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

Space Grunts

Update 18: inventory and new goodies



save game bug:seem to have broken the inventory on save-games in this update, will be fixed in update 19

We have another biggie! I originally started this update mainly adding various new goodies and monsters, but it ended up with a huge amount of nice fixes and changes on top of the new stuff.

One of the main changes is the inventory screen. I made it more compact, adding a lot of room and the possibility of adding bigger inventories. My plan is to have some sort of item, or maybe a specific action you can do to increase the size of your inventory during your run.

This is especially interesting for the later levels, where inventory room can sometime become a little to restricted. So step one was redesigning the inventory.

Gameplay wise there's a couple of new items, someone mentioned in the forums or somewhere else, that you couldn't really upgrade your skills.. and that person had a good point! So now you can.. at least your Tech and Luck skills for now (the power skill isn't upgradable yet, which btw does not link to your health but to the power of weapons and weapon-time items)

I also added another monster for the later levels, and spider-webs which will slow you down 1 or 2 turns.. so don't step on them!

The rest has been a lot of balancing as I overhauled the item-turns system, without going into technical details, now it's directly linked to your characters skills.

As always, let me know if you run into problems or got more interesting ideas!


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Update 17



The nice image above basically shows my last 8 months of working on this game. We've come so far and we're not there just yet! ;)

In today's update a lot of fixes to various small things. Some of those were bugs, others are part of the balancing that will now be done more often. The hardest part in game development is getting that right, but we'll get there.

On yesterdays daily run I had my ass handed in level 2, but Aline managed to reach level 16 running into a bug causing the end-boss to be un-destroyable! That shouldn't happen anymore, my night on the couch made sure of that ;)

There is also a "work in progress" save mode added to the game, basically it saves automatically after every completed level.. so if you have to step away from the game for a long time or a power-outage, it should be possible to continue the game at the last save point.. let me know if you run into problems with that! (if you die, or complete the game, or are in a daily-challenge, there will not be a save game)



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update 16: Alien pillars !?



New achievements, couple of datacards, an "ammo-box", and a bunch of other things in this update.

I also tweaked the reinforcement a bit more, didn't like all the blocking he would do and having to shoot him to get rid of him. So now you can just pass him without having to "kill" him.

Also improved the animation for the crowbar some more, now really feels meaty when you smash things!

In later levels you'll bump into a new, mysterious, alien-pillar.. so watch out for that, and see if you can find the datacard for the pillar if you want more information on it ;)

Remember, if you like the game, tell your friends and if possible leave a little positive review.. that goes a long way to support me and the game!


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update 15: level generator beast and melee



big features:
- new room-types added to the level generator
- melee weapon: crowbar
- leaderboard cleared (due to new balancing+levels)


This update is a bit later than you might expected from me, that's because I took on the fight with the beast called "level generator".

There are now different area's generated randomly, breaking the corridor-room-corridor mix a bit. More of that will happen, but most of the groundwork is in place, so let's see if I broke anything ;)

With this also comes a change in loot-drop, I found the drop-rate a bit on the high end in the last two updates

Finally I also added the first Melee weapon: the crowbar! It can be found in levels and crates, has limited usage, but it does add a nice extra weapon to smash crates or smaller creatures. The strength varies depending on which character you use. Still need to improve it a bit more, but it's working!

And of course a bunch of minor fixes in interface and game area:


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Update 14: reinforcements



A slightly unplanned update, but there was a big bug with achievements, basically the wrong one would unlock! Sorry for that guys.

So not really planned to update this one, but there's some fixes coming along with this and 2 new things: reinforcements and zombie's.

The "tele beacon" item is now changed in that it also adds a little reinforcement dude standing on top when you place it. It will shoots in the most dangerous directions around him (so don't get in his friendly fire!) and when he gets to much damage or runs out of bullets will be gone again.

The second is "zombies".. I noticed some of you guys like to shoot the NPC's after a nice trade was made.. not nice ! and I hope you try that again from now on ;)


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update 13: B-skins and Achievements



Good day! I'll type this quickly so that I can try my hands at today's Daily run, so here we go:

Achievements, now activated and working ;)
Someone mentioned B-skins, and I loved that idea a lot so they are now added.. unlocking them isn't easy, will see if I can come up with some more hints or something for that.

