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Grim Cure

helmoldgames.grim_cure

Co-op dungeon crawler for 1–4 players: fight the plague, gather ingredients, brew cures, and save patients.

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GRIM CURE — Game Jam III

The plague is spreading, and one expedition is never enough.

Grim Cure is a co-op dungeon crawler for 1–4 players. Fight through infected dungeons, collect ingredients, return to the refuge, brew medicine, treat patients, upgrade your plague doctor — then head back in for one more round.

⚔️ Fight Through the Dungeons


Enter plague-ridden rooms filled with rats, infected creatures and dangerous enemies.

Clear encounters, survive against the clock, defeat bosses and push deeper into the dungeon with your team.

Every expedition is another chance to return with more ingredients and become stronger.

🧪 Gather Ingredients & Brew Medicine


Enemies and dungeon loot provide the ingredients you need.

Bring them back to the refuge, choose a recipe and brew medicine in your own cauldron.

Each plague doctor manages their own resources, recipes and kitchen.

🩺 Treat the Sick


The medicine you brew has a purpose.

Give cures to patients, earn money and reinvest it into your next expedition.

The better your operation becomes, the stronger you can grow.

🌿 Build Your Plague Doctor


Unlock permanent perks that improve combat, cooking, economy and dungeon runs.

Increase your damage, improve your efficiency and build a plague doctor suited to the way you want to play.

🤝 Play Solo or With Friends


Play alone or form a team of up to four plague doctors.

Fight together in the dungeon while keeping your own progression, resources and kitchen.

🔁 One More Round


Fight.
Gather.
Brew.
Treat.
Upgrade.

Then go back in stronger.

How many rounds will it take to cure the plague?

Features


• 1–4 player co-op
• Top-down dungeon combat
• Plague doctor progression
• Ingredient gathering and medicine brewing
• Patients and economy
• Permanent perk upgrades
• Boss encounters
• Randomized dungeon runs
• Solo and multiplayer play

Made for S&box Game Jam III — “One More Round”.

Historique des joueurs de Grim Cure

Plage de 7 j · moyennes horaires

Mises à jour

25 mises à jour
Version 0.3.3 Phantom Dodge The fourth dungeon is open: dark cold stone rooms with faint violet cracks and crystal clusters growing in the corners and along the walls. 24 modifications

Added

  • The fourth dungeon is open: dark cold stone rooms with faint violet cracks and crystal clusters growing in the corners and along the walls.
  • New enemies: the Shard Lizard that bursts into shards after death, the Prismatic Moth that fires three slow shards, the Resonator, a tough brawler that learns to charge a shockwave in the deeper rooms and the Crystal Colossus that slams a line of crystal spikes out of the floor ahead of it.
  • The Crystal Leviathan boss charges across the arena, burrows, raises crystal lines, drops shard pillars, sheds its chest armor and opens its core.
  • Four new ingredients and four new dishes: Prismatic Cream, Deep Jelly, Resonant Roast and Heart of the Depths.
  • Phantom Dodge: press Shift for an instant dash that no attack can catch, leaving violet phantoms behind.
  • Phantom Dodge unlocks in the skill tree from the third dungeon, with upgrades for its cooldown and distance.
  • On a gamepad, Phantom Dodge is on B.

Improved

  • The recipe book, skill tree, dungeon guide and daily tasks are now fully playable with a gamepad, no cursor needed.
  • In the skill tree the D-pad jumps between skills, A buys, the right stick moves the tree and the triggers zoom.
  • Jumping in the Shelter no longer skips presses.
  • The selected skill now stands out with a glow and a pulsing ring.
  • The skill tree sits on light, sharper parchment so skills and links read clearly even zoomed out.
  • Hovering a skill shows in the stats panel what it will change, with the new value in green.
  • Once your party has reached a dungeon's boss, the guide offers to go straight to the boss fight and skip the rooms.
  • Boss health is now a wide bar with the boss name at the bottom of the screen.
  • Gnilotsvet's egg health bars are drawn on top of its body, so they are always visible.
  • Gnilotsvet fights in rounds now: after an attack series its eggs open for 12-15 seconds and it does not attack at all; break one egg the first time and two after that to make it close and attack again.
  • Gnilotsvet also hits softer, winds up longer, its eggs break faster and it summons fewer caterpillars.
  • Breaking out of a spider cocoon or stone takes half as many presses, and progress fades much slower.
  • Bosses now appear in the open middle of their room instead of sometimes inside a wall.
  • The beetle now spreads its shell and buzzing wings, paws the ground before the charge and flaps hard while ramming.
  • Root Shieldbearer: after slamming its shield it stays in place facing the fissure until it closes, leaving its back and sides open.
  • Root Shieldbearer: turns much slower, and its shield covers a narrower arc, so attacks from behind and from the sides deal full damage.

Fixed

  • Fixed other players not seeing the attack warnings of third dungeon enemies.
Version 0.3.2 More Hearts New boss of the third dungeon: Gnilotsvet, a giant carnivorous root flower waiting at the end of the Root Catacombs. 46 modifications

