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Death as a Beginning
At IGDX 2025, one of the games I really wanted to check out was Glory Jam‘s latest project. Between the thundering soundtrack, gothic imagery, and flashes of crimson light, Grim Trials made a bold statement: death can be loud, stylish, and strangely hopeful. Published by Neon Doctrine and Soft Source, the game marks a dramatic evolution for the Indonesian studio once known for narrative-driven visual novels.
“We used to focus on story and emotion,” explains Dominikus Putranto, director at Glory Jam. “Now we’re focused on gameplay, how it feels, how it responds. But that emotional core is still there.”
It’s a fitting sentiment for Grim Trials, an action roguelite drenched in heavy metal energy, where every swing, dodge, and death adds to the rhythm of your journey through the afterlife.
Crafting a Reaper

You play as Avelin, a young woman who dies unexpectedly and awakens in Death’s academy—an underworld training ground for new Reapers. Her task is simple: reap impure souls, survive endless trials, and maybe, just maybe, reunite with the love she left behind.
Each run takes place in a hex-grid arena crawling with monsters, traps, and seven formidable bosses. Combat centres on a dual-wield system that pairs a scythe with a crossbow, rewarding clever combinations and well-timed executions. The arena shifts from run to run, ensuring each attempt feels distinct, even as you grow stronger through crafted gear and divine blessings.
Between battles, Avelin returns to the Academy, a hub where players can forge weapons, learn from mentors, and build relationships with other Reapers. “It’s like a blend of combat and RPG management,” Putranto says. “You can explore the Academy, talk to people, and learn their stories — it’s not just fighting, it’s growing.”
Reaping Lessons, Building Identity

For Glory Jam, Grim Trials represents a turning point. The studio’s previous projects leaned on narrative and cinematic design. Now, the core team of about 15 developers are tackling full-scale action. “We’re all action game players,” Dominikus admits, “but making one is a different story. We had to relearn everything: controls, feedback, and timing. It’s been a real education.”
That learning curve has been supported by Neon Doctrine and Soft Source, whose publishing experience has helped refine the team’s branding and production. “They give us perspective,” he notes. “It’s still our decision, but they help us see the bigger picture.”
It’s that blend of mentorship and independence that defines both the game and the studio. Each death in Grim Trials feeds experience back into the system; each challenge makes Avelin stronger. The same could be said for Glory Jam itself.
Learning from Death

Currently in full production, Grim Trials doesn’t have a confirmed release date, though the team is aiming for launch in the next year or two. A playable demo is already available on Steam, and early feedback has been encouraging, particularly from international players.
As the team refines the combat and expands the Academy’s emotional depth, one thing remains certain: Grim Trials is more than a game about dying. It’s about what you learn after you fall. For Glory Jam, this isn’t just a step forward; it’s a reinvention that’s worth keeping an eye on.