Another update today!
Code architecture has been improved, and should increase game stability.
Hey everyone!
We’ve got some huge news! Escape 9 to 5 has been officially approved by Steam for release!
That means the climb begins for real on November 19.
What started as a small idea about escaping the daily grind has turned into a full, chaotic parkour experience a climb from the cubicle maze to the unknown.
Here’s what’s waiting for you:
-Every jump counts one mistake and you’re back to the start.
-Climb through vents, rooftops, and bizarre worlds beyond the workplace.
-It’s tough, it’s weird, and it’s strangely satisfying.
We can’t thank you enough for all the support so far the comments, the wishlists, the hype from our Reddit posts — it’s all meant the world to us.
Now it’s official:
Mark your calendars, wishlist the game if you haven’t yet, and get ready to clock out for good on November 19.
Wishlist Escape 9 to 5 now to be notified the moment it launches!
Thank you again for helping us reach this point.
RoomZero Studios
This update addresses several minor issues reported after launch, mostly related to text and localization.
🗝️ Patch notes:
Fixed gender/pronoun inconsistencies in multiple languages (English, Italian, German, Portuguese-BR).
Adjusted certain strings that weren’t displaying correctly.
Minor polishing and consistency improvements across menus and dialogue pacing.
Your feedback has been incredibly helpful — thank you to everyone who took the time to report details and help refine Luce Spenta.
If you encounter anything else, feel free to share it in the community hub — I’m still testing and fine-tuning to ensure the best experience.
Dear Brave Adventurers,
It has been some time since our last communication. Rest assured, development on Grimlord continues without interruption. We have been diligently addressing various issues within the game. For technical reasons, we are planning to upgrade the engine to Unreal Engine 5.5 in the near future. This upgrade will significantly enhance performance and stability, and we look forward to sharing it with you upon release.As a result of this engine transition, the rollout of official MOD support has been temporarily delayed. Players interested in early access to MOD tools may apply through our Discord community.
Next week marks the return of Grimlord's most iconic seasonal event—Halloween. The limited-time Halloween questline is now live and will remain available for one month. This year, we have expanded the event with an enriched main storyline, which will be fully deployed by next weekend. Players who completed last year’s event can revisit those challenges and will also gain access to a brand-new hidden questline.

New Features
Halloween Quest Line and Boss Battle return to the game.
Lighting and Rendering Effects on the Halloween map have been updated and improved.
New Event Reward Items have been added.
Modifications
Energy Consumption for basic magic has been adjusted.
BOSS: Champion Invictus‘s partial attacks now apply less balance consumption to the player.
BOSS: Siege Weapon Giant's sweeping attack range has been reduced.
BOSS: Warden’s sweeping attack range has been reduced.
Fixes
BOSS: Grub The Goblin Hero no longer stops attacking mid-fight or fails to drop loot.
Bow Aiming functionality has been restored.
Hardware Accelerated Occlusion Culling has been enabled, boosting PC version performance.
Shadow Settings in the PC version are now normal and adjustable.
Abnormal Lighting caused by reflections in certain maps has been fixed.
Specific Skills can now be correctly cast on particular maps.
Hello everyone!
We’ve just released a new update that fixes all major game-breaking bugs we’re aware of. Here’s a quick rundown of what’s been addressed:
Fixed main menu text issues
Improved optimization in several areas
Restored missing textures in certain locations
Added missing voice lines
Fixed various other game-breaking bugs and glitches
This isn’t the final update before release — just an important one to ensure the game is fully playable for everyone.
Thank you all so much for your support! ❤️

Congrats to all speedrun winners! The top 3 are directly added to the Van!
You will see V 1.0 in the newest version:

The lands in between are added for speedrun time in speedrun mode, so now you can use the in-game timer for comparing speedrun times.
The speed up and hovering glitch are fixed, you can no longer fly forever.
The trigger volume in level fraud is fixed, you can no longer skip the level.
All steam leaderboards are rested. Abnormal data from older build will be removed.
Thanks Again for participate to the speedrun challenge!!!
Every death brings you closer to mastery.
Every player brings us closer to the dream. ❤️🔥
The Mexican Ninja demo vanishes this Halloween, but this isn’t game over - it’s just another run.
Gracias for playing. 🩸
Don't forget to leave us your feedback and wishlist the game to stay up to date!
https://store.steampowered.com/app/3764970/Mexican_Ninja/Stay sharp,
Fire
General Updates
Echo Cancellation of media and mics added and Automatic Gain Control for voice chat, should drastically help with people who use speakers,
Increased strength and quality of UI blur effect for a more pleasing result,
Floating UI elements are now anti-aliased,
Audio back-end (FMOD) has been updated to the latest version.,
Shader Updates
'Indexed' flipbook shaders that allow switching between 4 individual flipbooks using the scripting API named "Index: Standard + UV Animation" and "Index: Standard Two Sided + UV Animation",
New VAT shader variant "VAT: Standard + Alpha Mask",
Added properties to enable looping subsets of larger VATs
Added script API function to set these at runtime,
VAT and Displacement animations now behave correctly when worn on an avatar,
There is a visual issue in lookbook when scaled to the large and small extremes but is fine once you save and join a world. Bug Fixes
Automatically update advanced color management properties when dragging the client window between monitors with differing capabilities,
Fix for bottom/right of game window glowing orange in high-bloom worlds,
UI opacity now behaves more predictably when reducing the alpha value,
Z-fighting issue between UI panels when far from the world origin point resolved,
Fixed UI scaling issue when switching from VR to desktop and back,
Crash fix when minimizing the client window (thank beans),
Removed erroneous scrollbar from VR mode profile UI,
Fixed Giant scaling issue for the hair color picker but still may present a issue on some screen resolutions missing the HUE slider (scaling your window can make it show),
Corrected desktop snapshot behavior,
Fixed audio issues with some objects occluding sound when the camera was behind them.