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

Space Grunts

update 28: case of the missing Whigo



Amazing moment in history.. I actually completed a run in my own game! ...and noticed that the leaderboard is still not updating correctly for all boards.. so looking into that a bit more, think it has to do with how Steam handles the score upload calls or something.

I also noticed that there was a monster missing in the later levels: The Whigo. I added this many updates ago (update 15 or so?) but apparently forgot to actually make it spawn in levels.. oops!

The other things are mostly fixes, also making the battle-suit be a true battle suit and protect you from radiation and alien goo.

Right now most of the work is doing some testing and interface tweaks for the mobile version. I do still want to add the little monsters that should be bursting out of those alien-purple-pods, so that's something on the list along some extra achievements probably.

But it's close to a final version.. so tell your friends!


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update 27: interface changes and game tweaks



Don't be scared: the interface has seen a change in color, I find this more fitting to the setting of the game and never was happy with the blueish boxes. It's actually a miracle I kept them in for this long!

I also added a few more interface and user-friendly-ness changes to the game, especially for new players (welcome!). This includes a little info on what datacards are all about, but also shows an upgrade dialog when you pick up the Amulet, Space cube, or tech-manual.. so that those event's are more apparent.

enjoy! and as always feedback and idea's are welcome! (really running out of idea's now.. which is good, since the game is mostly complete at this point)

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update 26: graphical enhancements and credits



This update is mostly full of special effects, graphical enhancements and tweaks. A lot of things I wanted to do earlier, but never got around to.

I also added the credits to the menu, if you think you should be in there for some reason, let me know! I might have forgotten some people giving feedback and such. Don't be shy !

And fixed some more problems with the dreaded level-16.. really hope I got all or at least most of that sorted now, since it's a bummer for people making it that far to run into problems!

As always, feedback and reviews are welcome!

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update 25: soooooo much stuff



First, if you enjoy the game, please leave a review for others to read, this helps the game, it helps me stay motivated, it helps other potential players, and basically it helps the universe! (I think) - thanks.

So what about the update.. well it's a MEGA BIG ONE!

I fixed a lot of little bugs, including the stupid hack-key crash bug, the ducky bugs, and on top of all that managed to come up with a bunch of new ideas and features.

You'll now have a nice level-progress bar, which will show you how close you got to completing the game. It's displayed at the start of your level, in the map screen, and on the game-over screen (making for some nice screenshots).

I also added a bunch of new "rare" and pretty powerful items, with some achievements attached to them.

Some experiments with camera-control for special events (I hope to have some interesting special events in future updates that use this) and just a lot of cool stuff.

and some more balancing.. as always feedback is welcome and very much useful!


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update 24: balancing, fixes, and improvements



A bit sooner than originally planned, but there are some bugs and balancing things that needed fixing asap, so here's updated 24!

Weirdly I ran into a bug for the first time that crashed the game. Just a small line of code and it must have been in the game for months. Talked to a few other of the players and they actually ran into it just once or not at all. Freaky!

It's fixed now tho, so if you do run into crashes let me know on the forums or on my twitter.com/@orangepascal !

I continue to tweak the balancing on item drops, you'll notice small differences with every update, hopefully for the better.

Still not happy with the combo system.. but it's more visual now so you at least now it happens and in most cases: why did that happen.

Please don't forget to leave a review or a rating on the Steam page.. it hugely helps getting this game more known and thus improve the chance of me keeping updates coming. Thanks in advance!


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Update 23: Decoy duckies, combo's and fences



A fun little update this week with the addition of Decoy Ducks! These items can be placed in a room and will start walking randomly until they go boom. Mean while they distract the enemies making it possible for you to either slip by or kill some aliens.

I also added another room type, one with electrical fences. See if you can find those and survive it!

Finally I made combo's a little more visual, altho I think it still needs a bit more work to communicate to the player what is happening. And also added a few more fun combo's you might figure out how to activate.

I also did some rebalancing on the item-drop, this is a work in progress, but I think it feels better now. Still have to do some long runs myself to see how it holds up in longer games, so I'll keep tweaking it.

And of course a few more fixes for minor stuff. Let me know if you run into any problems or got some great ideas because my "todo list" is drying up!


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update 22: flamethrowers and RC drones



It's a biggie today! A lot of the stuff I had on my list for ages has now been fixed and implemented, so I'm very happy with today's update.

I'll probably be slowly pushing the update rate to once a week, since I'm closing in on a completed game (altho my todo-list is still a couple of pages long) this allows me to concentrate on getting some marketing and PR going, cause that's still a bit lacking ;/

Anyway, the update:

One of the cool stuff is the Flamethrower, a super-weapon like the Berzerker, which gives you the power of throwing some heat in a room (and then run to not get caught by the spreading fire).

Another update is one requested a zillion times by Thotep: a remote-controlled drone. Not exactly how he described it, but trust me, it's fun to use! you can basically move the drone an X amount of steps, and then make it go BOOM! in a room full of baddies... again, try to stay safe while using it ;)

I also crammed in some new items, one is the "space cube" which allows your inventory to grow (remember I mentioned that a few updates ago). This also made it possible for me to limit the Strongarm inventory starting space .. you get less store space with this guy ! so find those space cubes..

Finally items like the luck-amulet, tech-manual, and space-cube are now all "instant usage" because there really is no point in having them in your inventory first.. (unlike bionics, which can be used as a full-regen when really needed).

here's the full list of all the improvements and goodies

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update 21: worm dimension and combo's



A new "secret" zone is added : worm dimension ! It comes with a new achievement when you complete it, so go see if you can find it!

I also added the first "combo's" and I plan to add a few more to make it interesting. Basically they can be triggered by having a combination of character + items sometimes at a specific moment, etc.



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update 20: put your masks on!



This update comes with one new item: gas-mask, which work great against poison and radiation.

On top of that, I added radiation rooms just for the fun of it. These are mostly located in the radiation zones (duh) and there are safe ways to cross them, don't worry.

I tried hunting down the random crash people seem to have on leaderboards.. think I fixed it, but let me know if you still run into those (I haven't seen a single crash on my end strangely)

other than that just some minor stuff, as I've been feeling under the weather a bit, so taking it slow.

see you on the other side!

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update 19: Sheesh man, I'm fixing it!



all I can say is : oops!

Yesterday's update broke a few things, luckily nothing really game-breaking, but not as it should have been. Since I think a lot of people get some gaming time in the weekends, I found it best to do a quick fix update instead of waiting till Tuesday.

I blame it all on the down-side of working from your home kitchen-table: distractions! Had a lot of those the last few days and guess I slipped up on the testing side of things.

So this update is really just a hot-fix thanks to the feedback from Sheesh over at the forums.

I did start working on fixing and improving some animations, so you get those for free ;)

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    change: hack-key won’t unlock/open all doors (overkill)
    change: hack-key now more rare (NPC trade most likely)
    fix: various animations on the player
    fix: improved explosion effects
    fix: when current inventory slots are full, can’t pick up more items
    fix: players becomes partially transparent again when using “invisiblity”
    fix: hack-key will now stop working when leaving level (as it should)
    fix: level 16/end-boss switches not working bug
    fix: level 16/end-boss switches not showing bug