Void Grimm is a real-time roguelike deckbuilder - In Space!
Fight your way through waves of enemy spaceships. Your survival in the fast-paced battles requires quick thinking even at increased adrenaline levels. Optimize your deck, gather your crew, and utilize card synergies to master your runs.
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Price history, US store (USD)
Date
Price
Regular
Discount
2026-09-11 22:35 UTC
$14.99
$14.99
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Description
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public
20268799
2025-10-06 10:48 UTC
Depots
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OS
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Download
Public manifest
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1789361
windows
1.96 GB
833.17 MB
2552216905430400894
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
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Branch
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20268799
public
2025-10-06 10:48 UTC
3 hours ago
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 22:35 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
2025-10-06 10:58 UTC · Community Announcements · Ravery_net
Devlog There was a report of a potential security concern regarding the Unity runtime. Unity has provided updates to solve this potential issue. - I have incorporated these changes and everything should be fine now. Additionally I have solved the bugs that were reported by Derachi in the Steam Discussions. These are: - Ship Management button didn't work during rewards. - Typo after the first Boss, when playing with Alexander. - Buy and sell prices of minerals are now properly displayed in the shop. (And the reputation effect on these prices now works as intended) If you find bugs, problems, ty
2025-10-01 14:34 UTC · Community Announcements · Ravery_net
New features- Asteroid Mining - A special combat type where you have limited time to gather lots of minerals by defeating an endless wave of enemies that are getting progressively stronger.- The ability to buy and sell minerals at faction hubs. Higher reputation yields better prices.- Steam Achievements for defeating the act bosses on Normal, Hard, or Insane difficulty.- Steam Achievements for defeating the game with the different heroes on Normal, Hard, or Insane difficulty.- New Attack Card: Glaive - A versatile attack card that provides a good power spike if you get it early, but it has no
2025-03-30 17:13 UTC · Community Announcements · Ravery_net
I have improved the images for all Highborn, removing errors, adding a more fitting style and often using the color scheme of the faction, if they belong to one. {STEAM_CLAN_IMAGE}/41550160/a882a98bb04d696b7d64cbf8c80bc05cea952740.jpg Furthermore I've started to improve the projectiles. Rocket, Torpedo and Armor Breaker are now using arching flight paths and better effects (e.g. trails). Some other minor, aesthetic changes here and there.
2025-03-11 11:27 UTC · Community Announcements · Ravery_net
I have upgraded the game to Unity 6 and optimized performance. This has allowed me to improve the available lighting. Now the levels have different lighting styles which sets them apart more. I’ve reworked the event system to eliminate pesky bugs that rippled through the game. Previously, an issue in Act 1 could derail the Act 2 boss fight or disrupt certain Act 3 enemies. I have changed the projectile classes which allows me to include better rocket trails, curving flight paths and better impact effects next update. Additional changes: Some minor attacks and UI bug fixes and small balancing c
2025-01-19 18:44 UTC · Community Announcements · Ravery_net
I have added an optional auto fire mode to some of the attack cards as well as a card discard queue system. This allows for better strategic freedom by reducing the micro management. The goal is to move Void Grimm further towards strategic combat that requires good decisions instead of fast mouse movements and split second clicks. Big Changes: - Auto fire mode for some attacks - Queue to discard cards (right clicking on a card that is queued to be discarded will remove it from the queue) - Cards that are on cooldown can be queued to be discarded when the cooldown finishes Other changes: - Twea
2024-12-18 18:27 UTC · Community Announcements · Ravery_net
New update. I have improved the visuals: Adding better graphics for the command bridges of all ships, changing multiple cards, artifacts and enemies, adjusting contrast and saturation levels in general and changing some weapon effects, background graphics and map effects. {STEAM_CLAN_IMAGE}/41550160/4c8a3f3cf1787fbd1128f0bd95b998f6cd79e878.jpg Additionally I've fixed multiple bugs. The Order Brother (small, shieleded enemy) no longer becomes invincible. Hero selection now works properly.
2024-09-09 11:36 UTC · Community Announcements · Ravery_net
Minor gameplay tweaks and a few improvements to the settings menu and settings in general. Please note: In the rare case that this update leads to weird behavior in your settings menu, please click on Settings->Other->Reset Settings.
2024-09-07 12:40 UTC · Community Announcements · Ravery_net
I've polished multiple parts of the UI, like adding animations to the UI screen, improving the Enemy Preview screen, as well as adding more effects like engine particles when enemies spawn.
2024-08-30 19:05 UTC · Community Announcements · Ravery_net
Devlog: I've added: New Feature: Slow motion now unlimited: Some people voiced their concerns about the speed of the game as they want a real-time game that still leaves time to think. The previous slow motion mechanic was insufficient as most people were not using it because it was quite limited. Now this feature is available for all difficulty settings and has no more time constraint. There are now 3 modes: 10%, 50% and 100% time speed, which can be toggled with the keys 1, 2, and 3. Give it a try. Options to change keybindings for: - Selecting target enemy - Using consumables - Settting the
2024-08-14 17:14 UTC · Community Announcements · Ravery_net
The Foundation Update Welcome back and thanks for the wait. This update is a massive overhaul of Void Grimm. While the previous updates were similar to a basic prototype or a proof-of-concept, the Foundation Update serves as the cornerstone of what Void Grimm is supposed to be. The new features, to name a few, are: 1. Map Mode 3. Meta Progressions 4. Heroes 5. Artifacts 6. Consumables 7. Factions and more upgrades in shop 9. More cards and mechanics 10. More complex enemy and battle system 11. More Highborn 12. More enemies 13. Story segments 14. Events - Randomized encounters that offer multi
2022-10-08 15:35 UTC · Community Announcements · Ravery_net
Because of unanticipated circumstances and development hurdles, I have to postpone the final release. The scope of the game has increased and I want to make sure that everything is integrated nicely and the quality is high.
2022-06-19 19:08 UTC · Community Announcements · Ravery_net
{STEAM_CLAN_IMAGE}/41550160/1591d5a24b9c890a5c688d3a0d3ba3404bba926b.png Update: Secondary Loadouts For Ships And Global Leaderboard Both ships now have a secondary loadout centered around "Edge" cards. These cards reduce your shield, but are much more powerful compared to similar cards. (This effect can not damage you. So if you have no shield than you can play these cards with no drawbacks.) Additionally there is a global leaderboard to show who are the top players of Void Grimm. Do you got what it takes? Gameplay - Secondary loadout for Makara and Void Grimm. (Effectively doubling the numbe
Full appinfo as delivered by Steam PICS, changenumber 34872673. Also at /api/app/1789360/raw.