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Steam announcementView the game on SifterAugust 26, 2026

Grim Reach 1.1.0 - The Slayer’s Ledger

Hello Everyone!

This is the biggest update since launch, and most of it comes directly from your reviews, reports, and screenshots.

Over the past few weeks, I have focused on four major areas: making Slayer worth your time with challenging tasks, meaningful rewards, and gear for every combat style; letting you play the way an idle game should be played by queueing dungeons and buildings like any other activity; closing the gap between Melee, Ranged, and Magic with 45 new unique items, rebalanced runes, and new tonics; and giving the game a proper face through redesigned menus, save and character screens, the item wiki, and the bestiary.

On top of that, this update introduces fourteen endgame runes, cooking that produces multiple portions, farming that plans its next crop, a reward shop that unlocks chapter by chapter, and a long list of fixes.

As always, your existing saves remain fully compatible.

New

  • Dungeons can now be queued like monsters — Choose between 1, 25, 50, or endless runs. A run is completed when the final boss falls, after which the dungeon restarts at wave 1 until your target is reached. This works both online and offline.
  • Ranged and Magic are catching up — 45 new unique items, including bows, wands, staves, foci, leather armour, and cloth armour, now drop from monsters that previously offered only Melee equipment. Every item follows the rare-drop rule and carries its own effect. The Hunter Rune now grants Dexterity and Luck, all attribute runes share the same Runecrafting level requirements, two new tonics have arrived—Windstride and Wardveil—and Magic has received a new attack-speed suffix.
  • Fourteen new endgame runes — These unlock between Runecrafting levels 85 and 95, include the first jewellery runes, and can be stacked.
  • A chapter-based reward shop — The shop now contains 47 offers spread across six shelves that unlock as you progress through the story. These include one keepsake per chapter, six idle riders, a consumable, and ten daily tasks for later zones.
  • The Contract Token — Use it to reroll your current Slayer task for free.
  • The Hunter’s Cape — Available at Slayer level 30 for 150 points, this cape fills the remaining gap in the Slayer shop and grants +15% damage against unwounded targets.
  • Fight or queue directly from your Slayer task — Begin fighting immediately or add the task to your queue with the remaining kill count already selected.
  • A Zones button during combat — Open the enemy list without ending your current fight, allowing you to queue additional battles.
  • A build queue for New Haven — Line up which building should be constructed next. Costs are paid only when construction begins.
  • Crop planning for Farming — Choose what each plot should plant next. If you do not have the required seed, the plan waits and displays a warning. Plant All also shows the total cost before you confirm it.
  • Three new coal seams — New seams at Mining levels 50, 75, and 90 produce 2, 3, and 4 coal per swing respectively. Their action cards now clearly display these amounts.
  • Projected skill levels in the Action Queue — Every queued action now shows the skill level you are expected to reach when it finishes.
  • A completely rebuilt item wiki — The new three-panel workbench displays sources on the left, the selected item in the centre, and everything the item is used for on the right. It also includes a summary bar, an Open Recipe button, and a Back button that remembers where you came from.
  • A new main menu — A painted war-table backdrop, a command list, and your most recent save presented as a dossier with a large Continue button.
  • Redesigned game and character screens — New Game, Load Game, and character creation now use dedicated full-screen layouts with fade transitions and a Back to Menu button.
  • Clear equipment requirements — Gear that you cannot equip yet now displays a small red prohibition symbol in its inventory cell.

Improvements

  • Dropped equipment now always outclasses crafted equipment of the same tier and carries a unique effect. Drop rates have been lowered to compensate.
  • Slayer tasks no longer assign trivial targets — The Tower selects enemies no more than three levels below you. If that leaves too few valid targets, the pool expands upward first. If your Tower progression falls too far behind your Combat level, you will receive world tasks instead.
  • Slayer armour has been reworked — Every piece now carries meaningful armour or evasion values alongside a Slayer effect, such as Bounty, Giant Slayer, or healing on kill. The equipment now supports all three combat styles equally, and two obsolete shop offers have been removed. The draught unlocks at Slayer level 20, while the vambraces recipe now requires a material from Tower Floor 3.
  • The Slayer shop is easier to read — Offers are sorted by level, every card displays its requirement, and rarity is represented by the familiar coloured glow.
  • Cooking now produces portions — Sixteen dishes yield between two and four portions per action, and every combat style has dishes with matching bonuses. Late-game feasts now require venison or wyvern haunch instead of beef.
  • Equipment rolls now match their armour class — Random suffixes and fixed attributes on plate, leather, and cloth equipment are limited to values that suit their intended combat style.
  • Enchanting information is clearer — Every piece of gear displays all of its enchantment slots, both filled and empty. Runes state which item types they can be applied to, and the Enchanting table can now draw runes directly from storage.
  • The variant pouch has been redesigned — It is now as wide as the item wiki and displays every enchanted version with a large image, one line for each rune, its rolled values, requirements, and available actions. Both the wiki and variant pouch now use the game’s dark leather background.
  • Dungeon cards now show boss drops and display the item type on every discovered entry.
  • The bestiary has been rebuilt — Creatures now appear on consistent cards with their zone backgrounds, larger statistics, and loot organised into groups and sorted by drop chance.
  • One consistent button family throughout the game — Primary actions use the iron frame, secondary actions use the smaller Citadel frame, and dangerous actions use red text. The Options screen now has the same appearance in the main menu and during gameplay.
  • Windowed mode makes better use of available space — The bank displays six full rows instead of three, the sidebar either fits completely or clearly indicates that it can be scrolled, and the activity panel now holds both progress bars.
  • Smithing times now scale with the number of bars used, keeping experience gained per bar consistent. The first item in each Smithing tier also unlocks alongside its corresponding bar.
  • The Action Queue is easier to read — Action names no longer wrap or hyphenate, tooltips remain in place, and the Slayer target in the header wraps onto a second line instead of being cut off.
  • Daily tasks now remain appropriate for your level — Easy dailies stop appearing after total-level thresholds ranging from 150 to 300, while five mid-tier kill dailies stop appearing at total level 600. Veteran players will therefore receive tasks suited to their progression.
  • Boosted skill levels are displayed more clearly — Your base level appears first, followed by the boosted level in green. Loot indicators on skill cards also display the quantity when an action produces more than one item.
  • New Haven cards are easier to read — Build cards and building-information cards are larger and use more readable text. Achievement categories also have new painted emblems.
  • The Buckhide set and Hunting Bow now have their proper artwork.
  • The inventory grid now displays exactly as many empty cells as your remaining capacity allows.

Fixes

  • The Requirement Not Met notice no longer returns every time you load the game.
  • Starting a fight from the bestiary no longer removes your active queue.
  • Removing equipment while your inventory is full is now blocked with a clear message instead of exceeding your inventory capacity.
  • Searching within a gear stack no longer closes the window.
  • The Thieving loot window no longer displays a scrollbar beside four empty crates.
  • The reward shop can be scrolled again, and locked shelves remain hidden until you reach their corresponding chapter.
  • Iron button frames no longer stretch part of a corner bracket along the edge.
  • The sidebar’s scroll indicator remains at the bottom edge and fades away once you reach the end.

What Comes Next

The next major update will be version 1.2.0: Alive.

This update will focus on the quest system, introducing a reworked quest flow, proper daily quests, more quest NPCs throughout the Reach, and a world that feels more alive.

More on that soon.

Thank you for every report, review, and screenshot. Please keep them coming.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.