- Patch 4 - "Moonwalk Cavalry :o" - 18 April 2025
Good night my fellow traveler, come here, let's have a talk... It's nice to finally relax for more than 2 days without thinking the game is broken. Of course there's bugs here and there, and I hate that, but at least now the game has achieved a minimum level of quality required for a game. Today I was exploring the game a bit and made a few changes. For instance, I fixed three bugs in combat: - In some cases archers didn't shoot. - The famous moonwalk of the cavalry is now, I THINK THIS TIME IS FOR REAL, fixed. - That endless loop of fleeing-fighting-fleeing-fighting from archers and artillery is now fixed, Then I made a couple small changes to make the game more enjoyable: - Duels are more difficult, but you got more energy to spend. - Enemy army squads are now smaller in size, thus having more squad diversity. - Archers aim for cavalry first, then to infantry. - Your hero does more da…
- Patch 3 - "Goddamn goblins..." - 13 April 2025
Hello again! We are bringing a new little patch that balances the game even further: - Goblins are easier to defeat and easier to befriend by doing certain actions. - All artillery now does less damage. - Increased available units in villages, strongholds and castles by quite a lot. - Small increase in recruiting prices. - More probability of rare events to appear. As you can see, this time we didn't focus on making the game easier, but rather more enjoyable while adding difficulty and decreasing frustration. As I said on the last update, this is something that will be changing for at least the v1.1.0, so any feedback is very welcomed. Thank you all for playing the game!
- NEW Update: 1.0.1 - "Welcome to hell, kiddo" - 9 April 2025
Hello everyone! The first update is here, along with the small patches we've been releasing. We've been quietly reading and listening to all your feedback—mostly negative feedback—and we truly appreciate it. Many of you mentioned that the game felt too difficult, and we’re sorry for that. We do apologize, because we didn't tested the game thoroughly enough, which led to a rough experience for some of you. That, combined with a few bugs that messed with the game experience, made the first impression less enjoyable than we had hoped. But no more crying—it's time to fix things. We believe we've now found the perfect balance, though I'm sure it will keep improving. We've also made combat rewards dynamic, so defeating bigger and stronger armies now yields better loot. On top of that, we fixed a bug in the army window that probably drove some of you nuts. This is just a small update, and we h…
- Patch 2 - "Balancing issues..." - 7 April 2025
Hello everyone! We've been testing Holy Grain in our spare time and have decided to make a few changes on exploration gameplay. - First of all now there's more chance of rare events to appear. - Resting in camp now is WAY MORE effective. - Enemy armies are weaker. - Less presence of outlaws in first level. - Villages are only generated with the native faction of the continent (or outlaws). All of this should make the gameplay more playable, fun and easy.
- PATCH 1 - "You fucking idiot..." - 5 April 2025
Hello everyone! Holy Grain launched 12 hours ago and I'm still trying to heal from all the work we have done to finish this project. I noticed an odd behaviour from units in combat, so I checked the code and... well, yeah, the title sums it up. Luckily that's fixed and units should behave normally when working together. On top of that I changed salaries of units so they are cheaper to mantain, as it was kind of difficult to keep up. That would be all, have a lot of fun playing Holy Grain!
- STEAM FEST ENDED - 4 March 2025
Hey everyone! The Steam Fest has come to an end, and we’ve gathered tons of valuable feedback thanks to all of you. With the launch just one month away, here’s a summary of the key aspects we’ll be focusing on to make the final game feel waaay better. - The tutorial isn’t enough. It’s clear that the first games feels too chaotic. Even though we made some improvements during the Steam Fest, we’ll refine it further so it’s not so frustrating to understand how everything works. - Not enough content variety. This was expected, as it’s just a demo. Most of the remaining development time will be spent on adding content. - Excessive difficulty. Yeah, the game is crazy hard—we’ve gotten used to it after playing so much, but first runs can feel overwhelming. - Minor bugs. We’re aware of them, and the goal is to make sure no bugs disrupt the gameplay or block progress at launch. That’s about it!…
- 0.13.0.2 Patch - Steam Fest - 2 March 2025
The Steam Fest is coming to an end, and we're still gathering feedback and improving Holy Grain for the official launch. This fine Sunday morning, I bring you something I DESPERATELY wanted—seriously, testing events was such a drag sometimes. Changelog: - CINEMATICS ENGINE FIXED: Sometimes cutscenes would freeze or loop endlessly. This bug had been haunting us since last September. I sat down, dug through the code, and finally fixed it. And since it’s working now, you can now skip cutscenes using the spacebar or "A" on a controller. - We're still working on controller support. It's still a bit clunky, but we're making progress. Now combat is playable with a controller, though it’s a bit meh at the moment. But hey, if you want to try it, go ahead! - Fixed some minor bugs. - Added a new base castle event when passing by a castle. Lots of changes have been made to the cinematics engine. I…
- HOTFIX 3 - Steam Fest - 27 February 2025
INFINITE TUTORIAL BUG: Fixed. Almost had a heart attack when I saw it. LANGUAGE BUG FIXED: When starting fresh, English is now set as the default language. Added a more detailed duel tutorial. Fixed a bug that let you skip dinner and still survive the night. Now only books available to your specialists can be sold. You can now rest at camp after eating.
