Saving and Rerolls: What Carries Over?
Learn how GrimKeep saves a run, what happens when you quit during combat, and how Huntress, Beast and unused-reroll effects change your decisions.
FAQ
Can I save and quit during a fight?
Does quitting on the death screen save an unfinished run?
Does The Beast get genuinely free unlimited rerolls?
Saving a run, carrying a reroll between attacks, and preserving permanent unlocks are three different kinds of persistence. Keep them separate when deciding whether to quit, roll again, or start a new attempt.
What happens when you leave a run?
The official FAQ says GrimKeep saves your run while you move across the map. If you quit during a fight, the run waits for your return, but that fight begins again. This supports taking a break; it does not establish manual save slots, an exact random-sequence replay, or a method for undoing death.
| Situation | What official documentation says |
|---|---|
| Progressing across the map | Run progress is saved |
| Quitting during a fight | The run remains, but that fight restarts |
| Dying | The run ends; unlocked content carries forward |
| Quitting from the demo death screen after the October 20 fix | Ends the run, like giving up |
Before relying on an old recording for save behavior, check whether it predates the relevant fixes.
How do the starting heroes change reroll decisions?
The Huntress and The Beast change the cost of pursuing another hand in different ways. The Huntress keeps unused rerolls between attacks; The Beast can take additional rerolls at a published cost of 10 Health each. Neither description says that rerolling is always better than committing the current attack.
For The Huntress, compare the current hand with the future flexibility of keeping rerolls. For The Beast, include the health payment in the survival decision. If another roll leaves too little health for the enemy’s action, its potential damage gain is only part of the cost. The beginner checklist puts that decision in the context of a complete turn.
Why might an unused reroll be worth keeping?
Some published item effects reward unused rerolls directly, so another attempt can change more than the dice faces. The official item reference lists Wolf Tooth Necklace as adding Mult for each unused reroll, and Flower Crown as providing a healing benefit. Read the actual conditions instead of treating unused rerolls as wasted resources.
This guide does not assert an unverified order for every trigger. Compare the current item text and attack display, then use the damage guide if the result differs from what you expected.
What should you check when reroll or save behavior looks wrong?
Check the game version and the selected-dice setting before assuming the intended rule has changed. The October 20 demo patch addressed a selected-dice reroll problem and save-related issues. A symptom seen in an earlier build may therefore be a fixed bug rather than a feature to build a strategy around.
For a useful report, note the build, hero, selected dice, remaining rerolls and the screen where the problem happened. This guide does not prescribe unsupported save-file editing or claim a guaranteed recovery procedure.
Which sources support this guide?
Persistence rules come from the official FAQ; historical corrections come from demo announcements. Hero and item references explain the resource costs. This is documentation-based advice, not a claim that the unpublished release or a demo-save transfer path was personally tested.
Related guides
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How to Choose Items and Build a Run
Choose GrimKeep items by their trigger, damage contribution and slot cost, with a practical comparison method and links to supported build routes.
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Tell GrimKeep slot upgrades apart, compare the cost of filling an empty item slot, and avoid treating a max-health upgrade as a verified heal.
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Matching-Dice Builds: Crown, Banner and Wide Hat
Compare matching-face items in GrimKeep using clear Crown, Banner and Wide Hat examples, with reroll and trigger limits explained.
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