Added

  • New boss of the third dungeon: Gnilotsvet, a giant carnivorous root flower waiting at the end of the Root Catacombs.
  • It has more than one form, many attacks and a few surprises. Figuring out how to bring it down is up to you.
  • The beetle now winds up and charges across the room until it hits a wall, then stays dazed for a moment.
  • The root shieldbearer now slams its shield into the ground, leaving a crack in the floor for a few seconds: it hurts, slows anyone who steps on it, and the shieldbearer steals that speed for itself.
  • When the crack ends it slams shut: everyone near it is pulled onto the line, hit and slowed.
  • The biting flower now has a single attack: a vine lash it clearly winds up, with a marked danger zone, and a shorter reach you can step out of in time. It strikes where it aimed and no longer turns to follow you.
  • Two more heart upgrades: one next to the saw for the second dungeon, one deeper in the damage branch for the third.
  • The skill tree shows a stats summary: hearts, hit damage and speed, crit, range, move speed, sell price and every ability you own. It is collapsed by default: click its title to open it.
  • When you open a teammate's skill tree, their tab lights up in their color and the stats summary opens with their numbers next to yours: whoever has more is green, whoever has less is red.
  • A red arrow at the screen edge points to the boss when it is off screen.
  • A gold arrow at the screen edge points to the door that leads on to the next room when it is off screen.
  • Teammates show their ability cooldowns under their names, with a clock-style shade that sweeps away as the ability recharges.
  • The respawn and "can't attack yet" countdowns are now a big number in the middle of the screen.
  • Custom mouse cursor.
  • A player who just respawned and can't attack yet glows yellow.
  • Sprint in the lobby: hold Shift, or press the left stick on a gamepad.
  • Spider eggs sometimes drop a spider gland when destroyed.
  • The third dungeon has its own music.
  • New sounds for bats and the goblin healer's heal.
  • New sounds for the Spider Mother: roar, leg strike, web spit and the flying cocoon.
  • The Spider Mother's leap and ceiling drop now kick up a burst of dust.

Improved

  • Purple Lightning upgrades are now Golden Lightning: a lucky strike turns gold, thicker and brighter, and hits for at least triple damage.
  • Plague Pulse lightning is brighter and wider, with a bigger spark burst on impact.
  • Plague Hammer cooldown is now 6 seconds, and each fire rate upgrade cuts 1 second, down to 2.
  • Plague Saw cooldown is now 8 seconds, and each cooldown upgrade cuts 1 second, down to 4.
  • Abilities you have unlocked now work in every dungeon: the hammer bought in the third dungeon also works when you go back to the first.
  • Melee enemies now wind up before biting: damage lands mid-animation, and stepping away in time dodges the hit.
  • The root shieldbearer's shield blocks almost all damage while it is raised.
  • Third dungeon attack warnings on the floor are now a single faint band or a thin outline instead of many red lines.
  • You can no longer run ahead past the next uncleared room: doors beyond it stay shut until it is cleared, so the party stays together.
  • Doors back into rooms you have already left stay shut: the way only leads forward, with side rooms along it still open.
  • Healing hearts no longer vanish right after a room is cleared: they stay until the fight in the next room starts.
  • The skill tree is now drawn on old parchment with runes instead of a plain brown background.
  • Upgrades that only open in later dungeons now cost a price that fits that dungeon: third dungeon upgrades start at 25 billion coins and double with every level, fourth dungeon upgrades start at 25 trillion.
  • Hammer and saw cooldown upgrades now show the real cooldown in seconds.
  • The hammer branch is now called Plague Hammer, and the hammer, saw, pulse and blades unlocks describe how they actually work.
  • The runner now carries ready servings to the seasoning station first when you have a rare reagent, and to the counter otherwise.
  • Royal Roast (the last recipe of the second dungeon) now uses the goblin healer's royal spices instead of spider glands.
  • The last recipe of the third dungeon now uses the root shieldbearer's root heart instead of larval fat.
  • On a gamepad only the right stick turns your character; the left stick just moves.
  • In the lobby the camera turns on its own, and the character faces where it walks.
  • Fever now lasts 10 seconds instead of 3, so it is still active when you reach the next enemies.
  • Dungeon music is twice as loud.
  • Better frame rate in the third dungeon: ambient spores and dust only drift in rooms you can see.
  • Better frame rate in all dungeons: wall torches no longer cast shadows, and small floor clutter in the third dungeon no longer casts shadows.

Fixed

  • Fixed two upgrades overlapping in the tree.
Version 0.3.1 Root Catacombs & Hopping Toads The third dungeon opens its roots, poison toads learn to hop, and new players finally get a proper tutorial. 40 modifications

Added

  • The third dungeon opens its roots, poison toads learn to hop, and new players finally get a proper tutorial.
  • The third dungeon, the Root Catacombs, is open: beat the second dungeon's boss to unlock it.
  • The Root Catacombs are overgrown: cracked dusty floors, grimy walls wrapped in roots, patches of dirt, burrows and ivy, with spores and dust floating in the air.
  • The third dungeon has its own creatures: plague caterpillars, biting flowers, beetles and root shieldbearers.
  • Biting flowers stay rooted in place, bite anyone who comes close and lash out with their vines further away.
  • Beetles gather themselves and rush forward in a short dash.
  • Root shieldbearers block most damage from the front with their shield and charge at you with it raised: hit them from the side or back.
  • Third dungeon creatures have their own attack effects: vine lashes, sparks off the shield, dust behind charges and splashes on bites.
  • New ingredients from the third dungeon: larval fat, predatory petal, beetle carapace and root heart.
  • New third dungeon dishes: Larval Stew, Predatory Salad, Carapace Ragout and Root Infusion, with their own models and pictures.
  • A new game now starts in the Shelter with a step-by-step tutorial: pick a recipe, cook, collect, sell, buy a skill and head out with the guide.
  • The dungeon opens once the Shelter tutorial is done; an arrow shows where to go at every step.
  • New Shelter features like the seasoning station, the runner and the daily chest get a short introduction when they first appear.
  • You can now look at what your teammates have learned: switch between players with the tabs above the skill tree.
  • When you fall in the dungeon you see a countdown to your respawn, and after getting up a countdown until you can attack again.
  • The second dungeon has its own music track.

