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Revision as of 18:51, 11 October 2026
Template:Epilepsy Warning Template:Infobox Level GRIEF is an upcoming 1.9/2.0/2.1/2.2 Extreme Demon mega-collaboration level hosted by icedcave and set to be verified by Doggie. It is an extended, possible remake of icedcave's 2.0 impossible level Slaughterhouse and the prequel to his 2.1 Extreme Demon with the same name, Slaughterhouse. The level features an art-based hell theme, revised gameplay based on the original and an extension from the original over a minute long. It is set to be the hardest level in the game, competing against many other upcoming levels.
Doggie's record is currently at 27%, with peak runs of 65-100% on May 31, 2024 and 35-73% on June 5, 2024.
History
- See also: Slaughterhouse § History
In late 2015, icedcave published his level Slaughterhouse, a hell-themed impossible level consisting of simple decoration and extensive impossible spam. The level was showcased on YouTube by ToshDeluxe on 3 October 2015, becoming one of his most popular videos.
From 2018 to 2021, icedcave hosted an Extreme Demon level, also titled Slaughterhouse, out of frustration with the original level's popularity. The level was supposedly verified by spaceuk on October 24, 2021, but following hacking allegations against him, the level's first victor, Doggie, was deemed its verifier.
In early 2022, icedcave announced GRIEF, a prequel to Slaughterhouse, remaking the 2015 version with a minute-long extension at the end. Doggie was chosen as the verifier due to his close association with Slaughterhouse.
In April 2022, the level's layout was finished,[1] stirring mixed reactions. Some praised it as a nostalgic nod to its predecessor, while others criticized its lack of originality. Despite criticism, production continued, with decoration lasting 16 months with periodic showcases from decorators and a preview on icedcave's channel released on April 15, 2023.[2] However, complications arose when decorator Burgadahz, having already decorated two sections in the level, leaked Aeternus, a project icedcave was closely associated with. Frustrated, icedcave replaced one of Burgadahz's completed sections with a part decorated by greafer. The level was completed in August 2023 but faced backlash upon its showcase[3] due to being labeled unoriginal. Additionally, the removal of Burgadahz's part sparked criticism, raising concerns about icedcave's casual disposal of hard work. Due to the significant backlash, icedcave canceled the level altogether. However, once the controversy settled, he decided to revive it and awaited Doggie to begin the verification process. Doggie planned verification once Update 2.2 was released, but later postponed it to 2024, starting streaming on May 2.
Doggie stated early on that the Click Between Frames (CBF) mod would be utilized during verification in order to overcome input polling rate limitations in the game. This mod, released as part of the Geode mod, aimed to avoid the challenge posed by the 240Hz tick rate cap introduced in Update 2.2. However, knowing the mod's status as an external tool, he understood that his verification would not count unless the mod was implemented into the vanilla game. To advocate for its inclusion in the game, he, along with Diamond[4] and LordVadercraft,[5] uploaded a persuasive video[6] on May 7, 2024. The video featured insights from other players like Technical and icedcave, urging RobTop to consider integrating the mod in vanilla Geometry Dash.
He achieved 65-100% on May 27, 2024 on stream #16, a run that he believes to be top 20 difficulty, akin to Edge of Destiny. He continues to stream the level daily.
Gameplay
Note: The gameplay was entirely built by icedcave. The creators listed here are the decorators.
- 0-11% (Realvet): The level starts off at normal speed, with the majority of this section being wave-based. There is a quick straight-fly segment at 2%, but otherwise, it is all about navigating through varying wave sizes, with sharp timings and occasional quick spam challenges. Clubstep monsters are strategically placed to test the player's spamming skills. A brief cube timing leads into the next section.
- 11-25% (icedcave + greafer): The endurance test ahead mirrors its predecessor, demanding inhuman coordination and uncanny click consistency. The first half moves at half-speed until the 17% mark, where it suddenly surges to normal, then double, and even triple speed in brief bursts before returning to half-speed. Momentum picks up once more, concluding in a brutal test of click consistency that starts at double-speed but swiftly ramps up to triple-speed. The segment concludes with a brief cube section at half-speed, followed by the level's title, which gradually morphs into the word "RIP."
- 26-35% (Triplash): The first drop starts with a fast-paced wave section, alternating between different sizes and gravity settings to keep the player on their toes. Following this, the player must navigate through narrow gaps resembling a monster's teeth, requiring quick reflexes. This leads into a brief but intense ship segment, featuring straight flying with occasional gravity changes. The section concludes with a series of precise UFO clicks. A castle-themed transition marks the transition into the following section.
- 35-44% (DrCuber + GhostVandalf): The next section begins with a quadruple-speed mini-wave click consistency test, teleporting the player sporadically to the top and bottom of the screen for added confusion. Following this, the player transforms into a ship, navigating tight straight-flies upwards and downwards. After a precise timing with a yellow orb, the player reverts to the wave game mode, encountering varied gameplay with size-changing elements before tackling another click consistency challenge similar to the previous one.
- 44-49% (Iris): The drop ends, leading to a deceleration in the level. This section combines gameplay from various modes: starting in a ship ascending into a tight wave segment, followed by challenging UFO timings. The player then navigates through a wave corridor with tight maneuvers and spam, and the section then concludes with a short but tight ball part.
- 49-56% (Mercury + river): Next, a ship part leads into a short downward corridor, testing control, followed by a couple of UFO clicks. Then, a wave section appears, with brief spams and tight timings. After an upward ship slope, another wave segment emerges, with tighter spaces and a mini-size change. It concludes with a two-player cube segment, demanding tight jumps from both sides.
Extension
- 56-65% (Burgadahz): The extension starts with a ship part comprised of tight corridors, followed by a gravity switch leading into a wave segment with more tight corridors. After a UFO part with tight timings, the player enters a cube part featuring timings and teleport portals, transitioning into a ball segment. A quick straight-fly ship part precedes more cube jumps, a tight wave segment, and a two-player cube part before the second drop.
- 65-75% (greafer): The second drop, originally built by Burgadahz, kicks off with greafer's section, featuring wave, ball, and brief ship elements. It is the first instance of quadruple-speed in the level. It is notorious for its swift opening: eight rapid wave clicks, split between top and bottom, followed by intricate wave maneuvers. A quick shift to the ship precedes some ball timings, then revisits the wave patterns. Finally, the section concludes with four cube clicks, each decreasing in speed.
- 75-88% (GrenadeOfTacos): This section features a rapid display of challenging gameplay modes: ship straight-fly, UFO timings, ball timings, and the formidable "Tacos Wave." A tough ship segment ensues, along with wave spam and a barrage of mode changes: ship, wave, UFO, ship again, culminating in a final wave spam.
- 88-100% (CDMusic): The finale slows to half-speed, starting with a brief ball part, followed by UFO clicks and a wave section with darkening visibility. A mini-ship segment follows, testing precise control, preceding some ball clicks and UFO clicks. Another ship part follows, then a final mini-wave with limited visibility and speed changes. The level concludes with a tight spam segment in a Clubstep-themed monster with fake spikes. The end screen displays dragon art created by Avalawns.
Trivia
- After icedcave uploaded the newer version of Slaughterhouse, he reuploaded a copy of the original level, with the ID and the title changed (Slaughterhouse > Slaughterhouse II).
- BunnyMuffin became the world's first person to beat Old Slaughterhouse in practice mode without hacks and start positions while recording.
- She spent over 82,000 attempts to beat it in practice mode.