The game features heavy emphasis on the lack of weapons, with light being the only thing that kill or ward off the monsters, and on procedural generation, with the environment re-arranging itself every morning. The development team has also stated their desire to create a more surreal kind of horror, and cited Silent Hill and Salvador Dalí as their inspirations.
Grave currently shows examples of the following tropes:
- Bizarro World: Though the place youre in is supposed to be a desert, even in the short Kickstarter demo you will occasionally encounter pockets of forest, rural towns or cityscape, completely disconnected from everything else and they will appear and disappear every day at will.
- Eldritch Location: In the demo, the place you are in changes scenery intermittently and includes things like cities, towns and other things phasing in and out of existence at random.
- Everything Fades: In the demo, the enemies killed by your light sources will quickly fade out in a puff of smoke.
- Infinite Flashlight: A variation was seen in the Kickstarter demo, where matches could burn in your hand indefinitely without going out.
- In-Universe Game Clock: In the demo, the shift between day and night is a core gameplay mechanic. The player is safe during the day and has to use that time to gather supplies and light-generating tools. Then, the night comes, and player has to use what they have collected in order to survive.
- Randomly Generated Levels: Even the short demo shows that the landscape around the player will change with every day, and items that were there yesterday might not be there today.
- Scenery Porn: The demo's desert is wide, open, and very beautiful.
- Weakened by the Light: In the demo, basic enemies, like the Strangers, are very vulnerable to light and will be killed by it. Other enemies have different reactions to it.