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 put all our energy into development. We’re a small team, so even small tasks have to be carefully prioritized.
We delivered an internal vertical slice!
It was tight, we cut a few small features and barely had time to test and balance everything, but we got it in people’s hands.
About 30 folks at Resolution Games played it, and in August we interviewed most of them.
The feedback was encouraging, especially from fans of deckbuilder roguelites. We also got lots of useful suggestions.
One big takeaway: our opening was a bit too simple for players familiar with card-based games.
So now GrimKeep is more generous with the “good stuff” early, and our playable characters have more distinctive abilities.
Overall, the foundation feels solid.
What we need most before launch is more content and polish, right on plan.
GrimKeep’s core loop is combat with dice-and-combos.
You deal damage using dice points and poker/Yatzy-style combinations. On top of that, you build an inventory of items that trigger under certain conditions and chain together for big payoffs.
The long-term fun comes from creating builds where those items reliably trigger and synergize.
Right now, we’re tuning that core so the game feels more rewarding even before you’ve assembled a strong item set, and in those moments when the dice don’t fire the way you want. Resolution believes in GrimKeep, and we’re doubling down to make it the best it can be.