Welcome to the first development update of Grimrock 2! In this post I’m going to talk about a big internal change under the hood of the engine. The discussion should be especially interesting to modders.

A small disclaimer before we get started: many things that we talk about in these updates are work in progress, incomplete or ideas that may not have been proven in practice to work. Therefore many things could very well change or be removed in the shipping version. We also want to keep some things, especially the puzzles, the plotline and probably most of the monsters as secrets to avoid spoiling the fun. Ok, I think that should be clear, so let’s get rolling!
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Up until now information and news about our new project have been quite scarce and we apologize for that. The reason for the silence is that we have been uncertain what the new project actually is. Making the ports to other platforms and updating Legend of Grimrock on multiple platforms has taken a lot of time so focusing 100% on the new project has been impossible.

Earlier we have mentioned that we are working on a “Grimrock related project” and internally we have talked about the project being a DLC for Grimrock. But creating a DLC for Grimrock doesn’t really ring true to us…

So, today we had a massive all day meeting where we discussed the project, drew some arcane patterns on the whiteboard, analyzed the project from many different angles and most importantly listened to our hearts for the answer to the big question: What we really want to accomplish with the new project?

In the meeting we nailed a couple of major things down. Writing about all of them in this post would be too much (and we don’t want to spoil all the secrets!), so I’ll just talk about the most important things now and leave the rest for later.

First, we’d really like to get back to posting regular development updates. More specifically, we’d like to be able to talk openly and honestly about the cool things happening here at the office, just like we did when we were working on Legend of Grimrock. The problem is that it’s hard to talk about the things we’re doing if we don’t know for sure what the end result will be, if it’s going to be a DLC or something else.

Secondly, and this is a biggie (probably more to ourselves than you!), we are now officially working on… Legend of Grimrock 2! Creating a mere DLC or expansion to Grimrock simply would not have felt right. As today’s meeting proved, we still have a lot of ideas we’d like to explore, lots and lots of new content already done (originally made for a DLC/expansion) and a big engine update in the works. Simply put, a DLC would have limited too much what we can do. With a full blown sequel we can raise Grimrock to the next level.

I’m sure you had all this figured out for a while already, but announcing a project is something we don’t take lightly, so we had to be really sure that this is the thing we want to blow our hearts and souls into.

So, the cat is out of the bag, and this post is already getting quite long. I’ll leave the details to the development updates that we’re going to start posting again as the work progresses. Oh, there’s so much to tell…

Exciting times ahead!

 

We have just updated Legend of Grimrock to version 1.3.7. The update fixes a few compatibility issues in Windows and Mac versions.

The update is now live in Steam and should update automatically soon for all Steam users. If you have the standalone version of the game for Windows, you can download a patch that updates Grimrock from 1.3.6 to 1.3.7 here.

The latest version can also be downloaded from Humble Bundle download page (available if you bought the game from us or through Humble Bundle). The update should be available through GOG soon.

Changelog for 1.3.7:
- improved compatibility of low quality rendering mode with older graphics cards on Windows (OpenGL 2.1 no longer required)
- worked around an OpenGL driver bug causing missing menu backgrounds on certain Radeon X1600 graphics cards
- bug fix: the game crashes randomly with out of memory error on some Mac OS X versions
- bug fix: grimrock window has incorrect size when using non-default Windows DPI scaling settings
- bug fix: gui content mouseDown() works only with left mouse button

 

Yay!! Legend of Grimrock is now officially the best finnish game of the year 2012. Knowing the quality of finnish games and the talent of people working in the finnish game industry, we were very surprised, happy and humbled at the same time when we won the award in the annual Finnish Game Awards ceremony yesterday. As a tiny indie game developer we are especially proud that we managed to beat industry giants such as Rovio and Supercell ;-)

We would like to thank the wise jury who voted us.

Juho would also like to thank the guys at Rovio for the unhealthy amount of free alcohol he consumed at the party.


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We are now ramping up development of the yet unannounced “new Grimrock project” and we thought we could share some tidbits of development goodness to you. This week I’m going to talk a little about the changes under the hood of the engine.
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