Grimslair

06 mars 2026
Description en cours d'enrichissement
Cette fiche de jeu est en cours d'enrichissement automatique. Les informations ci-dessous proviennent des données brutes d'IGDB.

Description (IGDB)

Grimslair is a dark fantasy roguelite deckbuilder where every run is a race against Grim’s soul quota. Build brutal card combos, rip Soulwords from the living and the dead, break Grim’s deadly chain attacks, and rewind time when your run collapses.

Histoire (IGDB)

Play a deadly card game with your father, Grim, and fight to bring your girlfriend back from the dead. Battle brutal enemies, collect and level up cards, empower them with powerful modifiers, and rewind time to undo your mistakes in this dark-fantasy roguelite/roguelike deckbuilder.

Description en cours d'enrichissement.

Médias

Informations Steam

Description Steam (Français)

Grimslair is a dark fantasy roguelite deckbuilder where every run is a race against Grim’s soul quota. Build brutal card combos, rip Soulwords from the living and the dead, break Grim’s deadly chain attacks, and rewind time when your run collapses.

Rip Soulwords from humans, animals, and the undead. Fuse them into your battle cards to change how they work, stack brutal effects, and build wild combos. As your cards level up, your deck becomes stranger, stronger, and deadlier with every loop. Use blank Tabula Rasa cards to create custom battle cards that are uniquely yours.

Most enemy cards have Chain Connectors on both sides. Grim’s five-card deal can create deadly combos, letting him play multiple cards in one turn. Break his chains, interrupt his assault, and survive long enough to strike back.

Every day is a race against Grim’s Soul Quota. Track enemies through graveyards, forests, caves, deserts, and snowy mountains, then choose which battles are worth the risk before the clock runs out and the loop starts over.

You do not survive Grimslair alone. Your husky fights beside you in exploration and combat, using its own cards, abilities, and ways to grow stronger. Level up your dog, pet your dog, and turn loyal companionship into a deadly advantage.

Meet strange vendors selling powerful cards, upgrades, and deck-changing effects. Buy what you need, or kill them and steal everything they carry. But every choice leaves a lasting consequence...

When a run ends, the clock drags you back to the Chamber of Time. New perks, battle cards, enemies, and Soulwords reshape each loop, forcing you to adapt, experiment, and push deeper into Grim’s world.

Every card, character, and piece of game art was hand-painted by the solo developer over nearly 6 years.

Content notice: dark fantasy violence, blood/gore, death, grief, and mild horror.

Éditions et prix Steam

Grimslair - 24,50€ 12,25€ 12.25 €

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Mises à jour et Actualités

15 mai 2026

Grimslair v1.3c HOTFIX

Hotfix 1.3cHello, Reapers!This update focuses on a few major player-reported issues that were causing some pretty annoying problems, especially with dog cards, quota rewards, Alterate, and the Graveyard’s enemy draw logic.Dog Cards Should No Longer DisappearSome players had dog cards in their deck, but those cards were not actually showing up in battle. This made cards like Bite disappear from combat, and it also made Whistle feel broken because there were no dog cards available for it to call.This seemed to happen more often after Ascension, loaded runs, or certain run reset states.This should now be fixed.The game now does a better job making sure dog cards are added into the battle deck when they are supposed to be there.I also added extra failsafes so that loaded runs, Ascension runs, and mode-switched runs should not accidentally treat the dog as unavailable.This should also fix cases where the player could not pet the dog after entering a new run state.Custom Dog Names Should Now Display CorrectlyThere were cases where the dog name could still show up as “Fluffy” even after the player typed in a custom name.This has been fixed.Dog-name syncing has been improved between save data, runtime dog stats, and UI references.I also removed some localization interference from dynamic dog-name text, because some text objects were being forced back to the static “Fluffy” name instead of using the player’s chosen dog name.Your custom dog name should now show correctly in more places.Reaching Quota 0 Should Always Open the Perk Reward UIThere was a bug where reaching quota 0 could sometimes fail to open the PerkManager / SlotMachineUI.This was especially noticeable after loading a save or entering a new run state.The worst part was that the game still allowed the player to keep giving souls to Grim afterward, which meant the player could start receiving Blood Money even though the daily perk reward never appeared.This has been fixed.The game now tries harder to recover and open the perk reward UI if quota reaches 0 and the UI is not ready immediately.Blood Money overflow is also blocked until the daily perk reward has been properly resolved.This means that if you reach quota 0, the perk reward should happen first.Alterate Soulword/Battlecard Has Been FixedAlterate was not properly granting Block based on the last Attack card played that turn.This has been fixed.Alterate should now correctly give Block equal to your last Attack card’s value.For example, if your last Attack card dealt 15 damage, Alterate should now give +15 Block on top of its normal Block value.Alterate will still draw 1 card if a Utility card was played earlier that turn.Graveyard Enemy Restrictions Have Been RemovedI removed the enemy draw restrictions that were affecting the Graveyard / origin location.Previously, there was logic that could limit how many normal enemies appeared before the boss. I do not want that restriction anymore.The Graveyard should now be able to naturally draw multiple enemy cards through RNG before the boss appears.I also improved the guaranteed first enemy draw at the start of a fresh run.New runs should now more reliably force an enemy on the first Graveyard card deal.This should also work better for load-style run starts and mode-switched run starts.Daily Event Keyword Previews Are Easier to TuneI added a new Y-axis spacing control for Daily Event keyword previews.Previously, when a Daily Event reward card had multiple keywords, the keyword preview spacing could be too cramped.Now, the first keyword stays in its normal position, and the other keywords can be moved farther down with a new inspector field.This should make multi-keyword Daily Event previews much easier to line up visually.General Stability ImprovementsAdded stronger failsafes around dog deck restoration, quota reward recovery, run-mode switching, and Alterate’s last-attack tracking.I also added more debug logging around these systems so future reports should be easier to track down.Several loaded-game, fresh-run, Ascension, and mode-switched run paths should now be more reliable.Thank you to everyone reporting bugs and helping make Grimslair better.Please keep posting anything weird you run into in the Community Hub.Thank you!