Improved

  • Poison toads now hop around the room and keep spitting poison between jumps.
  • Poison toads hop sideways to keep their distance and leap after you when you hide behind a wall.
  • Spiders no longer show up in the deeper rooms of the second dungeon, just like rats in the first one.
  • While the Plague Rat calls down falling rocks it stomps in place: it cannot be hurt and every stomp knocks back anyone who gets close.
  • Rocks dropped by the Plague Rat now stay on the floor for 10 to 15 seconds and block your way.
  • The Plague Rat roars when the fight starts, at each new phase and before its attacks, and its stomps shake the ground with a heavy thud.
  • The plague hammer is now thrown on demand with the right mouse button (LT) instead of on its own timer, aimed at the enemy closest to where you look.
  • The plague hammer now swings down onto its target instead of spinning, hits a wider area and slows enemies where it lands instead of knocking them toward you.
  • The plague hammer slam now cracks the floor with glowing fissures, sends out a shockwave and throws stone debris.
  • Plague Blades moved to the F key (D-pad up).
  • The recipe book is redrawn as an old leather tome with aged pages, gold corners and ribbon bookmarks.
  • Every dish now has a short description, and the recipe shows how many of each ingredient you have against how many it needs.
  • The guide's dungeon picker is now a leather book too: dungeons with pictures on the left, the chosen one's ingredients and a Set out button on the right.
  • Gathering the party for a dungeon is simpler: you just wait for the others, and press E to cancel with a confirmation.
  • While your party is fighting in one room, doors to other uncleared rooms stay shut, so nobody can run ahead of the fight.
  • Blood, bones and egg sacs in the second dungeon are now scattered randomly instead of repeating tile by tile.
  • Corner cobwebs in the second dungeon now hang in the actual corners of the rooms.
  • The dungeon map is now turned the same way as your screen: up on the map is up on the screen.
  • The dungeon timer now counts down in real seconds in every dungeon; deeper dungeons simply start with fewer of them.
  • Fewer stutters when many enemies die at once and smoother crowded fights.

Fixed

  • Fixed the Spider Mother walking at you and attacking while the camera was still showing her.
  • Fixed enemy names hiding behind their health bar when you target them.
  • Fixed hearing other players pick up dishes while they cook and sell.

Removed

  • Removed the option to leave for the dungeon without the rest of the party.
Show 22 older updates
Version 0.3.0 Spider Mother & Toxic Puddles The Fungal Depths finally have a queen. Face the Spider Mother, break out of her cocoons, and watch your enemies fall apart. 28 modifications

Added

  • The Fungal Depths finally have a queen. Face the Spider Mother, break out of her cocoons, and watch your enemies fall apart.
  • Added the Spider Mother, the boss of the Fungal Depths.
  • The Spider Mother leaps at players, spits webs that slow you down and drops from the ceiling.
  • The Spider Mother lays egg sacs that hatch spiders and calls in waves of plague bats.
  • The Spider Mother can wrap a player in a cocoon — mash the mouse button to break free.
  • Bosses now get tougher with every extra player in the party.
  • Added a red banner with the boss name when the camera shows the boss.
  • Enemies now break apart into pieces when they die.
  • Enemy spit now bursts with a splash when it hits a wall.
  • The enemy in your attack cone now shows its name above its health bar.

Improved

  • Reworked the Plague Slug's look — it is now a glowing, translucent blob that squashes and splats when it hops.
  • Redrew poison puddles as living, glowing slime with ripples, popping bubbles and droplets.
  • Poison puddles now come in several shapes, so neighbouring puddles no longer look the same.
  • Fungal Depths cures got their own models: herbal broth, mushroom soup, an iron stew pot and a royal chicken pot.
  • The Fungal Depths got their own look with cobwebs, blood, bones and egg sacs.
  • The pits under the Shelter floor grates now hold glowing poison puddles.
  • Less dust floats in the Shelter air.
  • Patients in the queue no longer strike odd poses while waiting.
  • The ability bar now shows only the abilities you have unlocked.
  • Plague Lightning got a proper lightning icon.
  • Main menu music is half as loud.

Fixed

  • Fixed room doors slamming shut while you were still standing in the doorway.
  • Fixed seasoning crystals endlessly reappearing in rooms you had already cleared.
  • Picking up a seasoning crystal now gives its reagent to every player at once, with no second pickup.
  • Fixed old removed enemies, like the poison-spitting skull, still appearing in the dungeons.
  • Fixed poison puddles and Shelter acid bubbles turning purple or white in the released game.
  • Fixed slime dropped by Plague Slugs looking black instead of green.

Removed

  • Removed the falling stalactites with green warning circles from the Fungal Depths.
Version 0.2.3 Combat Polish Spider webs now stack: every bite slows you a bit more, up to three layers, and the effect shows how many layers are on you. 7 modifications

Improved

  • Spider webs now stack: every bite slows you a bit more, up to three layers, and the effect shows how many layers are on you.
  • Rare reagent and spice bags in the dungeon are now purple reagent crystals instead of jars.

Fixed

  • Fixed hearts from crates and barrels healing less than a full heart: half a heart plus a pickup is now one and a half.
  • Fixed rooms sometimes overflowing with enemies: spawns on enemy death, summons, boss rats and slime splits now respect the enemy limit.
  • Fixed blood leeches shooting the moment they appear: they now wait a moment before the first shot.
  • Fixed blood leech spit still hitting after the leech died.
  • Fixed numbers breaking onto a second line on the results screen, in the task progress and in perk tooltips.
Version 0.2.2 Seasoning Station Update Spider nests can no longer end up in a doorway or the middle of a room. 13 modifications

Improved

  • Spider nests can no longer end up in a doorway or the middle of a room.
  • The Plague Saw now passes under plague bats: flying enemies are no longer hit or pushed by it.
  • Toxic puddles are now glowing pools of swamp acid with big bubbles swelling and popping all over them, casting a green glow on the floor and stopping at walls.
  • The seasoning station now takes a whole stack: hold E to load several cures, each one costs a rare reagent, and they are enhanced one at a time in the order you brought them.
  • Enhanced cures now go to the sell counter by themselves.
  • The seasoning station now visibly works: the crank turns, the press gently sways and purple crystals rain onto the cure.
  • Fine dust now drifts through the air of the shelter.
  • The acid under the shelter's floor grates now fills each hole on its own, slowly flows and bubbles.
  • The loot count on the results screen now always fills in under a second, whether you bring back two ingredients or two thousand crystals.