- CRITICAL BUG Fixed: Infinite tutorial - 27 February 2025
So... Something happened. Thanks to one of you, we have identified a bug that made the tutorial infinite, and so you were always getting killed by the cavalry randomly (as the end of the tutorial). This has been fixed now, and should not happen again once you have finished the tutorial one more time. Thank you a lot for your patience
- HOTFIX 2 - Steamfest update - 26 February 2025
Changelog: - The camp tutorial has been revamped! It’s now an interactive event that teaches you everything you need to know about camping and eating each night. - Fixed several text hover issues. - Fixed some minor bugs and improved camp rendering. - ncreased line spacing in dialogue boxes for better readability.
- HOTFIX 1 - Steam fest update. - 25 February 2025
HOTFIX 1 - Steam Fest! Here comes the first hotfix for the Steam Fest, based on the feedback and bugs we've spotted on this first day of the open demo! Changelog: - Army tutorial improved: It’s now an interactive event that explains all the basics. The essentials are covered… the rest is up to you to figure out! - Camp rest enabled: You can now recover units. For now, ambushes aren’t a thing… but watch out, I might enable them anytime without warning. - Better feedback for disabled camp buttons to make it less confusing when something isn’t available. And that’s it! We’ll keep adding tweaks and fixing bugs. I took a day off for now, but we’ll keep polishing things up for the final release. Thanks for your support!
- New Update Patch! 0.12.0.2 - 4 February 2025
Changelog: - LOTS of details refined to provide better feedback and make the game feel more solid. If I made a list, I’d run out of space in this message. - New sound effects and music. In fact, even more sounds of higher quality are coming soon—I’ll say no more. - Controller support added. Some windows still don't work, but we want to fine-tune them properly rather than just throwing them in. - Adjusted the bonuses received in 1v1 combat duels. - And although it's not activated yet, we're developing a couple of features: an option to use entity items in events and a book that will record everything we do and obtain during a run. Events: - THE STORY OF FATFOOT: Stories are told of a spirit wandering the world, killing soldiers. This is the first of several new events that take on a more serious narrative than usual. This event requires multiple runs to complete, and some endings can onl…
- New Update Patch! 0.12.0.1 - 20 January 2025
Changelog: We’ve made even more improvements to the event engine and further reduced creation times. Exciting things are on the way. All moral and relationship modifiers for each faction have been defined. We’ll be balancing them in the coming days. To keep certain elements from the run, such as companions (like the lost dog) or unique items you acquire during the run, you’ll need to reach the end and defeat the boss. If you die, it’s as if you go back in time, retaining only the information you’ve gathered from specific events. Implemented some specialist upgrades that had been left unfinished (a few are still pending). Fixed the bug where events from ONE generation were being generated multiple times in the same run. Improved music interaction. Gradually, we’ll adjust events so the music matches what’s happening, switching between exploration music, combat themes, and eerie silence. R…
- New Update Path! 0.12.0.0 - 13 January 2025
REMEMBER TO JOIN OUR DISCORD SERVER TO FOLLOW ALL UPDATES!! Systems are finished, time to refine and fix bugs Changelog: Improved unit behavior in combat and charge (still not perfect, and yet people say AI will end humanity...). Balanced unit damage and equipment item benefits. Reworked music and sound effects. Volume levels have been adjusted, sounds assigned to each unit, and sound bugs fixed. Combat interface completed. While we’ll likely make some changes, most of it is already finished. A lot of minor bugs fixed. Although this isn’t something you’ll notice directly, we’ve created a system to greatly increase productivity when creating events, so we’ll soon be back with new event implementations. Known issues: Squad interface is a bit buggy. Sometimes cavalry retreats from charge by backing up. Automatic retreat is a bit odd with archers. That’s all for today’s update! This week we…
- Update 0.11.1.0 - 15 November 2024
