We are now nearing the middle of 2025, and many of you are no doubt eager for an update on where in development Grim Dawn’s third expansion is and when you can be expected to play it.
In today's development update, we'd like to give you some insight on where we stand, and a new estimate on when you can get your hands on Grim Dawn's third expansion.
Hi!
I've pushed a small fix into the main branch of MIRO. It fixes the following:
possible infinite loop / crash when two buildings were too close
Creature behavior when choosing a new migration position
Creature behavior when reaching a migration position while being chased by a predator
Predator hunt start behavior improved
Overall, creatures should feel more responsive to the world around them and get stuck less frequently.
Thank you for all the support!
Let me know if you run into any issues!
This update introduces a set of brand-new quests, each built around the positional-style objectives I’ve found to be the most fun and intuitive. These quests use the special floor plate system as a base, with unique twists that encourage movement, awareness, and experimentation. I’ve also made several balance changes, gameplay improvements, and bug fixes to help smooth out the overall experience.
I’ve added 8 new quests, all focused on spatial challenges, survival mechanics, and dynamic enemy behavior:
Aberration
Defeat the mutants—faster, tougher variants with elongated limbs and aggressive movement.
Seal of Slaughter
Stand inside a circle while waves of enemies continuously spawn.
Hold the Line
Defend Divino from waves of enemies. With the reworked targeting system, enemies can now attack something other than the player. Divino won't move, but he’ll fight back as best he can.
Immortal Construct
Avoid getting grabbed by a slower, less punishing version of the Pursuer, while dealing with constant enemy spawns.
Trail of Sin
Stay out of cursed zones that spawn whenever enemies appear. If you're not careful, you'll get boxed in.
Walk with Sin
Follow the invincible witch Calistra while enemies spawn around you. She doesn’t help—she just looks cool and makes everything harder. I’ll likely bring her to the hub world in a future update.
Devil May Run
Chase a demon as it tries to flee. Unlike Calistra, the demon runs away instead of wandering—and it can be stunned to buy some time.
Grasp of Horror
Scares will periodically spawn near you. Avoid being grabbed by them while surviving the onslaught.
Swiftness quest now gives +1.5 seconds per enemy spawned (up from 1s).
The timer now starts only after opening the exit door in curse/skill rooms.
I’ve removed most of the older quests, keeping just:
Timed level completion
Kill elite enemies
The original goal was to encourage unusual playstyles, but they often felt tedious or easy to miss.
Timed quests now have a fixed duration of ~30 seconds, instead of scaling with progression.
Combo Attribute Rework:
Resets Ability Cooldown is now Resets Ability Cooldown Every 10 Seconds.
It’s still powerful, but now encourages more varied gameplay—especially for builds like Gladiator or Reaper that could spam it constantly.
Statue Reroll Costs:
Rerolling skills at statues now has a fixed cost, instead of doubling each time. This gives more freedom to experiment with builds.
Gold Essence Retention:
Dying now keeps 100% of your gold essence between runs (up from 50%). This was a leftover system from early alpha that no longer fits, especially with an essence cap in place.
Gladiator Update:
Gladiators can now roll skills on armor, like other classes.
Fixed a bug where the Caestus would clip through walls.
Fixed the Helena bloody tear face texture to prevent discoloration.
Fixed a UI issue where the class selection screen didn’t display the correct difficulty text or color.
Removed an old saved texture quality setting that could still apply if it had been set in a much earlier version.
This update leans into what I think makes the quest system shine: positioning, tension, and variety. I’ve also made some changes to reduce friction and give you more freedom to experiment with builds.
Looking ahead to Part II of the quest update, I’m planning to expand Helena’s progression with more meaningful and permanent rewards beyond Divine Retribution. These will take the form of randomized, high-impact blessings that introduce powerful risk/reward mechanics to each run. For example, you might choose a blessing that completely randomizes the enemies and bosses in every area—or one that dramatically increases trap density while boosting gold essence gains.
Thanks for playing and supporting the game—it genuinely means a lot. More is on the way soon.
1.17.4.2 hotfixes
-Fixed player skill upgrades carrying over across runs
-Fixed spatial sense range being way too large
-Fixed broken enemy stun/knockdown animations while playin as nonclairvoyant
-Unfinished story mode updates
-Hopefully fixed depot issues for Linux/SteamDeck
Hey all,
After Light Fades is out today!
It's a mystical, magical sokoban puzzle odyssey where each world culminates in an artefact you master and eventually leave behind. Explore seven emotionally resonant fantasy worlds, casting away artefacts tied to grief, memory, and transformation.
A meditation on love, loss and growth, equal parts cerebral and heartfelt, challenging and rewarding.
Get it on Steam here with a 10% launch discount
https://store.steampowered.com/app/1717940/After_Light_Fades/
And check out the launch trailer
Hey everyone!
We're really happy to announce that Cozy Beach was selected for the Rainbow Tech Fest "Press Gay to Play" Showcase!
It's a fun chance to show off our game and it's in good company, there are lots of other great games in the showcase to check out.
Thanks again to the Rainbow Tech Fest for hosting the event and including Cozy Beach!
That's right, after over 200 days of waiting Chapter 2 will finally be here. With 5 more levels each with new and improved content. Level rankings, more achievements, etc. Check back tomorrow Saturday June 21st to finally
Hey all,
After Light Fades is out today!
It's a mystical, magical sokoban puzzle odyssey where each world culminates in an artefact you master and eventually leave behind.
Explore seven emotionally resonant fantasy worlds, casting away artefacts tied to grief, memory, and transformation.
A meditation on love, loss and growth, equal parts cerebral and heartfelt, challenging and rewarding.
Get it on Steam here with a 10% launch discount
https://store.steampowered.com/app/1717940/After_Light_Fades/
And check out the launch trailer