Grim Misadventure #198 - A New(er) U...I

Zantai wouldn’t have posted this back in March if they weren’t seriously looking at the possibility.

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Oh Shoot thank, i never saw this thread, I just hope there won’t be any problems with animation canceling or other unpleasant bugs, especially with the new “berserker” class coming soon.

Love the refreshing / updating of the UI.
My first reaction to the orbs was very defensive, but then I saw that you’re keeping the classic/original UI as an option and it allowed me to appreciate the new one more. Way too many games remove classic/original content without the consent or even without asking/informing the player base beforehand and I think that people often subconsciously start distancing themselves from whatever franchise does that in an attempt to shield themselves from further disappointment as that is the only thing they can control, in most cases the changes aren’t even for the better.
Again, kudos to leaving and reworking the original UI, I still can’t believe how you manage to consistently impress with coherent and in-tune choices like that.
I personally will be rotating both and keeping it nice and fresh!

Only thing UI wise that I think would be a massive QoL is a search bar/class filter in the character select screen for those of us that have all 45 classes leveled (and maybe a few duplicates) and scrolling to find the right one becomes impractical, but I already made a post like that so I’ll stop beating that semi-alive horse.

Merry Christmas and Happy New Year Crate.

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genuinely excited for the update and new expansion. love all the new ui and inventory stuff so much.
if yall doin all this bag stuff, can you yall add a item lock toggle and a sell all option per bag.
if not i will still be playing and lovin the new stuff. appreciate all yall do. game is blessed

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shhhh , your set up look fire :fire: :fire: :fire:

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OMG this is awesome.
As an idea, since we have materials tabs, would be cool if we would had a dedicated shared tab for legendary items. To collect them all and keep track of them easily.
One can only hope :smiley:

Hi @Zantai and the Crate team,

I’ve been playing Grim Dawn since my 20s. Now in my 30s, it’s the main way my brother and I stay connected. I’m a professional UI/UX designer, and with the upcoming UI revamp, I wanted to offer some specific, actionable suggestions to improve game clarity.

1. Contextual Floating Text (The “Why did I die?” fix)

Currently, combat can become a “particle soup” where it’s hard to tell what is actually happening. I propose adding optional text labels to critical floating numbers:

  • Big Hits: Label player and enemy skill names when they deal massive damage.
  • Circuit Breakers: Clear skill name text when a life-saving passive triggers.
  • Heals/DoTs: Color-coded and labeled for immediate feedback.
  • The Toggle: This should be an opt-in feature for players who want high-information builds.

2. Skill Tooltip Revamp

Endgame tooltips are currently a wall of text. My mockup focuses on two UX improvements:

  • Final Math Visibility: The top section should show the final calculated value (Base + Item Modifiers + Conversions). Players shouldn’t have to do mental math to see what a skill actually does.
  • Hierarchy of Information: Stats first, Devotion art for quick recognition, and Flavor Text at the bottom. The “Lore” is great, but it shouldn’t bury the “Leads.”

The Goal: Reduce cognitive load during builds and combat. Let the player spend less time reading and more time slaying.

Thanks for the incredible years of support on this game. Hope these ideas help!

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This is too handsome, I really like it. The creator is too conscientious. Oh my god!

The changes to the repository are truly epic, although this is a feature that should have been included from the beginning. :joy: :joy: :joy:

Amazing changes, with the exception of the orbs. I am going to revert those back to bars.

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They really should keep the health/energy bars as the default option, but I’m assuming they’re adding the orbs in order to appeal to other ARPG players who like them. At least I’ve never heard of the GD players asking for them, but it’s fine either way.

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I was thinking the same think. I’ve never heard Grim Dawn players asking for orbs. I know crate hired some blizzard developers, so maybe it’s an internal choice, who knows.

Yeah, same here man

Will there be a playtest of the 1.3.0 features, or will it just ship when the DLC releases?

EDIT: I am blind and this is already mentioned in the post.

Jan 1.3 feature test

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I cannot wait. I’ll possibly never stop slaughtering monsters in Cairn. Thank you Zantai and the Crate team !

It’s still an open question.Initially one more patch has planned end of 2026, but now it pushed to 2027. It could had been not 1.3 but may be 1.2.1.7 or something like that. And how practice show playtests could run long time. Thus 1.3 could be released same time as FoA.

Awesome news, awesome changes!

I would like to ask - will there be an official way how to change the colour of energy (mana) from green to blue? Or this can (and will be) doable only via modification?

those UIs look FANTASTIC I bet a lot of brainstorming went into designing those.

If I could throw my two cents and request a feature, I’d love to see something like Unique Vault in the Smuggler, basically a stash/gallery where I can drop a (1) of every single unique/legendary piece I found in a game being virtually “codexed” or “archived” for display. I know it clashes with the philosophy of limited bag space but my internal loot gremlin is salivating at the thought :sweat_smile:

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The green is not just for visually clarity but represent aether/energy too.