Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Grim AxiomNewsGrim Axiom Update - 8/10/26
In-game event

Grim Axiom Update - 8/10/26

Grim Axiom · published 11 Aug 2026, 03:04 UTC · build 24664354

All newsPlayers around this dateRead on Steam

Hello all,

Reviewing the feedback I wanted to push an update to add to the game a bit as well as address some of the main criticisms.

First of all, I've added a system for permanently leveling up some general character stats: Strength, Agility, and Endurance. These three main characteristics will affect, respectively, damage output / stamina efficiency in attacking, dodge speed / attack speed, and incoming damage resistance. I didn't want to overcomplicate things for a game this size, so having these three main stats felt fine for a permanent form of progression (as once leveled you will keep the bonuses forever). Leveling points are extracted from available "leveling totems" (these will be skeletons that appear normal, but will glow when you are nearby). I hope this also encourages more exploration as some will be more hidden than others.

I've also added a new enemy variant in the form of a torch-wielding zombie that deals fire damage and has some charging attack moves. I noticed there was some criticisms on enemy variety, so I wanted to introduce some more variety earlier on. In total now, excluding one-time use boss-type enemies, there are 13 enemy variants.

I know some people have been asking for a lock-on feature (that a game needs this to be considered "souls-like"), but I don't think that every mechanic from the famous "souls" games needs to always be copied. Aiming control is part of the way combat was intended for this game, and I think adding a lock on so players don't have to do it at all defeats the purpose. I know it's not going to be everyone's cup of tea. I have updated the collision geometry on attacks to be a little more forgiving, and generally there is a "soft locking" system as well (like aim-assist).

There are some other general balancing changes to make the combat a little more challenging / less "attrition" based.

Another update I'm looking into is the ability to re-map the controls. I know this was a big complaint from many players, and though I think the default layout is perfect (obviously), I totally get the need to re-map controls. With this being my first game, though, I have to rework a lot about the way I set up the controls/widgets/glyphs throughout the game to make this possible, so it may be a while.

I'm also considering adding a map system, but I'm not sure if it would help or hurt the exploration aspect of the game.

So, let me know your thoughts and what you would like to see for a future update. Thank you all for trying my game and for all the feedback I've gotten, good and bad!

More from Grim Axiom

Other announcements

All news
In-game event25 Aug 2026The Map Update - 8/24/2026Hello all, I've finished adding a map system to Grim Axiom! Everyone will have access to the map system no matter where they are ("M" on mouse and keyboard and "D-Pad Up" for controller). It functions as a blank map template that is drawn as you move through the levels, so you can see the areas you have yet to explore. Right now, the only icons on the map will be arrows for level exits and circ…Announcement6 Aug 2026Grim Axiom Release - Tomorrow at 7PM ESTPrepare to explore the underground labyrinth! I'm happy to announce that Grim Axiom will release tomorrow at 7PM EST. It's been a journey to build this thing and I still have ideas for the future, but for now it's time to release it. I'm sure there will continue to be some tweaking and bug fixes needed, so also feel free to let me know if you run into any issues. I hope everyone enjoys playing…Game update30 Jun 2026Demo Testing and Feedback UpdateHello All, Just pushed another update for the demo and wanted to highlight fixes and changes that I have been working on: The main issue was performance. Though I had done a couple rounds of optimization already, I saw there were many complaints due to low frame rates. The main issue was a portion of an unused function that was continually running in the background. Among some other smaller opt…