Also added your personal-best to the leaderboards which was another idea from the forums. Your current best isn't there, since the recording of your best runs starts now.

Do make sure to leave your ideas and thoughts in the forums or on my twitter (@orangepascal or @orangepixel) I love getting good feedback and improve the game based on that..

As for the rest of the update, a bunch of fixes to both the interface and the game, so go update and play!


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Update #12: Daily challenge and Early Access



update 12b pushed a quick fix for a "overkill" of loot-drop for Captain, make sure to update to 12b

achievements: achievements will be set live in update 13 (thursday/friday)


Yesterday the game went "live" in Early Access, so welcome to all the new players! Hope you enjoy the ride.

You'll notice I push updates pretty regularly, currently at about a "twice a week" rate, and I plan to keep doing that for a few more weeks/months, as I work down my feature list and any feature-requests you guys might leave in the forums or on my twitter feed.

This update brings "Daily Challenge" mode, it might still need some fixing and tweaking, but my own tests went flawless.. so let's see if we can beat each other in those daily leaderboards : One chance only!

I also activated the first bunch of achievements, there are three achievements not yet unlock-able, mostly because I don't really know what Steam does with "completed games" if I add more achievements later on.. For now, the only achievements that shouldn't work are the "max ammo-upgrade" ones.

Finally, if you enjoy the game, please help me with spreading the word and hopefully leaving a little positive review.

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Update #11: the big pre-ea-fix



Tomorrow (Tuesday) the game enters Early Access, this hopefully means a lot of new players entering the moonbase and leaderboards. It should mean you can also start leaving reviews on the game page.. (hint)

Back to the important stuff:

So today's update brings mostly a lot, and I mean a lot, of fixes and minor tweaks to the interface and also various stuff in the game.

And one, often requested, feature is now added (slightly work in progress) and that's defining your own keys! For now it's just for keyboard, still needs some improvement, and I'll see what I can do for controllers, altho they are using a fairly basic layout already.

The interface look has changed slightly, giving a more unified look for everything.


So enjoy! I'll see you on the leaderboards, as it looks like we have our first "surviver" topping the ranks in a pretty decent time!


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Update #10: the final boss



It's here! the final boss, some of you already ran into a "work in progress" version of him over in level 15/16. Well now it's final, and defeating him will be the final task to complete the game.

Also noticed some of you got very close, or even over, the 2 hour mark for a single run.. wow! I really thought people would be able to play in an hour max, so 2 hours would be a safe bet. Apparently, I was wrong. This does mean the leaderboards needed a reset and change due to the wizardry going on fitting all that high-score info into the Steam scorelist. The max amount is now 5 hours, if you go over that, it will just round to 5 hours. Obviously the faster times will get a higher-ranking, so don't take too much time to kill those aliens.

Further more a LOT of fixes and improvements, so go dive in and have some fun.

Next week will see the gates open up as the game officially enters Early Access and will be available from the Steam store. Just a few more "must do" items on my list before that, and once it hits EA I'll be pushing various new ideas and things I still have on the list

again: feedback is welcome! idea's as little as items or alien-types can spawn whole new ideas, so keep those coming !


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Beta update #9: improved graphics and super items



Before we get started, thanks for all the feedback! If you enjoy the game, make sure to tell your friends. They can still profit from the pre-order discount (www.spacegrunts.com) for one week.. after that we go Early Access and the discount will be over!

Now onto the update!

Mostly a fixing update, with some minor bugs for mouse-players causing navigation and in-game problems.

The high-scores seem to work, so far, let me know if you notice your entry being wrong (time-wise or such) as there is some trickery going on to make Steam record all those values in it's leaderboards. I now also activated the score boards per class

The first zone's level graphics have been overhauled, now making it look more like the outside of the moon-base - and hopefully less like that nuclear game ;)

And finally the introduction of the first, rare, super-items. Your best bet in finding them is by bumping into an NPC with something to trade.


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