Space Grunts cover
Space Grunts screenshot
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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Indie, Arcade

Space Grunts

new game: Heroes of Loot 2 - pre order now for 30% discount

Hey Guys,

My new game,Heroes of Loot 2, is almost ready for an Early Access release, and as with my previous games I'm doing a pre-order discount for the early-birds, loyal Orangepixel fans, and followers.. and that means you!


The Pre-order comes with a Steam key, which will be usable as soon as the game hits Early Access.

Early Access will be in week one or two of May, at which time you can also buy the game directly on Steam (but without the 30% discount).

So, if you want the game AND the 30% discount, check out the pre-order page here:

http://orangepixel.itch.io/heroesofloot2

Read more on the game here:

http://www.heroesofloot.com

version 1.4.0 - more screen space

Some minor, much overdue, fixes in this version and a big update to the graphics.

The internal game resolution is increased about 5%-10% depending on your display settings. Meaning the graphics are now a bit smaller on the eyes but also come up more detailed and less pixelated without losing their pixel-art nature.

It also means I could increase the amount of scores shown from 10-20 and combined the statistics screen into one big one.

I'm looking at adding a "new" leaderboard splitting up the Survivors into their own board, making the global board more interesting. This will be done in a future update as soon as I'm done with Heroes of Loot 2 (4-8 weeks I hope).

I'll also hopefully be able to wrap up the level-editor and get that fully released later this year (haven't forgotten about it)









version 1.3.6 - captain b-skin unlocking and other fixes

Big oops! It seems that the unlocking of the Captain B-skin was failing more than it was working (for the few who would have unlocked it otherwise)

So that should be mostly working now ;p

I also posted some unlocking-spoiler-tips to the Orangepixel forums so if you really want to unlock them and have no clue how, come drop by: http://www.orangepixel.net/forum/

So the list of changes:

interface:

Version 1.2.0 - aka update 37: Tricorder (monster health)



First a little news bit: Space Grunts is now also available to take with you on the road! Available on the App store and Google Play - www.spacegrunts.com for the links.

Now to the important stuff:

So it seems there is a big divide in the players between wanting the monsters showing their status/health in some way, and those that like it the way it is.

Originally I had this code in the early versions of the game, but I actually removed it many months ago simply because I didn't want it in my game.

This is not a generic turn-based game, I'm trying to create something different (and I think I did that) by adding an arcade/action feeling to it. Statistics and numbers in a game turn me off, so why would I want them in my game. This is the turn-based game that I, as arcade action lover, want (and still fanatically) play.

BUT I can see the advantage it gives in some situations during the game, so my solution is: The Tricorder!

It's an item that give you those stats for an X amount of turns, and yes in some situations that can be a pretty good thing to have. It adds another layer of tactics about when to use the item and all that without turning the complete game into a numbers-game (play one of the thousands of other TBS games if you really need that to make a game fun).

So a small but interesting update this time :)

Full update list:


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update 36: small cleanups + important question / poll



A little maintenance update here, fixing some minor bugs and issues.

So some remarks have been made about adding a health-bar to the monsters for tactical reasons.

On one side I understand why, as I originally had that in the early builds, but I also think it's not required for this game.

My idea is that first the datacards are part of that information, they have the info on what average health/danger specific monsters have.

And second, again in my opinion, it's also a skill that grows the more you play. You learn how many damage a monster takes, and if you should run or fight.

So, what is your idea on this, leave a comment below!

Do you think health-stats on monsters should be added, or not?



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Need your help

Hey guys,

Besides releasing Space Grunts and updating it, I've also been working on Heroes of Loot 2, and I could use your help getting it onto Steam.

So if you have a few seconds, please give it a vote on Greenlight :

http://steamcommunity.com/sharedfiles/filedetails/?id=604657470

thanks!

update 35b: blocked hallways

Just a quick fix as I'm trying to make sure the recycle device starts behaving and not messing things up !

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update 35: release version, and welcome to new players!



Welcome to the new players :) hope you enjoy the game and join the forums if you have idea's or questions (cause there are a lot of mysterious things in the game)


Just a quick update here:

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Update 34: recycle your items into ammo!



I can't help but keep updating the game, even tho I'm releasing the game officially on Tuesday (leaving early access) I do plan to push some more updates like this one!

Many people complained about sometimes running out of ammo in later levels.. and a few people actually came with a great solution! Which I also liked so here it is, "the recycler"! These devices are randomly found around the moon-base, and you can recycle your items in return for an ammo-pack. The ammo you get is a bit randomized, but you always get at least 4 of every ammo type.

I might change it in future updates so that some items give more ammo or ammo of a specific type, but for now this is a nice solution to the ammo vs item problem ;)

There are also some fixes pushed in this update, and as always let me know if I accidentally broke other stuff ;)

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update 33: input delay and editor improvements



Welcome in 2016! and more importantly, welcome to the last update pre-release.. Next week (12th of January) the game will see an official release on Steam, hopefully bringing a lot of new players to the game.

I do need to fix a few things, so that's what this update hopes to do.. please let me know if you run into anything!

Most of the new stuff is in the editor (see previous announcement) which now comes with loading and saving (including pushing it to Steam workshop which is hidden for now). All feedback on the editor is also welcome to help me improve that one and get it ready for real world stuff..

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