Fixed

  • Fixed ranged enemies shooting through walls: they now only fire with a clear line of sight, and their spit stops at walls.
  • Fixed joined players seeing every patient twice, two bodies standing inside each other.
  • Fixed the loot bar on the results screen sometimes stopping just short of the end.
  • Picking up a heart now makes its sound again, and every player in the party hears it.
Version 0.2.1 Nests & Seasoning Spider nests now appear against walls, mostly in corners, instead of in the middle of the room. 7 modifications

Improved

  • Spider nests now appear against walls, mostly in corners, instead of in the middle of the room.
  • Spider nests no longer count as enemies: they don't hold back the room clear, don't drop ingredients and stay until you break them.
  • Fungal Depths enemies now always drop their own ingredient: spiders spider glands, toads mushroom caps, bats bat wings, goblins royal spices.
  • Plague Lightning no longer chains to enemies outside the current room.
  • Serving and depositing speed skills now work: holding E at the serving table and the sell counter repeats faster with each level.
  • Enhancing a cure at the seasoning station now takes a moment, and seasoning speed skills make it faster.
  • Skill tree nodes that did nothing are now locked and can no longer be bought.
Version 0.2.0 Gamepad Update Grab a controller, dig into deeper health and abilities dungeon by dungeon, and hire some help back at the Shelter. 65 modifications

Added

  • Grab a controller, dig into deeper health and abilities dungeon by dungeon, and hire some help back at the Shelter.
  • Added full gamepad support: move with the left stick, aim with the right stick, LT and RT use abilities, Y interacts, A jumps.
  • B closes windows, goes back in menus and leaves the pause menu; A confirms tips and skips the intro.
  • On-screen hints switch between keyboard and gamepad buttons automatically.
  • Health upgrades are now at the start of the skill tree: buy Attack Range to unlock More Health, then gain up to two extra hearts (five in total) in dungeon 1.
  • Abilities now open one dungeon at a time: Plague Pulse in dungeon 1, Plague Saw in dungeon 2, Hammer in dungeon 3 and Plague Blades in dungeon 4. The skill tree shows which dungeon unlocks a locked ability, and the ability bar shows the same. Skills you already bought stay yours and start working once you reach their dungeon.
  • The Plague Saw skill moved deeper into the skill tree: it now appears only after the third damage upgrade, so it is not visible in dungeon 1.
  • Enemy hits now cap out at 1, 1.5, 2 and 3 hearts in dungeons 1 to 4, so more health never makes fights trivial.
  • The Server skill now hires a server who carries finished cures from the serving table to the sell counter for you.
  • The Server Speed skill makes your server faster.
  • The cauldron now bubbles and steams while a cure is brewing.
  • Party cards now show every player's ping under their avatar, updated every second.
  • Everything currently affecting you — web, slow, poison, fever and run damage — now shows in one row above your hearts, with the seconds left.
  • Gaining a buff like +10 damage now pops up as an orange banner in the middle of the screen instead of a number lost among the damage numbers.
  • Entering the boss room now swings the camera over to the boss for a moment before the fight.
  • A door appears in the boss room once the boss is dead and takes the party straight back to the Shelter.
  • The Fungal Depths have a new cast with their own models and animations: spiders, poison toads, plague bats and goblin healers.
  • Spider nests keep hatching spiders until you break them.
  • Spider bites wrap you in webs that slow you down for a few seconds, with cobwebs creeping in at the screen corners.
  • Poison toads barely move: they puff up their throat before each spit and leave poisonous puddles where it lands.
  • Plague bats swoop in, bite and fly off, then come back for another pass.
  • Goblin healers keep behind the pack and raise their staff to summon a green cloud that heals them and every enemy nearby, except spider nests.
  • Fungal Depths ingredients now have their own models and icons: spider glands, mushroom caps, bat wings and royal spices.

Improved

  • The Plague Rat boss scales with your party up to three players: more health, more rats, more falling rocks and faster attacks.
  • The Plague Rat throws out more rats and hits harder with its charge, tail swipe and slime.
  • At low health the Plague Rat slams the ground three times around itself in a wide circle, and anyone caught in it is slowed.
  • The dungeon timer stops in the boss room: the boss fight lasts until one side is dead.
  • The boss room always has at least six crates and barrels that each drop a heart.
  • The boss charge warning now shows only arrows pointing where it will run, without the wide lane.
  • Rats now walk with coordinated steps and a moving tail, and lunge with a bite animation when they attack.
  • Rats now hit harder the deeper you go: a rat bite takes 40% of a heart in the first room and grows to a full heart by the sixth.
  • No regular enemy can take more than one heart with a single hit any more.
  • Enemies now arrive in small packs over time instead of pouring into the room all at once.
  • Each pack spawns in its own spot, away from players and other enemies, so fights no longer start as one big crowd.
  • Blood leeches no longer back out of the room through the door while keeping their distance.
  • Plague slugs now make an audible sound when they jump and land.
  • Crates and barrels drop hearts more often: 40% instead of 25%.
  • Rat tails on the floor are one and a third times bigger than before.
  • Dropped ingredients no longer glow with a light or a ring on the floor: soft sparkles in the ingredient's color now drift up around them instead, so they are easy to spot without lighting up the floor.
  • Dungeon floors across all four Plague Cellars are now a varied mix of stone tiles instead of one repeating pattern.
  • Dungeon walls now mix several styles per Cellar — brick, smooth stone, masonry and ruins — instead of one or two repeating types.
  • Every player now gets their own ingredient drop from each enemy killed — clear 11 rats as a pair and you both get 11 tails.
  • Ingredients dropped for a teammate stay on the floor until that teammate picks them up.
  • The cook now stands behind the cauldron, facing the kitchen, and you cook by using the cauldron itself.
  • The seller is gone: recipes are now chosen at a recipe book lying on the table.
  • The shelter floor is now a varied mix of stone slabs, each turned a random way, instead of one repeating pattern.
  • The shelter walls now mix four brick patterns piece by piece instead of one pattern per side.
  • Moved the run damage buff icons from next to the map to a column on the left of the HUD, right above your hearts.

