Grim Nights 2 – Realms Screenshot 1
Grim Nights 2 – Realms Screenshot 3
Grim Nights 2 – Realms Screenshot 5

Grim Nights 2 – Realms

A world will be generated. It will contain vast oceans, snow covered mountains and bare deserts. It will be inhabited by different cultures, brutal pirates, noble intellectuals and everything in between. They will all have one thing in common: the struggle to survive in a world overrun by the the undead...

This is a sequel to the game Grim Nights. However, many things will be very different. This game will focus less on tower defense and much more on your villagers and the management of your growing settlement. Villagers will have different skills, backgrounds and relationships. They will eat, sleep, fight and work. Sometimes they will be obedient and other times the grim world will break them and force them to turn on eachother.

PS: The game is very much in development, so this description and the screenshots reflects that.
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Game Discussion

Review by Anonymous
Review from Steam

Just wanted to add a few pointers here, as it seems that some players are having difficulty understanding how things work:
*ALL JOBS WORK. Cooks do indeed cook if you set them up right (i.e. be sure to actually have the item(s) you want to cook on hand, and to select the number amount of whatever food they are cooking, setting it to unlimited is a good idea, in general; having multiple cooks using multiple stoves dedicated to cooking particular foods is a possibility as well, just leave the other foods at zero), Hunters hunt/harvest marked animals, Counselors will chat up fellow colony members to give them an energy boost, and the various crafts jobs craft their respective items; the catch here is, that YOU NEED TO GIVE THEM SOMETHING TO DO.
If they are a crafter and they have no bills of work, they WILL idle (which is why some people thought that 'jobs don't work', I'd guess). Many other games follow this system (Rimworld being a big one that comes to mind), so I sincerely don't know why it seems so hard to grasp for some people... Also, setting a villager's secondary job to peon is helpful in making sure they grab the materials they need to make things - unintuitive, perhaps - but this game is an EA title, and as such is incomplete, and the dev even states - on the title screen of said game, no less - that there are many things that will likely need fixing. I'd assume this to be one of them.
*Following the above, stockpiling a bunch of food before winter comes is obviously a good idea, as crops won't grow then. Storage barrels (the best option for storing food, as noted in the tool tip) can be upgraded twice to hold a total of 60 food items. I'd recommend placing maybe 4 of these side-by-side near your cooking area and getting them as full as possible (even though I'm currently only rolling with 2).
*Villagers need to sit to eat, and will go grab a food item and look for a spot; if you don't do the obvious and place chairs next to the foodstuffs, they will wander as far as necessary to find a suitable seat, and keep in mind that small boulders and fallen logs qualify. This can be deadly if bandits or the undead suddenly decide to attack, so do the smart thing - keep one seat for each villager in the proximity of the food. Since I've started doing it this way, everyone eats on time, no one starves, and no one wanders around outside, needlessly putting themselves in danger.
*Setting villagers to equip specific gear is explained in the tool tips that pop up when containers are opened; clicking who you want to use the gear in question will prompt the villager to stop what they are doing and equip it. Easy peasy.
There's probably more that I'm forgetting at the moment, but the point I'm trying to make is that the above 'problems' are non-issues. They boil down to players misunderstanding how things work, is all. I'm not saying this game is perfect by any means, but it's a damn good start, and to drag it through the mud because you can't understand how to play it is beyond ridiculous imo.
O-K! Now that I'm a bit further in to this game, I can amend this review with more specifics, and hope that
the developer is listening to my suggestions~
I should preface this by saying he should take the following with a grain of salt (and additionally, that some of the following may already be in the process of being worked on, for all I know); I'm having a great time with the game - regardless of whether he addresses my specific grievances - and would congratulate him on a job well done, thus far. The ONLY point of the following that I'd cleave to unflinchingly would be the first one:
*We need more content! I'm only a few weeks in (after several false starts), and I've already finished the research tree, for example. (But hey, at least my researcher can get off her ass and help the others now)
*The villagers need better pathfinding, asap! They seem to go to the first-placed stockpile over one that was right next to them, strangely enough, perhaps because it had a larger quantity of the item they were dropping off...? I don't know... Seemed weird though. (on storage items, would labels be a possibility..?)
*A way to order villagers to pick up specific items would be a huge help! They could still decide to go eat first or sleep or whatever, for example, but I've had more than a few moments where I wanted to kill them for not picking up an item I wanted them to put away or cook, etc.
...and lastly, a very VERY important issue, because the mental well-being of my colony revolves around it...
*Villagers should have diminishing psychic damage from harvesting/eating humans! For example: My hunter has killed MANY bandits... He has harvested their meat, eats that meat for breakfast, lunch, and dinner (when the colony has it on hand, that is), and is in fact wearing a complete suit of human skin leather armor. YET - when he harvests new bandits for meat/eats the meat he himself harvested & cooked, he gets traumatized by it...?! Doesn't add up, imo.
Again, I applaud the effort and dedication that goes into making a game like this. Edym Pixels has put their heart and soul into this, and it shows - we just need MORE to do, at this point!
ORIGINAL REVIEW BELOW (at 38 minutes playtime)
Pretty neat game so far, and I would heartily recommend it for fans of base building/defense sims; the only problem I've had so far is the tiny, nearly unreadable text and UI. I use a 4k TV as a monitor, and it seems more than a few developers don't cater to the 4k crowd so much..? A sad and strange thing.
Which is doubly strange, because another game I have by Edym Pixels - Hollow Island - runs without a hitch.

