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Grimroll

Grimroll Steam news

Under the Stairs | To be announced | game

Coming Soon

GameSteam Store content

IndieStrategy

  • Steam app typegame
  • Steam App ID3411790
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperUnder the Stairs

Grimroll news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Steam app typegame
  • Steam App ID3411790
  • PriceNo longer available on Steam Store
  • Release dateTo be announced
  • DeveloperUnder the Stairs
  • PublisherUnder the Stairs
  • Parent gameNot available

Genres: Indie, Strategy

Company pages: Developer: Under the StairsPublisher: Under the Stairs

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

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Grimroll Steam news

Grimroll news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Back from Gamescom! - 2 September 2026

    A short one this week. We're back from our yearly vacation and are already deep in development of the game again.In case you were wondering how the actual playable version is coming along, we spent a few days showing it off at Courage, a small indie showcase running alongside Gamescom in Cologne.Putting a build in front of strangers is the fastest feedback we get. You can watch someone pick up the game and know within ten seconds whether a mechanic explains itself or not. Turns out we could use (better) onboarding on the character select screen or maybe even a tutorial, so that's getting worked on. We now have a full page of notes and a much shorter list of excuses.Here's the Courage page with the full lineup of games that were shown. There's a sale running alongside it, so it's worth a scroll even if you weren't in Cologne:https://store.steampowered.com/curator/45716300/sale/CourageCol…

  • Home is where the dice are - 14 August 2026

    We’re back with another Art post today, and this time we’re showing you two places: one you’ll want to stay in, and one that will absolutely want you gone.Let’s start at home. Gaze upon this super early concept of the Hub, or as we call it, Baba’s Hut. This is where you’ll catch your breath between runs, so we’re filling it with different items, cabinets and a collection of trinkets all over the place. Every shelf is a chance to tell you something about her without her having to say a word.You’ll notice the colors are a bit… loud. That’s on purpose. At this stage we block everything out in flat colors so we can tell what belongs to what, where your eye lands first and whether the fireplace is really pulling focus the way it should. We promise the final version will look better.Here’s another pass at the same space from a different angle, with Baba parked right where she belongs: across…

  • Rewards, Infusions and the Chain - 31 July 2026

    One of the main mechanics we have in Grimroll is getting rewards for crossing out boxes. The rewards take the shape of different consumables, instant additional hits on other boxes and even more dice. There's plenty of dice types but today we wanted to focus on the rewards specifically.The way you progress through the game and gain upgrades is by upgrading your items. Initially we had just 3 items that you'd equip, and we felt that this would be enough to start you off. It quickly became apparent that there wasn't a lot of decision making going on. You'd pick the 3 best items you could find and either get some build going off them or you'd die. We wanted more control, so we made each item have 3 slots of individual rewards, this gave us granularity and made progress more incremental.It created a UX nightmare for us. How do you add upgrades and slot them in 12 different places across 3 c…

  • This baba is not you! - 17 July 2026

    We’re back with another Art post today. If you didn’t notice the scary looming figure in the key art (first of all, how?), she’s the Crone, or as we like to call her locally: Baba!Here are some of Baba’s concepts, which we took in some weird directions. We had her looking kind, monstrous or even wildly strange. We wanted her to seem menacing at first sight but, the more you get to know her, the more you see her comical and weirdly nice side.We had to pin down the legendary apron and headscarf combo out of respect for every Balkan grandma. We also asked, „Should she even be human?” Some concepts have bird legs, antlers or even branches growing out of her hair, tying her to the forest.No matter what her form, she’ll tell your tale as you cast your dice. Here’s the one we chose for now.Other characters we showcased this month include the Polevik and Swargling. Now, a bit of a heads up… Old…

  • Live to roll another die - 3 July 2026

    Grimroll is a very simple game to understand, each turn you will:Use a die to cross out the box that has the same number to defeat enemies.Gain rewardsRepeatVarietyIn the playtest we had the basic white die and some ways to manipulate it (consumables). We needed a way to create hook mechanics and different playstyle archetypes. So, we introduced the advanced dice that did more specific things. All the advanced dice have one thing in common, they can hit any number, and they all leave a hook that another ability can latch on to.So, not to constrain ourselves, we added 6 different types of dice 😊WoundBurnRotPoisonStealCurseHere’s a few examplesWound Dice The wound as an effect is a hook. It stays on the grid until triggered. Wound builds are great for placing a lot of wounds on the enemy and then triggering all of them at once for lots of rewards.Burn DiceAll the numbers that are burning…

  • We're back! - 8 June 2026

    We’ve spent the last couple of months slowly playtesting Grimroll with a closed group of local game developers, we’ve also been tirelessly implementing the feedback we’ve gotten so far and we’re extremely excited to share that development on the game is going full steam ahead. In keeping with these great pushes forward we've made with the game, we first created new Key Art for Grimroll, giving the spotlight to some of our characters and the oppressive woods they find themselves in.A lot of the work in the last couple of months has been focused on the art direction and nailing what we wanted the game to look like. In this short update we'll go over some new art stuff and how they came to be, so let's start.We’ve explored the Croatian Naïve art movement and decided to take a lot of inspiration from it for our own art direction. It's an art movement that's often overlooked in modern media…

  • The Grimroll playtest is now live! - 23 June 2025

    Hey, Dice Casters! The Grimroll Playtest is Live right now! To join in rolling the dice, go to the game's store page and click on the big "Request Access" button. This Playtest is the first of, hopefully, many successful playtests to follow. While playing, we'd hugely appreciate it if you filled out the feedback form directly in the game to let us know of the biggest issues you may find and tell us what you'd like to see more of in the game's future. Come down to the woods, bring heaps of luck and help us make the game roll better than ever with your feedback. Wanna talk with us or other testers? Join our Discord server and tell everyone of your runs and builds! We'd love to see the shenanigans you guys get down to in the spooky woods.

  • What is Grimroll? - 12 June 2025

    On some of our socials and our website I Previously mentioned a bunch of board games that inspired us to create Grimroll, most notably a game called “That’s pretty clever”. The core mechanic behind that game was also crossing out numbers in grids and then getting rewards which give you options to cross out more numbers which give you rewards to cross out even more.In this post I'll go over what the core mechanics of Grimroll are, how it came about and why we believe it's the next roguelike you'll get addicted to.Each choice is a rewardA very rewarding aspect of the game is the idea that every time you cross out a number you will get something in return. This makes the game very “push forward”, you’re always chasing that next reward and that next step to clear a level or defeat an enemy. The expectation is that if you have 3 dice with 3 numbers to use that you will most likely cross out…

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