Fixed

  • Fixed the Dungeon cleared, find the exit message showing after the final boss when there is no exit to find.
  • When the host leaves the game, everyone else is now taken back to the main menu with a Host left the game message instead of being left in a broken run.
  • Fixed enemies looking farther away than they really are for players who join a friend's game.
  • Fixed enemies biting joined players from a distance.
  • Fixed auto-attacks and abilities of joined players missing enemies inside their attack cone.
  • Fixed enemy movement sometimes looking jittery for everyone but the host, snapping between a stutter-step and a sudden lurch.
  • Fixed joined players seeing the host's patients on top of their own — everyone now has their own queue of 13 patients.
  • Fixed some players occasionally getting two copies of their own patient queue, doubling it to 26 patients.
  • Fixed an invisible wall at the serving table: you can now walk through it until you hire the server.
  • Fixed a bought heart sometimes staying grayed out after loading into a fresh run.
  • Cures now show their own recipe icon everywhere: on the serving table and sell counter prompts, the seasoning window, cook-a-cure tasks and the daily sell-cures task.
  • Fixed the dungeon hint: it no longer promises ingredients from crates or E interactions, and explains that abilities unlock in the skill tree.
  • Fixed the carried cure name running into its count, and the carried cure now shows its own recipe icon.
  • Fixed the enemy health number sometimes clipping, sitting off-center or blending into the damage trail — it now sits centered and easy to read.
  • Fixed blood leech spit being too small to see.
  • Footsteps and hits on dungeon grates and the Plague Saw now sound like metal instead of a generic surface.

Removed

  • Removed the server standing at the serving table — the cook puts cures on the table and you carry them yourself until you hire one.
Version 0.1.0 Plague Update The Plague Cellars got a lot nastier. Meet the Plague Rat, survive deadly poison, and face new threats deeper underground. 20 modifications

Added

  • The Plague Cellars got a lot nastier. Meet the Plague Rat, survive deadly poison, and face new threats deeper underground.
  • Added the Plague Rat, a new boss in the Plague Cellars.
  • The Plague Rat throws slime globs that can spawn rats.
  • The Plague Rat can strike with its tail and charge across the room.
  • Added floor telegraphs for the Plague Rat's attacks.
  • Added poison damage from toxic puddles.
  • Poisoned hearts now turn green.
  • Added a sickly screen-edge vignette while poisoned.
  • Added new hit sparks, gore effects, lightning impacts, and enemy spawn effects.
  • Added new sounds for the Plague Saw, lightning, and heart pickups.
  • Added an emergency unstuck action in the Shelter — press R to return to your spawn point.

Improved

  • Reworked the Plague Slug — it now hops toward players instead of biting.
  • Plague Slug landings now leave poison puddles.
  • Plague Slugs now swell up and burst when killed, splitting into two smaller slugs.
  • Plague Slug death explosions now damage players standing too close.
  • Reworked the Plague Saw so it flies straight until hitting a wall.
  • The Plague Saw now cuts through enemies and only bounces from walls.
  • Increased the number of Plague Slugs deeper in the Plague Cellars.
  • Rats stop appearing once Plague Slugs begin spawning.

Fixed

  • Fixed skeletons not properly facing the player.
Combat Overhaul Room entry now spawns a burst of several enemies at once instead of trickling in, and killing an enemy can spawn a replacement nearby. 39 modifications

Added

  • Room entry now spawns a burst of several enemies at once instead of trickling in, and killing an enemy can spawn a replacement nearby.
  • Added a new floor hazard to the second dungeon: a warning circle grows on the ground before a strike lands.
  • Currency chests now open with a proper hinged lid, a light flash and bursting shards, with crystals visible inside.
  • Breaking barrels and crates now sends boards, hoops and dust flying and settling, visible to every player.
  • Added a wall banner and a wooden cabinet as new decoration.
  • Cures sold to a patient now stand as jars on the seller's counter.
  • The patient queue is now 13 people long.
  • The results screen now shows each player's own shards earned and enemies killed.
  • Task rewards now show with a badge icon.

Improved

  • Reworked auto-attack, the Plague Saw, Plague Blades, the lightning ability and the hammer ability, and rebalanced their damage together under one shared formula.
  • Plague Slug's contact damage raised to match other enemies.
  • Regular melee enemies now only hit within a tighter arc in front of them, but turn to face you faster; knockback now matches how hard you were hit.
  • Resource-bag knife barrage now hits a target as soon as it overlaps the blast, instead of needing an exact center hit.
  • Simplified movement speed to a flat base, scaled by the skill tree and adrenaline.
  • Each health upgrade now grants a full heart instead of a sliver, and the old health cap is gone.
  • The ingredient-yield skill now adds bonus ingredients directly on pickup instead of just raising drop odds.
  • Redesigned enemy health bars: bigger, rounder, with tick marks and a trailing damage catch-up fill.
  • Rats are now twice as big.
  • Bosses are now three times bigger, with their hitbox and attack range scaled to match.
  • Wall torches unified into one model with real fire, smoke and flickering light, replacing torches with no light; rolled out to the main menu and all first-dungeon rooms.
  • Selling no longer waits for a patient to be standing there, and the sell queue and its timer now keep running while the party is in the dungeon.
  • Redesigned health as bigger segmented hearts with precise partial fill.
  • The bag now shows every ingredient you're carrying instead of hiding some behind unlock progress.

