
Grab, Throw, Build, Explore, Upgrade, Fuse, Shoot, and Loot in this surreal, high-energy adventure where breaking the limits and reaching further is encouraged!
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About
Morris the rat, attached to a friendly parasite he names "Grabbus", awakes in a place called "Skixx" full of other rats, creatures, and otherworldly physics...
Grab, Throw, Build, Explore, Upgrade, Fuse, Shoot, and Loot in this surreal, high-energy adventure where breaking the limits and reaching further is encouraged!
Here are some key features already present in Grabbus:
Your Own Endless World: The turn-based world map is generated uniquely for each save file, and allows for exploring in all directions, as well as building useful structures. This is where one will find activities or locations to visit.
Grab and Battle in Random Towers: Grabbus contains a tile-based area generator that can produce a surprising variety of terrain shapes, while keeping the stage traversable, with treasure and enemies evenly placed. Explore these areas as Morris and Grabbus. Morris uses his legs to move, while Grabbus takes care of the rest! Grabbus can grab onto and pull at objects and enemies, as well as activate context-sensitive actions with them! Most importantly, Grabbus can use consumable items or siphon the potency of weapons to form energy bullets of varying patterns and traits. And of course, Grabbus can form a bubble shield around Morris to not only block damage, but reflect projectiles!
Upgrade Forever: The "Evolution Grid" gives players the ability to spend in-game currency on an ever-expanding matrix of 18 different upgrade nodes and tiles! The grid can be regenerated at the cost of a percentage of node points. However, those lost points are invested into upgrades to the evolution grid itself!
Fuse Loot and Weapons: Find helpful items of varying potency levels as you defeat enemies and clear tower floors! Grabbus can take two compatible items and mix them to get a more desirable result and save some inventory space. Experiment with all sorts of combinations!
Increasing Challenge and Rewards: As Morris and Grabbus clear tower floors, "world potency" slowly increases at a small, fixed amount. But, if Morris perishes, not only does he drop all held items, but the world potency decreases by a percentage. World potency determines the difficulty/reward level of any newly-generated towers that appear around your HQ. Towers of higher difficulty will have nastier enemies, but loot found there may drop with a higher maximum potency level!
Designed to Expand: Grabbus is carefully designed from the ground up to support a variety of expansions to its pool of items, NPCs, areas, and other features! If something new is added, it should be able to fit itself neatly into any phase of a play-through thanks to the borderless procedural world and power scaling.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain*languages with full audio support
Reviews
Just like others said, this game is full of potential, from the large and varied pool of weapons, the ability to fuse them with each others and with modifiers, the endless overworld to build, the upgrade tree that goes on forever, to the feeling of the combat, everything in here is really cool and well done. Also the art style and music are really nice, I hope to see more characters and map designs in the future. It has enough to be the kind of game with infinite progress thanks to the map, upgrades and gameplay loop, but it does feel a bit bare bones on others, like the building mechanic and variety of enemies and floors, but they are already addressed on the roadmap, so it has a bright future ahead. Totally recommended to check it out, it's pretty good. Esp: Como otros dijeron, está lleno de potencial, desde el gran y variado arsenal de armas, la posibilidad de fusionarlas entre sí y con modificadores, el interminable mundo para construir, el árbol de mejoras que no tiene fin, hasta la sensación del combate, todo aquí es simplemente fantástico y muy bien hecho. También el estilo artístico y la música son bastante agradables, espero ver más personajes y diseños de mapas en el futuro. Tiene lo suficiente para ser el tipo de juego con progreso infinito gracias al mapa, las mejoras y el loop jugable, pero se siente un poco básico en otros aspectos, como la mecánica de construcción y la variedad de enemigos y niveles, pero ya esta cubierto en el roadmap, por lo que tiene un futuro prometedor. Totalmente recomendado echarle un ojo, muy divertido.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Not fun. Controls are terrible. One game action requires you to hold a shoulder button, hold a face button, [i]and[/i] hold the right stick simultaneously. If you're unaware, face buttons and the right stick are on the same side of the controller. EDIT: addressed via patch, but it's still a frequent action requiring 3 simultaneous inputs. Weapon fusion only rarely creates cool, effective weapons. Weapon fusion is complicated enough that strategically combining weapons felt out of my reach within the first hour of play. Combat is clumsy. Bullet and enemy hitboxes are much smaller than their sprites. Enemy behavior isn't particularly distinct or interesting. Their attacks are pulled from the same pool of properties you achieve through weapon fusion, and most of them shoot short-range, quickly decaying projectiles that aren't interesting to avoid. Sometimes you'll find an enemy with a crazy shot type, but since enemies just vaguely bob around, it doesn't quite feel like an enemy design. Exciting but under-baked idea. Maps are huge. After combat, you have to run from one end of a combat map to another to collect all the items. This takes minutes and is often longer than combat itself. You spend most of your time walking on a map to collect items and manage your inventory. The inventory management isn't like, fun Mystery Dungeon or RE4 kinda stuff. You have 5 inventory slots, you get a handful of items every map, and you gotta just... fuss around for a while. EDIT: average map sized and item drops reduced via patch. After clearing 4 towers (which took me around an hour), I got enough resources to craft a Cycle Tank (don't know what it does), and did not get to invest once in the 'endless' skill tree. EDIT: Still shallow and frustrating, but it's nice to see changes are coming quickly. I tried the game out again today with keyboard and mouse controls and, while improved, I still wouldn't recommend the game.
