Grim Dawn - Zantai
You guys have been busy with Act II, and we have been busy making sure your experience is as smooth as possible

In light of this, we just released our latest patch for the game, bringing Grim Dawn to v0.2.3.4!

This hotfix includes corrections to several issues players have observed since Act II went live, as well as some balancing adjustments to gear and masteries.

You can read the full patch notes here.
Grim Dawn - Zantai
You guys have been busy with Act II, and we have been busy making sure your experience is as smooth as possible

In light of this, we just released our latest patch for the game, bringing Grim Dawn to v0.2.3.4!

This hotfix includes corrections to several issues players have observed since Act II went live, as well as some balancing adjustments to gear and masteries.

You can read the full patch notes here.
Grim Dawn - contact@rockpapershotgun.com (Adam Smith)

There was a time when I found ARPGs exciting, my buttocks glued to the tiny swivel-stool before the one-armed bandits of Diablo II and Titan Quest, hoping that they would spew shiny loot into my lap. In recent years I’ve managed to shake the habit. I poked at Diablo III for a while but kept my distance and even though I enjoyed Path of Exile in its early days, I haven’t felt compelled to revisit its blighted shore. Grim Dawn tempts me though. My memories of Titan Quest have become rosier than dawn’s fingers and Alec’s impressions of the team’s long-awaited follow-up were pleasing. Act II of the Early Access release is now available, and it introduces choice and consequence.

… [visit site to read more]

Feb 26, 2014
Grim Dawn - Zantai
We are pleased to announce that Act II, roughly the second third of the full release, has been released to the public!

This release should just about double the available content and raises the level cap to 35. There are many general improvements, including the redesigned HUD, some graphical enhancements, loads of new items and insidious quests.

In summary, you can look forward to:
106 New Items!
23 New Bosses and Mini-Bosses!
17 New Quests!
10 New Enemy Types!

We hope you enjoy and look forward to your feedback. :)

You can check out the changelog here
Feb 26, 2014
Grim Dawn - Zantai
We are pleased to announce that Act II, roughly the second third of the full release, has been released to the public!

This release should just about double the available content and raises the level cap to 35. There are many general improvements, including the redesigned HUD, some graphical enhancements, loads of new items and insidious quests.

In summary, you can look forward to:
106 New Items!
23 New Bosses and Mini-Bosses!
17 New Quests!
10 New Enemy Types!

We hope you enjoy and look forward to your feedback. :)

You can check out the changelog here
Jan 17, 2014
Grim Dawn - contact@rockpapershotgun.com (Alec Meer)

Lots of grim, not too much dawn so far. Which is a shame. Dawn’s so pretty. Might lift the spirits after all that zombie-twatting in the gloom. Still, that is what we’ve signed up for: Grim Dawn, an action RPG created by much of the team (and the tech) behind Titan Quest, is here to be our alt-universe Diablo III. No fancy business models (other than Steam Early Access), no unorthodox DRM (other than Steam), no drowning in lore and cinematics, no slickness at the expense of all else: just getting on with the zombie-twatting. Spiders too, naturally. (more…)

Grim Dawn - Crate Entertainment
Some interesting polls have been posted by playtesters on the forum and we're interested to see the results. Cast your votes if you haven't already.

Game difficulty:
http://www.grimdawn.com/forums/showthread.php?t=11371

Ease of finding quest objectives:
http://www.grimdawn.com/forums/showthread.php?t=11375
Grim Dawn - Crate Entertainment
Some interesting polls have been posted by playtesters on the forum and we're interested to see the results. Cast your votes if you haven't already.

