The earliest entries are reconstructed from surviving development records. Going forward, releases, screenshots, and major milestones can be dated as they happen.
Early developmentReconstructed
Origins
The core idea takes shape
Grimhold begins as a persistent, tile-based survival world built around interconnected systems rather than a narrow combat loop.
VB.NET Windows client and map editor
PHP socket-based world server
Persistent chunks and character state
Reconstructed
World foundation
Generation and editor infrastructure expands
Overworld generation, hydrology, map-area tooling, server settings, underground generation, and the systems needed to build and inspect a much larger world mature quickly.
Large-area overworld generation
Rivers, lakes, islands, climate and biome rules
Procedural underground generation
Map-editor world controls
Reconstructed
Systems
The world becomes more than terrain
Crafting, workstations, quality, containers, wildlife behavior, vehicles, world evolution, resource systems, cooking, and deployment tooling deepen the playable foundation.
Primitive-to-metal crafting progression
World Evolver and wildlife processes
Vehicle and carried-object systems
Forge, kiln, cooking, storage and quality systems
Ownership
Claims and player permissions arrive
Land claims gain owner control and color-group permissions for trespass, interaction, building, destruction, harvesting, containers, and doors.
Animals
Taming and rideable horses
Wild animals move toward persistent player-owned creatures with naming, feeding, enclosure behavior, breeding groundwork, genetics data, and mounted travel.
Tamed-animal management
Feed-trough and enclosure direction
Rideable horses
Rider rendering and persistence
Agriculture
Farming becomes playable
Players can till valid terrain with a hoe and plant supported seed-bearing crops, with persistence and editor support.
Scale
The 3×3 supergrid world is generated
The active world expands to nine 5×5 grids—15×15 areas in total—creating roughly 90,000 chunk files and forcing a new round of performance and deployment work.
Remote deployment improvements
Section-based generation planning
Terrain smoothing work
Fishing-index rebuild control
Infrastructure
World generation moves to the VPS
Server-side generation proves dramatically faster than the local laptop workflow, reopening the possibility of much finer hydrology sampling and faster iteration on world quality.
Public playtest
Grimhold prepares to leave the private build loop
The project shifts toward an official website, a trusted download path, a public roadmap, a visual archive, and broader testing outside the designer's own machines.