14 mai 2026

Grimslair - Balance Overhaul - v1.3b

Balance Patch 1.3bHello, Reapers!After watching a ton of streamers play Grimslair during Steam’s Deckbuilder Festival, I learned a lot. So many great things came out of this festival, and I am incredibly grateful that Grimslair was part of it.Having veteran deckbuilder players try the game and give critical feedback was exactly what I felt had been missing since launch. I wanted to take full advantage of that feedback to get Grimslair’s systems, cards, enemy stats, enemy specials, and overall balance closer to where they need to be.So, let’s cut to the chase:Missing Quota No Longer Kills YouYes, you heard that correctly.Missing your quota no longer kills you. Instead, Grim will get angry, steal some of your Gold and Blood Money, increase enemy Health and Attack by +1 each time, and increase the required quota for the next day.I felt this change was needed because there were too many ways to die, and it made the game feel more confusing than it needed to be. Now your main goals are simple: give Grim souls, survive, and reach the corner portals before the 10-day limit expires.10-Day LimitMany veteran deckbuilder players were taking advantage of how much time they had before reaching Grim at the end of the run. If players grinded long enough, the game became way too easy.There is now a 10-day limit to prevent players from abusing the level-up system and other scaling mechanics for too long.Soulwords and Battle Cards Have Been AdjustedSoulwords and battle cards have received several balance changes.For example, the “Per Gold” Soulword was the bane of my existence and was way too powerful. It has now been changed to “+# per 15 Gold” instead of “+# per 5 Gold.”I considered nerfing it even more, but since Grim can now take Gold from you when you miss quota, I feel better about where this change landed.Many other value modifiers have also been reduced because they were creating too many godlike decks, even at Common and Uncommon rarities.Map Size Decreased by 1 RadiusI wanted to reduce the average run time, and reducing the map size should significantly help with that.Instead of the corner portals being located at (5,5), they will now be located at (4,4). This still increases after Ascension.Barrier locations also no longer block the player on the default/first map, but they will be added later through Ascension/New Game+.Infinite Draws No Longer HappenThere was a bug where certain Soulwords could draw cards even when you had 0 cards remaining in your battle deck.This has been fixed.I also added an indicator that appears when you try to draw with 0 cards in your battle deck. The game will now tell you that you have no cards available to draw instead of allowing the effect to continue.This infinite draw bug was making the game way too easy.Enemies No Longer Drop Time Warp Cards or Health Potions, Except BossesEnemies will no longer drop -1, -2, or -3 Time Warp cards, and they will no longer drop Health Potions unless the enemy is a boss.There were too many playthroughs where players healed to full health and still had a huge number of Health Potions and Time Warp cards in hand, removing much of the challenge.The game should now feel more tense and dangerous throughout the run, unless you find your own way to overcome the obstacle.Enemies Have More Health and Scale by DistanceEnemies now have more health in general and grow stronger as you travel farther away from the (0,0) Graveyard.Most enemies now have 5–15 more health depending on the location and enemy type, with further increases as you get closer to the edge of the map.Enemy Count Dice No Longer Roll When They Are UnnecessaryEnemy Count Dice no longer roll if you have not encountered that enemy before.Previously, the first encounter would roll a die where every side was 1, which wasted the player’s time. Now, the enemy icons spawn instantly instead.This also applies to other cases where every side of the die has the same value, such as the 3rd or 5th encounter with certain enemies.The dice will now only spawn when there is actually a chance for the enemy count to change, such as 1–2 or 2–3.Boar Special ChangedThe Boar will no longer only break your block. It will now also attack you when its special triggers.New Omen Cards AddedVarious new Omen cards have been added.For example, one Omen limits you to only 1 Attack card while it is chained. Several others have also been added to create more challenge and variety.Daily Events Now Show Keyword Effects on Collectible CardsThis was a big one.Previously, when you hovered over a Daily Event option that gave you a battle card, you