Game difficulty:
http://www.grimdawn.com/forums/showthread.php?t=11371

Ease of finding quest objectives:
http://www.grimdawn.com/forums/showthread.php?t=11375
Grim Dawn - Crate Entertainment
Follow this link to view / respond on the Grim Dawn forums:

http://www.grimdawn.com/forums/showthread.php?p=127112#post127112

Build Notes:

Tech:
  • Added opt-in anonymous statistics reporter. Reports dxdiag logs and various gameplay stats back to our server.
  • Crashes should no longer break character save files.
  • Fixed a crash that could occur when particle based decals were applied between regions.
  • Fixed a bug where simultaneous pet attack/pet death could result in missed quest credit.
  • Fixed a bug where loot orbs had a small chance to generate no loot.

Game:
  • The amount of Aether Crystals required for the Kasparov's Experiment quest has been reduced to 4 from 5.
  • Increased the rate at which base weapon damage scales up between item tiers.
  • Increased base damage for 2h guns.
  • Reduced defensive ability on certain common monsters and champions.
  • Reduced the number of dynamic barriers in various levels, notably Wightmire, which is much more open now.
  • Reworked parts of Wightmire, adding a secondary road to serve as a more obvious but less direct path through the swamp while making the Milton Hart quest location a little more of an "off the beaten path" destination.
  • Set Warden to "Never Roam" in hopes that he will finally stay in his room!
  • The one-shot chest in the mine containing the captive rovers has been moved to a new, higher level, location. Characters that have already looted this chest will not get a second chance at its new location.
  • Direni now has a maximum level he can spawn at when hostile.
  • Most One-Shot chests now spawn randomly around their areas (ie. the Burrwitch Estates one-shot chest will always be somewhere in the Burrwitch Estates).
  • One-Shot chests will now only be marked as opened after the player has actually opened them, rather than merely discovering them (Yes, this includes the Warden's chest, which has been reset for all characters).
  • Added a new component (Viscous Venom). Adds poison resist to armor.
  • Added line of sight checks to Bloody Pox, Sigil of Consumption, Doom Bolt, Curse of Frailty.
  • Fixed a missing roof hitbox causing a line of sight issue.
  • Added partial localization files to distribution.
Grim Dawn - Crate Entertainment
Follow this link to view / respond on the Grim Dawn forums:

http://www.grimdawn.com/forums/showthread.php?p=127112#post127112

Build Notes:

Tech:
  • Added opt-in anonymous statistics reporter. Reports dxdiag logs and various gameplay stats back to our server.
  • Crashes should no longer break character save files.
  • Fixed a crash that could occur when particle based decals were applied between regions.
  • Fixed a bug where simultaneous pet attack/pet death could result in missed quest credit.
  • Fixed a bug where loot orbs had a small chance to generate no loot.

Game:
  • The amount of Aether Crystals required for the Kasparov's Experiment quest has been reduced to 4 from 5.
  • Increased the rate at which base weapon damage scales up between item tiers.
  • Increased base damage for 2h guns.
  • Reduced defensive ability on certain common monsters and champions.
  • Reduced the number of dynamic barriers in various levels, notably Wightmire, which is much more open now.
  • Reworked parts of Wightmire, adding a secondary road to serve as a more obvious but less direct path through the swamp while making the Milton Hart quest location a little more of an "off the beaten path" destination.
  • Set Warden to "Never Roam" in hopes that he will finally stay in his room!
  • The one-shot chest in the mine containing the captive rovers has been moved to a new, higher level, location. Characters that have already looted this chest will not get a second chance at its new location.
  • Direni now has a maximum level he can spawn at when hostile.
  • Most One-Shot chests now spawn randomly around their areas (ie. the Burrwitch Estates one-shot chest will always be somewhere in the Burrwitch Estates).
  • One-Shot chests will now only be marked as opened after the player has actually opened them, rather than merely discovering them (Yes, this includes the Warden's chest, which has been reset for all characters).
  • Added a new component (Viscous Venom). Adds poison resist to armor.
  • Added line of sight checks to Bloody Pox, Sigil of Consumption, Doom Bolt, Curse of Frailty.
  • Fixed a missing roof hitbox causing a line of sight issue.
  • Added partial localization files to distribution.
...