Grim Dawn Screenshots

Crate Entertainment's Arthur Bruno let us know that they've kicked up a couple of new screenshots on the official Grim Dawn website, including one showcasing the inventory and merchant UI and another depicting how they intend to randomly close off routes available on the game's various levels. He's also went into a little detail about what we're looking at in these:
Let us focus on the important thing, the lootz. You'll see we're making some progress and have a decent assortment of stuff in-game now. The diversity of loot on the merchant is a bit lower than it usually is just because this character is leveled up to where the common loot currently starts to end. Why does the merchant not sell pants? A good question... I myself have often wondered that but no answer is forthcoming.

I think this counts for at least 2, maybe 3 updates! I could have strung it out but no, I've dished it all out at once! BAM - inventory, lootz, merchant, HUD, new caster armorz!!! Yes, surely this counts as more then one update!

Oh, also, I should mention that I'm not sure I like the skillbar layout. I've been wanting to change it but haven't found the time. I think it would be best to move all the hotslot buttons together in the center and the R / L buttons to the left.

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The mysterious crop-circle looking things in the image below are a new feature we're experimenting with that generates randomized scenery. Levels that use these won't be totally randomized as the heightmap terrain currently remains fixed but these "setpieces" can allow us to more significantly randomize the location of important things within the level as well as the general scenery. For example, in the level below, I'm using setpieces to generate natural scenery, enemy spawn locations, human camps, and loot chests. So far, this seems to be a nice blend between hand-crafted and randomized. You get the visual quality and uniqueness of hand-crafted terrain but some of the fun of exploring a level each time and never knowing quite what you might find or where.

We're also investigating methods of randomizing the path through the level by creating a bunch of different possible routes and then randomly closing some of them off with dynamically generated obstacles.
We've mirrored both screenshots in our image gallery, should you prefer to view them there.