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Grimm WorkNewsEarly Acess Release!
Community

Early Acess Release!

Grimm Work · published 14 Jul 2026, 16:15 UTC

All newsPlayers around this dateRead on Steam

Hello Initiates!

I wanted to take this time to discuss a few things; questions we’ve received regarding Grimm Work, describe what exactly Grimm Work is, and to give an idea of what the future of Grimm Work looks like. I’ll start with the vision of this game, Grimm Work is a roguelike co-op horror game where you and your group must navigate procedurally generated locals to identify and vanquish/appease entities from different folklore and mythology. Our goal is to eventually have a massive roster of entities so that no two runs are the same and quick thinking and puzzle solving become an essential part of the gameplay loop. On release we will have six monsters ready to be investigated in one location with many more ready to be encountered in the near future. As updates roll out not only will new monsters and locations be added, but previous monsters and locations will be updated with new rooms and interactions. The selection of which new monsters and locations will largely be up to you the players as we will host votes for nearly all new content added and will choose the winner. So where does that lead us today…

We plan to do a “soft” release tomorrow for everyone who is currently interested to check out our game and to give us ideas of where we’re going right, and we’re we can improve. We have largely taken care of most major bugs (thus the large delay), but we hope you guys can help shed light on any bugs that are left over. After release we will spend a few weeks fixing any bugs you guys send us, adding quality of life adjustments you guys ask for and just overall tweaking of any systems in the game that need changed. After which we plan to do a much larger “release” with all of these changes, we plan to have anyone that purchased the game and assisted us during this time be placed on a waiting list for an exclusive cosmetic coming in one of the next content updates. We will be creating different channels in the discord for both questions and reports that I will be personally responding to as quickly as I can. 

The very loose roadmap post soft launch will proceed as:

-Bug fixes and quality of life improvements

-Sound improvements/additions

-Two monsters and a room that are nearly ready to ship

-Cosmetics that utilize the steam inventory for trading/market

We hope you guys see the vision with this project like we do as I know it's something that the team really enjoyed creating and hope that we can continue to sculpt this game into something enjoyed by many. We appreciate all of our players' patience and hope you allow us just a little more to create something you can truly enjoy.

Thank you

Tubby Boy Studios

More from Grimm Work

Other announcements

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Game update28 Aug 2026Audio FixFixed issue where audio was way too loudGame update23 Jul 2026Player list and MANY BUGSFixed issue where steam invites could not be accepted without the player being in the Main Menu. New Feature: Comms Display. Added a display to the pause menu showing who is in the server as well as a slider to control their voice level in proximity chat with a percentage display. Fixed issue where players voices were not pitched up when shrunk. Fixed issue where clients who returned to the mai…Game update16 Jul 2026Photo mode and single player improvements-Photo mode key bind moved from T to P by default, changeable in key binds -Monsters that require cooperation will not spawn in single player games (Still looking into long load times for first night)