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28 Aug 2026
News#8 August Devlog: Alpha Test Results———Community
Community · published 28 Aug 2026, 10:52:55 UTC
#8 August Devlog: Alpha Test Results
#8 Devlog: Alpha Test Results Hello everyone, This month we had our first ever alpha playtest and Henrik has made a great summary of our learnings and where we go from here. Enjoy! About the Alpha Version We did an alpha test of GrimKeep during August. We invited around 50 people, who selected primarily on the basis of them being fans of the roguelite and deckbuilder genres. For an intense two…
News#7 July Devlog: What Happens When You Die?———Community
Community · published 23 Jul 2026, 13:46:30 UTC
#7 July Devlog: What Happens When You Die?
Hello there, In this month’s devlog we’ll cover what happens when you’re defeated and how Death’s Die might grant you a perk. The Cyclical Rogue A roguelite is generally more of a system than a game world. What you explore is the optimization of tools, powers, or rules, rather than a narrative and a fictional world. The setting, story, and art is the backdrop, the scenery. The fiddly gamey bits…
After a lot of hard work, we're finally at a stage where we can let some players through the gates of GrimKeep. We want to invite you to share your feedback and impact the development. If you like roguelites, deckbuilders, and engineering your way through tough challenges, this might be right up your alley. The alpha starts later in July, and selected playtesters will be contacted with more inf…
News#6 June Devlog: Anatomy of a Fight———Community
Community · published 25 Jun 2026, 10:37:01 UTC
#6 June Devlog: Anatomy of a Fight
Hello again, we're back, again... :P We haven't shared a lot about the GrimKeep gameplay, so let's take a look at the basics. GrimKeep Gameplay You traverse a world via a node map. You'll recognize this style of map from other games in the genre. The majority of nodes on this map will be combats, but there will also be random encounters, various shops, and the much needed recovery of a campfire…
A few words about style and inspiration TL;DR: We like comic books! One thing we've heard a lot about GrimKeep is "That reminds me of \ ". If you're working in any visual arts field, you're probably used to this. Brains are pattern matching machines, and when presented with stimuli, it will spit out the closest or sometimes most recent match it has. Sometimes to hilariously off-the-mark compari…
In GrimKeep you will encounter several enemies with different sizes and abilities. In this video we focus on Taurus, an enemy designed specifically to introduce the "Charge Up" ability, where he skips a turn but his next attack will deal a huge blow.
There will be several playable characters in GrimKeep, each with their own abilities and playstyle. They’re loosely based on characters from the old Grimm fairytales reimagined through a darker, Lovecraftian lens. Check out our take on Rapunzel.
GrimKeep will have a shop you can find along the way where you'll be able to pay for items with both gold 🪙 and blood 🩸 But the question that lingers is… How did the shopkeeper get there? How did he survive the countless enemies along the path? And most of all ... why does he need my blood? Hope you enjoy the video, and let us know what you’d like to see next!
We’re back! Sorry for the radio silence 😅 Before summer vacation, our goal was to build a “vertical slice” of GrimKeep, basically a small, playable demo that shows every key part of the game, like a cake slice that lets you see all the layers. It’s enough to feel how the game really plays so we can test things and see what needs tweaking. To make that happen, we paused socials and devlogs to p…
Let’s talk about the cast of GrimKeep! In this update, we’re diving into the kinds of characters you’ll meet: heroes, villains, and the unfortunate folks in between. In GrimKeep, there’s a clear divide between the good guys and the bad guys . No grey morality or narrative twists to wrestle with, just a classic, grim showdown between light and dark. That doesn’t mean our characters are shallow,…
Developing the art of GrimKeep Early stages Initially the GrimKeep project existed only as a concept of game mechanics; the idea of using dice and yatzy/poker combos as a start and a core, and building on it with "items". The simplicity of the dice would be a super-approachable start for everyone, with minimal need for tutorials. The items would build depth and variation over time and allow us…
Hi and welcome to the first ever GrimKeep Devlog! It’s been wondrous seeing the first reactions to this game of Dice and Darkness that we’re making. The biggest question has been “What’s a ‘dice-builder’?” , which we’ll try to answer here. But first, a brief introduction and backstory! The Idea At Resolution, we have an event called Gameplay Shares where anyone is welcome to pitch an idea or ta…