Fixed

  • Fixed the currency chest appearing upside-down and not showing its open/closed state to everyone.
  • Fixed break debris rendering as giant cubes instead of small dust and boards.
  • Fixed daily task progress only saving when you changed scenes.
  • Fixed a task tracking a removed enemy type; it now tracks blood leech kills instead.
  • Raised the ceiling on the music volume slider.
  • Fixed sick patients sometimes not wearing their infirmary outfit.
  • Fixed bag and chest rewards (shards, seasoning ingredients) going to the whole party instead of just players who had personally unlocked them.
  • Fixed starting resource bags spawning more than once per room.
  • Fixed the dungeon run timer's bonuses not scaling evenly, and activated a previously non-functional time-per-door skill.
  • Fixed currency chest rewards going to the whole party instead of scaling to each player's own bonus.
  • Fixed regular enemies dropping a separate ingredient per party member instead of one shared pickup.
  • Fixed first-dungeon enemies silently defaulting to the lowest possible point value.
  • The boss no longer drops a random reward or counts toward a room's score (it still counts toward your kill stats).
  • Fixed the boss fight sometimes leaving stray enemies behind, letting loot go uncollected, or double-completing the run.

Removed

  • Removed three unused first-dungeon enemies: the carrier, the fat rat and the spawn brood.
  • Removed several old bonus perks that no longer fit the current skill tree.
Personal Loot & New Interface Combat rooms now spawn a few destructible crates, with a chance to drop a heart when broken. 35 modifications

Added

  • Combat rooms now spawn a few destructible crates, with a chance to drop a heart when broken.
  • Added three seconds of protection after you respawn in a dungeon: no auto-attack and no abilities while it lasts.
  • Holding E at the cauldron, serving counter, sell counter and Seasoning station now repeats the action instead of needing repeated taps.
  • Added a full settings screen to the pause menu, matching the main menu, plus a credits screen.
  • The dungeon-select window now shows a preview image and that dungeon's ingredients.
  • Added new currency icons and dungeon preview art, used across the skill tree, tooltips and popups.
  • Party cards now show all three currencies for every player, not just coins.
  • Ingredient drops in the dungeon now spawn a personal copy for every player instead of one shared pickup.
  • Miasma shard rewards from bags and treasure chests now go to every player in the party.

Improved

  • Enemies now turn to face whoever they're fighting.
  • Killing an enemy stops it instantly and grants its reward exactly once; the body stays for a few seconds afterward as a visual only.
  • Retuned blood leech spit: it fires less often, and is smaller and easier to read.
  • Rats are now visually bigger.
  • Skeletons now hit for a full heart.
  • Reworked the Plague Saw: it flies out, disappears on hitting a wall unless you have the bounce upgrade, can hit the same enemy more than once if it lingers, and spins flat like a blade as it flies.
  • Plague Pulse is now passive: it has a chance to trigger from a knife hit and chains to nearby enemies.
  • Players now start each run with three hearts instead of two.
  • Doubled the dungeon run timer, including every time bonus you earn during a run.
  • The boss room is now sized to fully contain the boss and its door, and the path there makes room for it.
  • Chests now sit rotated lid-down.
  • Barrels, crates, cages and chests are now placed around rooms without overlapping walls or doors.
  • Heart pickups now use a new, larger heart model.
  • Each of the first dungeon's four cures now shows its own distinct bottle, in flight and on the counter.
  • The results screen now shows loot as a single colored bar sized to what you actually collected.
  • The fourth cure now brews from a different ingredient.
  • Shelter windows now close with an X instead of a back arrow, and show a coin icon next to your balance.
  • The daily rewards calendar now hides future days until they arrive, and claims a reward with a single click.
  • New parchment-and-dried-blood color palette across menus, HUD, cooking panels and cards.

Fixed

  • Fixed missing dungeon and menu background music.
  • Fixed blood leech spit sometimes skipping past the player instead of hitting them.
  • Fixed Shelter patients freezing in place for joined players after the first few seconds.
  • Fixed each player's Shelter patients sometimes blocking each other instead of running independently.
  • Fixed the Jenga tower not working when played by a joined player.
  • Fixed a duplicated corridor piece causing broken doors.

Removed

  • Removed the spinning corner decoration from every required first-dungeon room.
Game Jam Release Grim Cure is out for S&box Game Jam III: team up with up to four plague doctors, clear the dungeons and keep the patients alive. 65 modifications

Added

  • Grim Cure is out for S&box Game Jam III: team up with up to four plague doctors, clear the dungeons and keep the patients alive.
  • Added a weekly login streak reward at the task chest, separate from daily tasks.
  • Added a chain of 40 tasks.
  • Added a temporary run damage buff, personal to each player, that resets between runs.
  • Added timed resource bags in dungeons 2 to 4, unlocked once you have the Seasoning station.
  • Added a playable Jenga tower to the Shelter.
  • Hitting the hub radio now disrupts the current track with static before it recovers.
  • Added a destructible treasure chest that rewards more the deeper you are.
  • Every player now has their own kitchen: recipe, pot, cooking progress and finished dishes are all personal.
  • Added pop-up notifications for completed tasks, new tasks and new recipes.
  • Added party cards showing every player's avatar, name, hearts and coins.
  • Your last heart now darkens and reddens the screen, pulses the edges with your heartbeat, and closes your eyes.
  • Added sounds for player death, breaking barrels, the run clock running out, and torches.
  • Added sounds for buying skills, picking up resources and taking a cure portion.