could not properly read what the card’s Soulwords or keywords did.Now, the Daily Event UI shows the battle card and its associated keywords so you can better understand what you are choosing.Controller Support UpdatedController support has been completely overhauled for smoothness, accuracy, and overall performance.Burn Effect Damage IndicatorWhen you Burn an enemy, a number will now appear showing how much damage that Burn effect will deal at the end of Grim’s turn.Location, Action, and Search Cards Are Now FasterLocation, Action, and Search cards now move at roughly double speed.This is especially helpful for players who like to speedrun the game. You can now click faster without causing issues.Steam Deck SupportFor a long time, the Linux build of the game was completely broken to the point where the game could not start properly.I finally got my hands on a Steam Deck and fixed the major issues with this update.If you are still having issues on Steam Deck, uninstalling and reinstalling the game should fix the problem. That is what fixed it for me.You can also try changing the game’s Compatibility setting to Proton if you still run into issues via Game -> Properties -> Comatibility -> Check/Uncheck that one prompt to change the operator Story Mode Updated and FixedSometimes players would start Story Mode, but later the game would reset the Story Mode boolean and act as if the player was no longer in Story Mode.This has been fixed and also various dialogue has been updated with better sounding dialogue and voiceovers with Isabella. RNG System for Soulwords has been fixedThere were instances of runs where the player would collect a Rare/Ultra/Legendary Soulword at the start of a run (even with Smonkey) and shouldn't have happened yet. Card Container No Longer Hides Itself RandomlyThere were instances where your hand cards outside of battle, such as Health Potions and Time Warp cards, would randomly hide.I finally found the issue, and this should no longer happen. Your cards should now hide and reveal at the correct times.Startup Logo and Autosave Scenes OptimizedThe startup logo and autosave scenes have been optimized and should no longer put unnecessary strain on your system.Also, your mouse will no longer be forced to stay hidden when you Alt-Tab out of the game.Battle Card Selection FixedBattle Card Selection would sometimes fail to appear after winning a battle.This has been fixed.Trickster Starter Perk FixedThe Trickster starter perk said that Scramble would cost 0 Agility.This was working correctly on the backend, but the Scramble card still visually showed a cost of 1 Agility.This has been fixed, and Scramble now properly shows 0 Agility while the Trickster perk is active.Various Crash Reports FixedSeveral crash reports have been addressed in this update.Visual Bugs FixedMany visual bugs, like when you hover the Clock, have been fixed and no longer showcase the location card titles/text on top of these panels. Still Being Worked OnI have started the localization process for 25+ languages.You can change the language in the Settings menu, but not all text has been fully updated for every language yet. That is all for now! Please test out the new balance and report back to me via Community if you run into any bugs and/or annoyances that need to be adjusted. Thank you, Reapers! - Austin Williams

07 mai 2026

Grimslair v1.3a - HOTFIX

Hello Reapers, Here are some quick updates from the 1.3 patch - Hotfix 1.3a: Added a new tutorial explaining that you can click once to SNAP to a target OR Click/Drag to the target locationLocation Vendors now Automatically pop up the UI at 9am instead of a card that comes out that you have to click on. This makes it more consistant and is less likely to bug out. Most (if not, all) players, click on this card, so the physical card seemed redundant anyway.Players were travelling to new locations too soon so I added locks on the first areas so that they level up their cards appropriately in the Graveyard before trekking out to more dangerous locationsPerformance and FPS fixes Please let me know if you run into any bugs with the latest major patch via Community Thank you!

Configuration PC requise

Minimale :Système d'exploitation : Windows 10 64-bit (build 1909)Processeur : Intel Core i5-7500 / Ryzen 3 1200Mémoire vive : 16 GB de mémoireGraphiques : Nvidia GTX 970 or GTX 1650 / AMD RX 570 (4 GB VRAM)DirectX : Version 11Espace disque : 9 GB d'espace disque disponibleCarte son : DirectX-compatible audio deviceNotes supplémentaires : Requires a 64-bit processor and operating system

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