really not the kind of game that will appeal to many people, and unfortunately that group includes myself
As it is now, the itemization does not work. This could absolutely change, but the symbols for weapon aspects are very unclear on what they represent, and rules governing how items are generated do not produce interesting outcomes. The enemies seem to also be governed by similar itemization procedures and while that's an interesting idea, the resulting enemy variety currently ranges from posing no threat at all or being really annoying to deal with entirely due to the length of time it takes to dispatch an enemy rather than any difficulty in their attack patterns/positioning/abilities. If the trajectory of the project doesn't change to put constraints on the proc gen to produce results that are actually interesting to use or react to, this game is not gonna be a hit.
A strange game where you are a rat with a sticky yoyo that can merge weapons you find in a abstract JRPG world with dungeons full of Dirty Bubbles trying to kill you. Not 100% sure I understand what's going on but I love the music so consider me along for the strange ride
this game is seriously going places. Oozing with style, feels great. Gotta give this a shot!
Grabbus' me bones It's a really sweet game who's abstract world and shapes and themes lend themselves to that very 90's 'liminal nostalgia', while under the hood it's got a lot of depth and systems. It feels more like a tech demo in it's current release, but I can see that as the economy and power scaling is improved upon and goals and quests are added to the long-term meta game, this could be something really special. There's definitely a lot of tuning that needs to be added from the default controls, to the visual noise in combat to the effectiveness of it's ambitious merge system. But it's worth having in your library, if not to enjoy it's current rouge-lite gameplay, then to see just how the development will add and improve over time!
This is one worth getting on the ground floor for IMO. The current gameplay loop is small but absolutely oozes potential. Infinite map, infinite upgrades, infinite weapon fusions, it's hard not to see the scope present in the bones of this. Also the art style is really great! Worth checking out
Honestly a little complicated but the devs clearly poured their heart and soul into this one. DEFINITELY worth it at this price. The pixel art is amazing.
Grabbus at it's core is a top down twin sticks shooter with a dash of roguelike, dungeon crawler, and a bit of town building on the overworld. The premise is simple, you enter dungeons clearing floors by defeating all the enemies on a given floor all whilst collecting items and resources. The resources are used on the overworld map to place structures the facilitate further progression and growth of towers. You can also use them to purchase skill points to open up nodes on a skill grid or place new structures. One of the main mechanics is using Grabbus to fuse items and weapons to enhance their effects or experiment and switch things up! It keeps things fresh. The fusion is done on the fly by selecting the two items you want to fuse from a radial menu using the shoulder buttons and BAM! You got a new item, probably with a new shot type. You can also use the grab and throw stunned enemies using Grabbus, which seemed a bit tricky to pull off. Music is pretty reminiscent of a 16-bit era game. I got vibes of Sim City on the SNES on the overworld. The sprite work is good too, though there's not a ton of enemy variety at this early stage. My only complaint is the inventory, it's so small! But that is already something I know is being addressed by allowing you to rotate the radial menu for more slots. ; ) Maybe have a way to directly use or fuse items on the ground that won't fit in your inventory, much like a lot the mystery dungeon let you do. Otherwise a great start for a game with some solid mechanics! Get it now and watch it become even better when fleshed out with more characters and story elements.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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