Review from Steam

Decided to buy this despite the reviews saying its borked, and guess what? Its not borked, its just not very intuitive.
Example of a problem someone had:
A guy complained his settlers wouldnt go up a 1 block high hill, despite having done so in the past.
Solution to said problem
Settlers cant go up 1 block high hills, unless you play ladders or rope, what may have happened was that there was a dead tree next to the hill, or a large rock. Those both allow for the settlers to climb up.
All in all, the game is decent, not much to it for now, but its getting a good stream of new updates. However, if you were looking for a game similar to the last one, then you'll be disappointed, this game is a settlement management game, not a tower defense game. It is however set in the same world, so, there's that.

Review from Steam

Enjoying it, I really like the change to a more colony focused game and the building customization. I especially applaud the dev for the more than fair price and its 50% off for launch. Got to try it out during the demo and a little on morning of release but im loving it and I know the developer will add plenty of content. This is the way a second iteration of a game should be.

Review from Steam

Grim Nights 2 expands upon the original title with new occupations, resources, art and music. The focus has now shifted towards colony management. After picking your preferred location and biome (currently only 2 available) in a randomized world, you assemble four members to start your new settlement. Their perks and initial stats, which are determined by culture and background, will be instrumental in time and resource management - so pick wisely. You can later hone your settlers' skills, change their primary and secondary occupation and assign them items. They will require rest and food individually, so make sure you build them safe beds and grow and prepare enough grub.
For the undead come at night..
Rather than surviving 13 nights, as you did in the original, you may now go on for months or even years. As seasons and temperatures change you will be faced with new challenges. Your goal is to find a hidden artifact, buried deep bellow the map, that will safeguard your people from the hoards of darkness.
I've only played a couple of hours of this early access sequel, but I love everything I've seen so far. Though the learning curve may appear steep at first, you'll quickly find that everything is quite intuitive. I experienced a few crashes while generating new worlds, but once I got past the setup the game appears to run smoothly and is fully playable. A must have to fans of the original.

Review from Steam

Needs some polishing, But its a great concept with gameplay that is easy to get invested in. I hope to see this one develop over time.
7/10 in current state, can easily achieve a strong 9/10 by polishing AI (getting stuck in a doorway in/out loop), adding some emergency survivability options (Like manually feeding a starving Villager before they die) and fixing bugs.
For a one man show, this game is impressive, and is clearly a well conceived passion project. At under $10, it's worth the money. I'd go as far as to call it a hidden gem. As it improves, I will likely be purchasing several copies as gifts.
Thanks for the effort, Dev. you're on to something with this one.

Review from Steam

At first glance, this game seems somewhat simplistic in both graphics and design. That might be true. But, after spending a considerable amount of time playing it, I can say it quickly became an addictive time sink that's both equal parts frustrating and fun. There's something therapeutic about watching pixels run around like worker bees chopping down trees, mining rock and dirt, planting crops, and getting murdered by deer after a failed hunting attempt. As winter sets in and the snow prevents you from planting any new crops, you'll be relived you decided to build in a warmer climate where it never snows or near the water to fish through the winter. You can skip the frustration of praying to the RNG gods that enough deer and hares spawn or that enough traders visit and offer food to keep your survivors from starving. Well, there's always cannibalism...
The game continues to evolve, thanks to its dedicated developer who diligently squashes bugs and adds new content based on player feedback. Grim Nights 2 is fun and engaging with a low price-point that's well worth skipping that extra trip to the drive-through.

Review from Steam

It's good just has some flaws and a bit missing content. Still is a very good game :D