Grim Reach Patch 0.3.0 - New HavenNEW FEATURE: NEW HAVEN, BUILD YOUR SETTLEMENTThe Reach finally has a place that pushes back. New Haven is your own settlement: 15 different buildings, each with 3 ranks, and every single one gives you a permanent passive bonus. A few examples:- The Watchtower extends your offline progression, from 8 hours up to 11 at max rank- The Smelter and the Smokehouse work while you are away. They slowly smelt ores and cook food on their own, even while you are offline- The Shrine strengthens your weekday blessing effects- The Storehouse adds bank space, and the workshops speed up your gathering and crafting skillsBuilding costs gold and materials, and your work crew needs real time to finish. The first buildings go up in minutes, the final ranks take up to two days. Come back tomorrow and the hands will have worked.You can manage everything from a simple list view. If you like it visual, switch to the 2D map and place your buildings wherever you want, without restrictions. You can also scale and mirror every building freely, so the settlement looks exactly the way you want it to. In the evening (from 7pm local time) the map shifts from day to night.Every bonus is honest and visible: wherever a New Haven boost applies in the game, the tooltip shows you exactly what comes from your settlement.This version is the base. I have more ideas for New Haven that I can't share just yet, and I want to expand on this feature over the coming updates.WOODCUTTING FINALLY MATTERS!To support the settlement, Woodcutting got a real purpose. You now use it to craft dedicated building materials, and higher settlement ranks require them. If you ignored the skill so far, there is finally a good reason to train it.COMPLETE UI OVERHAULThe UI is going through many changes over the course of the next updates. I am always learning, and I want the game to feel cozy, immersive and cohesive. A lot of pages had their layout completely reworked: Companions, Shop, Bank, Quests...
Hello everyone,As we pass the first week since release, I am already working on the next major addition to Grim Reach Idle.My goal is to give the game its own identity among idle RPGs. New Haven will not be the only feature that defines Grim Reach Idle, but it will be an important step toward giving the game more personality and making its world feel truly connected.Before getting into the details, I want to thank everyone who has supported the Early Access launch, left a review, or submitted bug reports through the in-game tool. I often wish I could respond to every report personally and thank you directly.Feedback is one of the most valuable resources an indie developer can receive, so please keep it coming. You are also welcome to submit improvement ideas and other suggestions through the in-game “Report Bug” feature.What is the next major addition?Patch 0.3.0 will introduce:The Camp of New HavenThe world of Grim Reach Idle is a dark and unforgiving place. Adventurers need somewhere they can recover, prepare their equipment, trade, store their belongings, and craft the supplies required for the journey ahead.New Haven will become that place.Build Your Own SettlementYou will begin with little more than a humble hut. As you progress through the game, you will construct new buildings across the settlement. Each building provides permanent passive benefits that support your adventures throughout the rest of the game.Every building has three upgrade tiers, with increasingly demanding construction costs and more powerful effects.The Watchtower is one example. Each upgrade extends the maximum duration of your offline progress: (Tier 1 Watchtower)Tier 1: +1 hourTier 2: +2 hoursTier 3: +3 hoursAt Tier 3, the Watchtower therefore allows you to accumulate three additional hours of offline progress.Stronger Connections Between SkillsNew Haven is also designed to connect the game’s different systems more closely.Woodcutting, for example, is being expanded with new materials u...
Thank you for all the feedback since launch. This update is almost entirely built from it: smoother automation, a fairer loot game, and a big round of interface polish. NEW• Combat Queue — Fights now queue like everything else: pick 1×, 25×, 50×, ∞ or any custom number of kills, chain them with your crafting plans, and jump urgent fights to the front with Shift-click. Dying pauses the queue until you resume.• Mass Sell — Tick items in the shop and sell them in one click, with a stack slider and a single gold total. No more one-by-one selling.• Champion Victory Ceremony — Beating an elite now ends in a proper victory moment with your loot laid out. The elite tracker is a floating mini-window you can drag and collapse.• Combat Log Filters & Resizing — Filter the log by category (your hits, enemy hits, healing, loot, XP and more) and freely resize the log and loadout panels.• Character Screen Tabs — Equipment and Stats are now full-height tabs: a bigger equipment view and a clean, grouped stats ledger with proper tooltips.• Readable Dungeon Cards — Every dungeon now shows its zone, a recommended combat level, and the actual creature levels inside. No more guessing.• Blood Moon Rework — The Saturday world blessing is now a jackpot: every kill has a 15% chance to drop its ENTIRE loot twice, legendaries included.• New Look — New game logo and application icon.CHANGES• Dungeons are no longer level-locked. Only story progress gates them — the level on the card is a recommendation. The creatures inside are as deadly as ever; enter early at your own risk.• Loot worth fighting for — Elite unique drops now match the level of their zones, high-level zones drop modern crafting materials, and dungeon clears can award on-level armor. Anything you already wear stays wearable.• Healing rebalanced — Potions now scale meaningfully tier by tier, and all 46 foods have their own identity instead of healing nearly the same.• Thieving is honest — Cards show your real success chance with a f...
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