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Steam announcementView the game on SifterAugust 30, 2026

Grim Reach 1.2.1 — Jewellery Rework & Item Card Overhaul

Grim Reach 1.2.1 — Jewellery Rework & Item Card Overhaul

Hunters,

This update is a direct follow-up to 1.2.0, and much of it comes straight from your reports.

The main focus is jewellery. Rings and amulets were designed almost exclusively around melee, leaving ranged and magic characters with very little worth equipping. That changes with 41 new pieces and a complete balance pass over the existing selection.

The second major focus is the item card. Several of you reported that it was oversized, difficult to read and sometimes cut off entirely. It has now been rebuilt to size itself around the information it actually contains.

As always, your existing saves remain fully compatible.

NEW: JEWELLERY REWORK

  • 41 new rings and amulets have been added. Jewellery coverage increases from 31 melee, 10 magic and only one ranged piece to 38 melee, 24 magic and 17 ranged pieces.
  • Ranged characters now have meaningful jewellery choices throughout the entire game. Ranged jewellery is now genuinely best-in-slot for ranged builds instead of feeling like an afterthought.
  • A complete ranged jewellery line has been added: seven rings and seven amulets with their own recipes, progressing from early leather and sinew bands to feathered relics.
  • Ten new magic pieces carry their themes through their materials and carved runes instead of relying on glowing effects.
  • Five new melee amulets and eight rare finds introduce additional special effects.
  • A new skilling line adds tool-shaped rings for gathering and crafting.
  • Three new jewellery sets have been added.
  • All 41 new pieces feature newly painted artwork.

JEWELLERY BALANCE

  • The ring progression is back on its intended curve. A player reported that the level 55 Diamond Ring provided seven attributes and two skills, while the Grave Warden Band offered far less at a similar level. This was a genuine balance issue rather than a display problem. Thirteen pieces were scaling incorrectly for their equipment slot and have now been corrected.
  • Luck was contributing too much of jewellery’s total power. Its overall share has been reduced from 20.6% to 12.6%. The total power of every piece remains unchanged, so nothing you already own becomes weaker overall.
  • Crafted rings now provide Armour, Evasion or Ward values in line with the armour trinity.
  • The Greytooth Mantle was the only legendary cape in the game without a single attribute, making it look empty beside even a common cape. It now provides 5 Strength, 5 Constitution and 2 Dexterity alongside its existing 3% lifesteal. Its values have deliberately been kept below the endgame capes so that it fits its intended level without overshooting it.
  • Sixteen crafted staves and wands required materials that did not match their element—a poison wand could require Frost Essence and Frost Shards, for example. Every affected recipe now uses materials matching its own element while retaining the same total material value as before.

ITEM CARD OVERHAUL

  • The item card now sizes itself according to its contents. Previously, it always occupied a fixed half of the screen regardless of how little information it contained, leaving large empty areas and pushing values far away from their labels.
  • The suffix column is no longer cut off. On cards with a long offensive column, the artwork column previously expanded in fixed proportion with the data and consumed the space required by the suffix.
  • Signature effects belonging to the base item—such as the lifesteal on a Champion drop—now appear directly on the card. These effects were previously only displayed when they came from a random suffix, causing several legendary items to look as though they did nothing.
  • Long effect descriptions and price lines no longer extend beyond the frame.
  • At smaller resolutions, item cards now scale their text between 80% and 100%, wrap lines correctly and use hyphenation instead of cutting words apart. At widths of 1600 pixels and above, the text remains pixel-identical to its previous appearance.
  • Two-handed weapons no longer repeat that they replace your off-hand item. The header already identifies them as two-handed.

FIXES

  • Steam Deck: The update notice could become tall enough for its close button to appear below the bottom of the screen, preventing players from reaching the game at all. Its height is now capped so this cannot happen again on any screen.
  • Companion abilities now carry their correct element. The Pyreling and Slagfiend were firing a grey projectile instead of a fire effect. Every companion ability now takes its visual theme from the status it applies.
  • The Item Wiki now shows where a plant’s seed can be obtained. Previously, growing a plant listed Farming as its only source without explaining where to find the seed required to grow it.

IMPROVEMENTS

  • The inventory and bank can now be sorted by item type, using the same groups as the filter chips: weapons, armour, tools, food, potions and materials. Items are sorted alphabetically within each group.
  • The in-game update notice is now a single short line linking to the full patch notes. From now on, complete patch notes will be published here on Steam.

As always, if something feels wrong, please tell me here or use the bug report button in the options menu.

Special thanks to the players who sent screenshots of the broken item cards. Nearly every fix in this update began with one of those reports.

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.