Improved

  • Enemies now spread out around you instead of clumping together.
  • Each enemy now always drops its own matching ingredient instead of a random one.
  • Adrenaline is now a short speed boost triggered by picking up a bag, reaching a new floor, opening a door, breaking the treasure chest or using an ability, instead of stacking on every kill.
  • Patients reach the sell counter noticeably faster when the queue backs up.
  • Jenga: aim at a block with the cursor before pulling it, or grab and drag one by hand — a hard yank can topple the tower.
  • The tower now settles properly on its stand instead of blocks sliding and toppling on their own.
  • The Seasoning station's key ingredient is now a rare drop instead of a guaranteed one.
  • Removed the limit on how many dishes you can carry at once.
  • Cures on the serving table now stand as a single stack instead of spreading into separate piles.
  • Skill tree prices now put a space between the number and the currency.
  • Skill tree tooltips now open anywhere over a node, not just its thin outer edge.
  • New and higher-resolution icons for several skill tree nodes.
  • Terry in the main menu now wears the full plague doctor outfit.
  • Redesigned the pause menu to match the main menu.
  • Loot on the results screen now counts up one item at a time with a sound per item; big hauls speed up so the count doesn't drag.
  • Moved coins and the task tracker to the corners of the HUD, and added party cards next to them.
  • Player name tags are now a single line that trims instead of wrapping, and no longer show currency.
  • Large currency amounts are now shortened, since some task rewards run very high.
  • Patients now hold their medicine at hand height instead of floating, and all wear masks.
  • The defeat screen now appears after 1 second instead of 6.
  • The task card now stays visible while exploring the dungeon, not just in the Shelter.
  • Torches can now actually be heard, and every torch across the dungeons loops its sound consistently.

Fixed

  • Fixed joining a friend's game.
  • Fixed the pause menu not showing up, and pausing no longer freezes other players' games too.
  • Fixed joined players falling endlessly into empty space after spawning.
  • Fixed the joining player's camera staying stuck in first person with no mouse-look in the Shelter.
  • Fixed the mouse cursor not being released consistently across Shelter windows.
  • Fixed the dungeon looking different for joined players — rooms and enemies now update correctly as they explore.
  • Fixed a held Jenga block not surviving a host handover correctly.
  • Fixed task rewards sometimes paying out more than once for the same player.
  • Fixed a save that had stripped every system out of the Shelter — kitchen, patients, torches, Jenga and the radio all work again.
  • Fixed the kitchen resetting when you left for a dungeon run.
  • Fixed the task chest being impossible to open.
  • Fixed task texts for cures and enemies.
  • Fixed the Shelter not loading your saved coins and task progress, and silently wiping them on your next run.
  • Fixed old saves migrating leftover health points into an unrelated high-cost skill.
  • Fixed knives not charging when standing near walls or doorways during a fight.
  • Fixed heart pickups from crates healing more than one heart.
  • Fixed the run clock starting the moment enemies spawn instead of when a fight actually begins.
  • Enemies no longer spawn right next to players.
  • Fixed locked doors showing as a plain black wall instead of a closed door.
  • Fixed doors in corridors.
  • Fixed room and door rewards sometimes triggering more than once per room.
  • Fixed the pause menu being invisible.
  • Fixed the low-health vignette, damage flash and heart-shake effects being invisible.
  • Fixed the sale and skill-purchase sounds playing from the wrong place in the world.
  • Fixed torches in older rooms staying silent.
  • Fixed the run clock's final-seconds warning playing too early.
  • Fixed loading a save incorrectly replaying pickup and sale sounds.
  • Fixed the end-of-run loot tally being inaudible.

Removed

  • Removed the secret chest's currency reward — it was a placeholder for the new treasure chest.
Skill Tree Accuracy Pass Added new hand-cut icons for the skill tree. 10 modifications

Added

  • Added new hand-cut icons for the skill tree.
  • The skill tree header now shows the balance of all three currencies.

Fixed

  • Fixed old save files sometimes failing to carry over skill levels.
  • Fixed cooking speed being capped lower than intended at high upgrade levels.
  • Fixed joined players sometimes not seeing when a dish finished cooking.
  • Fixed the sell counter using inconsistent stats for price versus speed.
  • Fixed several skill tree tooltips showing the wrong percentage.
  • Fixed the before vs after comparison on percentage skills showing raw stats instead of the percentage gained.
  • Restored the current level (for example 3/5) to multi-level skill tooltips.
  • Corrected movement speed, attack range and attack speed scaling from the skill tree at several upgrade levels.
Dungeon Spiral & Wallets Added status boards above the cook, serving table and sell counter showing what's cooking, what's ready, and the sell queue. 16 modifications

Added

  • Added status boards above the cook, serving table and sell counter showing what's cooking, what's ready, and the sell queue.
  • Every player now has their own wallet.

Improved

  • Dungeons are now a single spiral route from the outer corner to the boss in the middle.
  • Secret rooms now always hold a rare ingredient instead of sometimes just coins.
  • The attack cone got a new look and doubles as the attack cooldown indicator.
  • Enemies now get knocked back when hit.
  • Auto-attacks no longer stall when an enemy stands inside the cone.
  • Enemies now consistently need to face you and wait out a cooldown before they can hit you again.
  • Patients now walk instead of sliding across the floor.
  • Finished cures now stack neatly on the serving counter instead of spreading out.
  • Coins now come only from selling cures.
  • Reworked the skill tree into a radial layout.
  • Cleaned up the skill tree window and added control hints.
  • The Enemy Waves skill now adds a whole extra wave of enemies to a room instead of just changing their pacing.
  • Merged the end-of-run screens into a single results screen.
  • Task progress is now shown on the results screen instead of during the run.
Story Intro & First Task A proper start to the game: an opening cutscene, dungeon and shelter hints, and your first task. 16 modifications

Added

  • A proper start to the game: an opening cutscene, dungeon and shelter hints, and your first task.
  • Added an opening cutscene and first-time hints for new players.
  • Added a run summary at the end of every run.
  • Added joining friends' games from the main menu.
  • Added the first task: kill 20 rats.
  • Skill tree nodes are now revealed step by step instead of all at once.
  • Added Attack Range, a new early skill.

