Grand Class Melee 2

Ogopogoid Entertainment

Released
Jul 20, 2018
Platforms
Windows
Last updated
Wishlist on SteamAdd it on the Steam store page. Opens in a new tab.

Updates & announcements

20 posts
  1. Developer post

    Controls Workaround for Remote Play

    YouTuber Wild4Games explains how to get certain games working with Remote Play in this YouTube video. Before starting the game, the host needs to have as many controllers plugged in as players that are going to play. (So, if you're hosting, and three friends are connecting, you n

  2. Developer post

    GCM2 v1.1.14 - Balance Patch

    We're continuing to bring the magic abilities into line with the rest of the class tree by lengthening cooldowns and cast times generally. Where some of the abilities needed a boost, we've increased damage or spell durations. We've also opened up some hopefully new and interestin

  3. Developer post

    New Project On The Horizon

    Greetings friends! It is my pleasure to announce a new project we've been working on in the background for quite some time now. The Ways of Uron is an upcoming medieval fantasy action RPG with a focus on story and combat strategy. Play as Garen and his companions through a linear

  4. Developer post

    GCM2 v1.1.13 - Balance Patch & Fixes

    Patchnotes - v1.1.13 Summary(tldr) There has been a general consensus developing that magic classes become overpowered as the game progresses through the rounds. In response to this, we felt that increases to many cast times and cooldowns across the board were warranted. To mitig

  5. Developer post

    Grand Class Melee 2 and Remote Play

    After some internal tests, we're pleased with what we see so far with Steam's Remote Play feature. We hope that players who were concerned with the lack of online functionality have an opportunity to test out this new feature. Please let us know what you think about this developm

  6. Developer post

    GCM2 v1.1.12 - AI Improvements

    Patchnotes - v1.1.12 AI Improvements AI's has been adjusted so that the classes now behave more like they should.(Mages keep their distance, Warriors approach, Thieves run around) This should help to create more dynamic situations in games with a lot of bots. General This patch w

  7. Developer post

    GCM2 v1.1.11 - Class Balance and Improvements

    Patchnotes - v1.1.11 Significant adjustments have been made to several classes in order to round out the class tree. Thanks for all your excellent feedback! Round 1 The duration of Apprentice’s Sprint has been reduced to 4 from 5 The cooldown of Apprentice’s Sprint has been reduc

  8. Developer post

    GCM2 v1.1.10 - Sound Fixes

    Patchnotes - v1.1.10 -Fixed various sound effects -Adjusted volume levels of various sound effects

  9. Developer post

    GCM2 v1.1.9 - Game Fixes

    Patchnotes - v1.1.9 -Halloween has finally ended! The roaming monsters have reverted back to their default biome styles. -Minor game fixes

  10. Developer post

    Developer Change

    Hello to all GCM fans! The development of Grand Class Melee 2 is being handed over to Ogopogoid Entertainment. We hope to bring you the relevant updates this game requires before a final release. We acknowledge the lack of recent updates in this game's history has been frustratin

  11. Developer post

    GCM2 v1.1.8 Changelog

    GCM2 V1.1.8 CHANGELOG Roaming monsters have been replaced with glowing Jack-o-Lanterns for Halloween, you can toggle between these and regular monsters by hitting F2 at the player select / interround screen (wet splat sound = pumpkins, squeak sound = monsters) A few bugs in the 8

  12. Developer post

    GCM2 v1.1.8 Changelog

    GCM2 V1.1.8 CHANGELOG Roaming monsters have been replaced with glowing Jack-o-Lanterns for Halloween, you can toggle between these and regular monsters by hitting F2 at the player select / interround screen (wet splat sound = pumpkins, squeak sound = monsters) A few bugs in the 8

  13. Developer post

    v1.1.7 changelog:

    General: Monsters have been added to the game. These creatures wander mindlessly, and drop a heart when killed. One monster has been added per biome. Boars in the wood, Rats in the dune, Spiders in the mire, and Wolves in the Ruin. Cosmetic Changes: The credit screen now acknowle

  14. Developer post

    v1.1.7 changelog:

    General: Monsters have been added to the game. These are currently just a taste of what is about to come in our next big patch. In the current version, they will wander mindlessly, but soon they'll be ready to fight back in the coming Survival Mode! One monster has been added per

  15. Developer post

    Survival Mode News!

    It's high time we share a look at some of what's going on in the upcoming monster survival mode! :D In this mode, each round features a set of evil portals that each spawn monsters specific to the biome. A portal contains a set number of monsters and defeating all of them collaps

  16. Developer post

    v1.1.6 changelog:

    General: Custom keyboard and USB gamepad keybindings will now save and be persistent between play sessions. These bindings should sync with your steam cloud settings. Added a "reset" button for the custom controller bindings that returns the controller settings to their default.

  17. Developer post

    v1.1.6 changelog:

    General: Custom keyboard and USB gamepad keybindings will now save and be persistent between play sessions. These bindings should sync with your steam cloud settings. Added a "reset" button for the custom controller bindings that returns the controller settings to their default.

  18. Developer post

    v1.1.5 changelog:

    General: Large super structures now act like trees, stopping projectiles and deflecting slashes. Cosmetics Changes: Added a text prompt at the bottom of the player selector panel to indicate how to hide the panel. Bug Fixes: Strength and Fortitude potion now use the proper cast f

  19. Developer post

    v1.1.5 changelog:

    General: Large super structures now act like trees, stopping projectiles and deflecting slashes. Cosmetics Changes: Added a text prompt at the bottom of the player selector panel to indicate how to hide the panel. Bug Fixes: Strength and Fortitude potion now use the proper cast f

  20. Developer post

    v1.1.4 changelog

    Balancing: Savage Speed and Subduction now also activates when you deal damage with another ability, instead of just from slashing. Features Added: Selection Hiding: while selection your job and abilities, you may hide your selection from the other players by pressing either of t