Changelog: Added squad positioning system in combat before each round. Added sound effects for characters. (We are testing how they work and will add more over time). Added alert/notification system to keep you informed of all changes to your army or run during the game. Reduced the size of regions and continents. Reworked the world generation algorithm. Reworked cinematics and camera systems. (Phase 1) Optimized world generation—now it's much faster. Added a new specialist: Bard. Added a "strength" system to calculate how powerful your army is. (We will add more uses for it in the future). We have balanced events and rewards. FIXED A LOT OF BUGS. Events: We’ve created many new events and improved our internal organization to better track all the game content. Over the next week, we’ll gradually add new events. For now, the few existing events should be nearly perfect. Known Issues: Ton…
- Update 0.11.0.3 - 2 October 2024
Hello everybody! No need to introduce myself anymore. Changelog: Enemy army info added to combat prep: By default, you'll get vague details. With the military specialist, you'll see squadron details and unit numbers. Full squadron breakdowns and the enemy’s next-round picks are now available with additional upgrades. New upgrade for the military specialist: a military tactics book that lets you view enemy army details before the fight begins. Dead squadrons are no longer marked as available for deployment (some lingering bugs may still occur). Improved enemy AI: it now deploys squadrons more aggressively. Smarter squadrons: they’re better at detecting high-priority threats while chasing targets. Smoother first strikes between squadrons (we’re planning to add a charge mechanic for infantry soon). Squadron retreat mechanics: when squadrons leave the battlefield, they’ll try to return to t…
- UPDATE 0.11.0.2 - 1 October 2024
Hi everybody! We bring a nice update for you all who are enjoying the closed beta. Here's the list of fixed bugs: Unit prices in the shop have been increased, and the number of available units has been reduced. Animations are now functioning smoothly after you finish a combat. The interface won’t freeze when completing an entity objective anymore. Entity objectives are now completed correctly You can no longer sell the child to the slaver unless you’ve kidnapped them first. Combat no longer crashes when you reach the third round. Faction elements have been translated into English. Pause menu options have been added. The enemy army won’t spawn bugged or tired squads on the battlefield anymore. The music and sound effects volume controls have been fixed. Thank you very much for all your feedback, we are very happy that you are enjoying the game! This update will remove your saved data!
- UPDATE 0.11.0.1 - 29 September 2024
Hi everybody! We bring a nice update for you all that are enjoying the closed beta. Here's the list of fixed bugs: Losing a combat actually makes you lose and die. Your army squads are able to search for a new target when they defeat an enemy squad. In combat, the camera will initally be focused on your first squad, and clicking on the icon of your squads IN COMBAT, makes the camera follow them. When you start a new combat round there are no longer lonely units on the battlefield. English translation completed. Outcome selection fixed, now some (unfair) outcomes are more difficult to appear. When you travel to a new biome, the game does not crash anymore. When you edit a squad name, you now can type the letter M without the map opening. Now events that can block your path does not generate on the first location of each region. There is less chance of recruiting units for 0 gold, and now…
- Important update about the early access release - 27 September 2024
Hello everyone! We have some good news to share: We are attending the IndieDevDay conference this weekend and we have had quite a few meetings with publishers. One of them was very promising, and we're really excited about it. Unfortunately releasing the game in Early Access could put this collaboration (or other possible collaborations) at risk. That's why we decided to give you all access to a closed beta of Holy Grain! You can send us a DM on Instagram, message us on Discord, or email us to request a Steam key! Please note that once the game is released, the key will stop working. This way, you have the chance to try the game at no cost and give us all your feedback, which we'll consider for the final product. We appreciate all your feedback, it's important for us. That being said, thank you so much for your understanding, and we hope you enjoy this close beta of Holy Grain!