked by visitation not being blocked when loading a save.
- Fixed resistance cells appearing in the finale region where the rest area is never visited.
A new shoulder part, Berserker Plumes arrive this update as part of an ongoing plan to improve the effectiveness of melee only builds. Berserker Plumes are heat management shoulder modules that vent a large amount of heat when heat reaches extreme levels. This new part gives melee only Granvirs a powerful part option for filling any open shoulder ports.
On top of the new parts, many existing parts have gained melee damage reduction to help them tough out a brawl. Finally, most high rarity legs have had their dash heat cost reduced to free up the amount of heat available for swinging melee weapons and escaping reactor explosions.
The melee only attention won't stop here so keep an eye out for future updates. Additional changes will target melee from a macro-game perspective giving pilots new ways to maximize melee effectiveness when planning campaigns.
0.6.0
Major Features
- Added AW01 and AW02 Berserker Plumes. Shoulder mounted utility parts that quickly vent heat when heat levels reach 80%.
- Added a melee damage reduction part stat and added 5-30 to the torsos VS02 Dread, RN02 Ronin, RN01 Samurai, BB01 Sumo, BB02 Sumo, AX01 Hunter and RNN01 Ogre, legs SB01 Sunflower, PD01 Paladin and RNN01 Hulk and arm PD01 Crusader.
- Slightly reduced heat cost of dashing for high rarity legs AX01 Predator, PD01 Paladin, RH01 Anteleis, RH02 Renteleis, RNN01 Hulk, SB01 Sunflower, SD01 Snowshoe and VS01 Vampire.
- Added Targeting Chips, new torso modules that increase lock-on speed of all lock-on weapons.
- Added IG01 Pressage variants IG02s and IG02ss with single and twin shoulder mounts.
- Added 3 paint regions that are never used by parts.
- Disabled post processing on "Low" quality for improved performance.
- Reduced the damage of the final mission orbital strikes.
- Fixed the top of Millenium Fortress having no hitbox.
Tune in to watch content creators take on the first campaign in the Granvir demo.
Tune in to watch content creators take on the first campaign in the Granvir demo.
Tune in to watch content creators take on the first campaign in the Granvir demo.
Minimum Setup
- OS: Debian-based Distribution
- Processor: Intel/AMDMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Integrated Graphics
- Storage: 2 GB available space
Recommended Setup
- OS: Debian-based Distribution
- Processor: Intel/AMDMemory: 8 GB RAM
- Graphics: Dedicated Graphics
- Storage: 2 GB available space
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