Dev Blog

From the forge.

Development notes, milestone reports, design decisions, and the occasional post-mortem from Grimhold's ongoing development.

**Grimhold Dev Update — Back Online!** 🛠️

It's been a pretty eventful couple of days behind the scenes.

Posted by U171M45

What started as getting our new release and server deployment system working turned into a whole chain of unexpected problems. We got the deployment process running, ran into launcher and asset download issues, and then my development computer decided it was completely out of storage.
That meant moving the entire Grimhold development environment to a new computer, reinstalling everything, transferring the projects and server files, and sorting out all the little things that break when you move years of work onto a different machine.
The good news? We're back online! The local server and live VPS are running, the new computer is set up, and we've made some major improvements to how future game updates are packaged and deployed. We're now putting the updated release process through its final test.
Now comes the part where I could really use some players.
Grimhold is still in early playtesting, and there's a lot here that needs to be tested outside my own development sessions. Whether you spend 20 minutes exploring, try progressing through crafting and survival, or settle in for a longer session, every bit of feedback helps.
I'm especially interested in anything confusing, broken, or frustrating. If you get stuck, find a bug, or have an idea, post it here on Discord. Even knowing where someone gets lost during their first hour is incredibly useful.
If you've been following development but haven't jumped in yet, this is a great time to give Grimhold a try.
🌐 grimholdonline.com
Thanks to everyone who's been following along. Time to get back to building the game!

Grimhold Dev Update – September 23

Good news! We should finally be back up and running and ready for playtesting!

Posted by U171M45

Unfortunately, all player accounts have been wiped. That one's on me—I accidentally uploaded the wrong folder during the server updates.

We've been working through some major memory issues and server tuning, and things should finally be ready for another round of testing.

Sorry to everyone who lost their progress! Feel free to create a new account and jump back in. Let's see what else we can break! 😂

🌐 GrimholdOnline.com

Server & Memory Issues

Our first round of playtesting came to a pretty abrupt halt when a runaway server process caused serious memory issues and brought everything down.

Posted by U171M45

We've spent the last couple of days tracking down the problems, and we've made some major progress. Most of the runaway process and memory issues have been identified and addressed. We're now working through another issue uncovered during the repairs, along with the remaining server tuning needed to get everything running reliably again.

The server isn't quite back online yet, but we're getting close. We're hoping to have everything up and running tonight so we can resume playtesting.

It's been a frustrating setback, but we've learned a lot about how the server behaves under load, and these fixes should give us a much more stable foundation going forward.

Thanks for your patience! Hopefully, we'll be back in Grimhold tonight.

Preparing the first public playtest

The focus shifts from adding another major system to making the existing game presentable, downloadable, and testable by people outside the development loop.

Why now

Grimhold already has enough connected systems that more private development will produce diminishing returns. Fresh players are now more valuable than another week of building in isolation.

What is being prepared

An official website, gallery, public roadmap, development history, launcher download package, clear Windows instructions, and a permanent devlog.

What comes after

Playtesting will drive the next bug and clarity pass while world-generation quality, faster map loading, and targeted world updates continue in parallel.

A much larger world and a faster path forward

The full 3×3 supergrid was generated, deployment tooling improved, and attention turned to smoothing coastlines and moving expensive generation work onto the VPS.

World scale

The current world now spans nine grids. Each grid is a 5×5 block of areas, putting the active supergrid at 15×15 areas total.

Generation

Local generation exposed the cost of coarse hydrology and very large chunk counts. Server-side generation is now the preferred path because it offers much more CPU and memory headroom.

Deployment

Deployment failure handling was changed so a stopping error does not automatically destroy a long-running world-generation result through an unwanted rollback.