The year 2476, Earth's space-federation has been building moon-bases across the galaxy. One of those moon-bases has been sending a distress signal. Space Grunts are a group of intergalactic "problem" solvers, sent to investigate..

What it is

Space Grunts mixes an action game with a turn-based roguelike: Quick instant turns and inventory handling meets screen-shakes, big explosions, and intense action

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Quick links:


Steam page: Store.steampowered.com
Landing page: Spacegrunts.com
Media assets/presskit: Orangepixel.net
Trailer: Youtube.com
Orangepixel: Orangepixel.net


Features:

  • Uniquely blending turn-based and action shooter
  • A proper Roguelike
  • Procedurally generated worlds
  • Large collection of consumables and secret craft-combinations
  • Hidden paths, secret area’s, mystery shortcuts and items
  • Variation of player classes to suit both a tactical/slow or more action-oriented playstyle

Release in January 2016 on Steam, with mobile versions following few weeks later

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Welcome in 2016! and more importantly! Next week (12th of January) the game will see an official release on Steam, leaving it's early access status behind after just four months. This basically means I should stop fiddling with the code until we are live, so I pushed the final update a few days ago fixing minor bugs and making sure the game is set to go.

I also recored a new trailer, which is always a challenge to get right. Since the game is a fast paced but turn-based rogue-like I really wanted to get that feeling across. So it's a lot of fast cuts and action scenes, ending with the message that it's luckily all turn-based. All crammed into a minute, so hopefully everybody will watch till the end.

This weeks update also contained some improvements to the level-editor, so that you can now actually save and load levels and even push them to Steam (altho the loading of those levels isn't implemented yet, and won't be until after the release is done).

So that leaves me with handling the iOS and Android versions of the game, which are basically up and running except for some minor testing on controller support and game services for the achievements.

Thanks to the LibGDX toolset all versions run on the same Java code, which makes porting and fixing bugs or adding new features a breeze! The Mobile version is planned for 3rd of February, mainly since I still have to push it through Apple's Approval process..

That leaves me with just a bunch of nerves until release day is here, and then hopefully getting some good press coverage on the bigger PC game sites.

Now with build-in level editor

Now with build-in level editor

News

By populair request the game now gets a build-in level editor allowing players to quickly create and play new levels and missions.

Space-marinifying the heads up display

Space-marinifying the heads up display

News

Adding a bunch of new stuff, including story-lore, cloud-saving and contests! On top of that a new HUD is introduced and a couple of small fixes as we...

A worm on my back!

A worm on my back!

News

Doing a complete redraw of the first-zone's graphics, adding a lot of secret hints and adding the "worm on my back" speech bubble.. a mean and lean update...

Case of the missing Whigo

Case of the missing Whigo

News

Update 28 is now live on Steam, activating an enemy which has been lurking in the dark corners of buggy-code and was never activated. Now it's there to...

Comments
LurkersLair
LurkersLair

looks supercool, tracking!

Reply Good karma Bad karma+3 votes
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Space Grunts
Developer & Publisher
Orangepixel
Engine
libGDX
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Spacegrunts.com
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Style
Genre
Roguelike
Theme
Sci-Fi
Players
Single Player
Project
Indie
Twitter

Latest tweets from @orangepixel, @orangepascal

I love palettes like these, very nice to work with a limited but full set of colours. T.co

7hours ago by orangepascal

#screenshotsaturday 3 FREE TOOLS that power my games - Youtube.com #indiedev

16hours ago by orangepascal

Mail of the week award goes to: "we seek quality direct publisher traffic in various verticals in order to suppor… T.co

Feb 23 2018 by orangepascal

RT @orangepascal: #ICYMI check out: 3 FREE TOOLS that power my games Youtube.com #indiedev #gamedev

Feb 23 2018 by orangepixel

Any great logo creation tools out there? or human (affordable) logo creators? #gamedev

Feb 23 2018 by orangepascal

#ICYMI check out: 3 FREE TOOLS that power my games Youtube.com #indiedev #gamedev

Feb 23 2018 by orangepascal

RT @itchio: We are always working on new features, and sometimes it's hard to keep up with them all. Here are some that we thin… T.co

Feb 22 2018 by orangepixel

RT @itchio: We are always working on new features, and sometimes it's hard to keep up with them all. Here are some that we thin… T.co

Feb 22 2018 by orangepascal

3 FREE TOOLS that power my games: Youtu.be via @YouTube

Feb 22 2018 by orangepixel

Not the most comfortable chair! WHAT IS THIS GAME!! :) #pixelart #graphics #gamedev #indiedevInstagram.com

Feb 22 2018 by orangepixel

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