Persistent survival • Early playtest

Build a life in a world that keeps going.

Grimhold is an evolving multiplayer survival world built around gathering, crafting, construction, agriculture, fishing, animal systems, exploration, and player-driven progression.

Windows • Launcher keeps your client and assets current • Code signing is planned

Grimhold crest GRIMHOLD A world still being forged
The game

Survival systems that connect to each other.

Grimhold is not built around a single loop. The intent is a world where gathering, food, shelter, tools, animals, terrain, claims, travel, and settlements all matter together. The current playtest already contains a broad foundation of those systems.

Live off the landHarvest, cook, fish, farm, prospect, and work your way toward better materials.
Build something permanentConstruct bases, use multiple floors, manage claims, and shape a place worth returning to.
Work with the worldTame animals, ride horses, use vehicles, and explore a large generated overworld and underworld.
Ready for testing

A broad foundation ready to be tested.

The goal now is to learn where real players get stuck, what they enjoy, and what needs another pass.

Crafting & progression

Primitive tools through metalworking and workstation progression.

Building

Base construction, enclosed spaces, upper floors, doors, stairs, fences, and claims.

Food & cooking

Gathering, vessels, cooking, storage, and survival-oriented food systems.

Fishing

Freshwater and ocean fishing with water types, bait, hooks, and fish species.

Farming

Till viable terrain, plant crops, and build up repeatable food production.

Animal systems

Wildlife, taming, feeding, breeding foundations, and rideable horses.

Exploration

A very large generated world with rivers, lakes, oceans, biomes, resources, and an underworld.

Multiplayer world

Persistent server-side state, shared spaces, claims, construction, and long-term world evolution.

1designer
The project

One vision. AI-assisted production. Thousands of hours of iteration.

Grimhold is independently directed by a single designer. AI is used as a production tool across engineering, art workflows, documentation, analysis, and iteration—work that would traditionally require a much larger team. That does not remove the design work; it changes what one person can realistically attempt.

The project is still young. The point of the public playtest is to find out what survives contact with real players, keep what works, and keep expanding the world without losing a single coherent direction.

How Grimhold is being built →
Development

A public record, starting now.

Full development timeline →

World foundations

Overworld generation, map tooling, persistence, server systems, and core survival architecture solidified.

Systems deepen

Crafting, quality, workstations, vehicles, world evolution, resources, and deployment tooling expanded rapidly.

The world becomes playable

Claims, taming, rideable horses, farming, fences, fishing fixes, large-world generation, launcher and public playtest preparation.

Early playtest

Help shape what comes next.

The current build is broad, still evolving, and ready for players to push on the systems that already exist.