Improved

  • Rebalanced auto-attack: low, steady damage that always hits everything in the attack cone.
  • Loot now pops out of enemies and flies to nearby players.
  • Each enemy now always drops its own ingredient.
  • Rats are easier early on and behave more naturally, wandering near their spawn and giving chase only up close.
  • The run clock now starts on the first real fight, not when enemies spawn.
  • Rebalanced cure prices and cooking times.
  • Every cure now takes the same time to sell, including the first one.
  • Simplified the main menu.
  • Cures on the serving table are now sized consistently.
Breakables & Shelter Radio Added breakable barrels and crates. 4 modifications

Added

  • Added breakable barrels and crates.
  • Added heart pickups.
  • Added a radio to the Shelter.

Improved

  • Patients now share a unified look.
Plague Pulse & Seasoning Added Plague Pulse, a third ability. 6 modifications

Added

  • Added Plague Pulse, a third ability.
  • Added critical hits and adrenaline.
  • Added the Seasoning station for enhancing cures.
  • Added background music.
  • Expanded the skill tree further.

Improved

  • Improved enemy animations and spawning.
Personal Progression Skill tree progress is now personal to each player instead of shared. 8 modifications

Added

  • Skill tree progress is now personal to each player instead of shared.
  • Added rare dungeon resources.

Improved

  • Retuned the shared run timer.
  • Improved the pause menu, health display and attacks.

Fixed

  • Fixed duplicate players appearing after joining or changing scenes.
  • Fixed the wrong player sometimes being the one you control.
  • Fixed losing loot after a run.
  • Fixed the cursor showing up wrong in the pause menu.
Plague Saw & Blades Added the Plague Saw and Plague Blades abilities. 11 modifications

Added

  • Added the Plague Saw and Plague Blades abilities.
  • Added a panel for active abilities to the HUD.
  • Added a shared run timer.
  • Added One More Round: replay the same dungeon for tougher enemies and bigger rewards.
  • Added secret rooms with reward chests.
  • Added three new enemy types.
  • Added the Rat King boss.
  • Tuned enemies for the second dungeon.
  • Added cure quality: dishes can now come out Plain or Seasoned.
  • Health is now shown as hearts.

Removed

  • Running out of a room's own timer no longer fails the run.
Main Menu & Save Slots Added the main menu with save slots. 5 modifications

Added

  • Added the main menu with save slots.
  • Added volume settings.
  • Expanded the skill tree.

Improved

  • Improved how new players are set up when they join.

Fixed

  • Fixed spawn points in the dungeon.
Early Exit & Shelter Revival Limited the game to two playable dungeons for now. 10 modifications

Added

  • Limited the game to two playable dungeons for now.
  • Added an early exit from the dungeon.
  • Fallen players now come back to life in the Shelter.
  • Ingredients and dishes are now their own physical items.
  • Unified interface icons and fonts.
  • Added a context-sensitive interaction prompt.
  • Improved player name tags.

Fixed

  • Fixed enemies not being visible correctly at a distance.
  • Fixed interaction range detection.
  • Fixed incorrect health after buying upgrades.
Daily Quests & Recipe Book Rooms now lock while a fight is going on. 10 modifications

Added

  • Rooms now lock while a fight is going on.
  • Added a vote to choose which dungeon to enter.
  • Added doors between rooms.
  • Added new rooms and dungeon set dressing.
  • Fallen players can now spectate their teammates.
  • Added name tags above players.
  • Added daily quests.
  • Added a recipe book you can read at the cauldron.
  • Added recipe scrolls that can be found in dungeons.
  • Added game icons across the interface.
Shelter & Dungeon Polish Refreshed the Shelter's interior and lighting. 2 modifications

Improved

  • Refreshed the Shelter's interior and lighting.
  • Rebuilt the layout of the first dungeon's rooms.
Economy & Skill Tree Procedurally generated dungeons, a Shelter economy, and the first skill tree. 14 modifications

Added

  • Procedurally generated dungeons, a Shelter economy, and the first skill tree.
  • Added procedurally generated dungeons built from rooms.
  • Two dungeons are now available to play.
  • Added a dungeon map that hides rooms far from the party.
  • Added Shelter cooking: brew cures from dungeon ingredients and sell them to patients.
  • Added a queue of patients waiting for cures.
  • Ingredients and dishes now fly between kitchen stations.
  • Added automatic attacks.
  • Added enemies for all four dungeons.
  • Added the first version of the skill tree.
  • Added English, Russian and French translations.
  • Added sounds for the main actions.

Improved

  • Enemies no longer walk through walls.
  • Improved fog, lighting and cameras in the Shelter and dungeons.
First Playable Build The very first playable slice of Grim Cure: a small arena, waves of enemies, and co-op for up to four players. 6 modifications

Added

  • The very first playable slice of Grim Cure: a small arena, waves of enemies, and co-op for up to four players.
  • Added a separate Shelter area outside the dungeon.
  • Added the first playable rooms with a run progress system.
  • Added enemies and automatic combat.
  • Added co-op for up to four players.
  • Added a top-down camera, interaction prompts and a simple upgrade station.

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