
Grab, Throw, Build, Explore, Upgrade, Fuse, Shoot, and Loot in this surreal, high-energy adventure where breaking the limits and reaching further is encouraged!
Modeled estimate, not a reported figure. How we estimate →
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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.
Genres
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
A very strong foundation which I'm already having a lot of fun with. Interesting weapons that you can fuse on the fly, an endless skill tree, strong visuals, and an intriguing world map system with plans to be expanded. The game is off to a fantastic start, and at only $7 at the time of writing I can definitely recommend the game as-is. Very excited to see where this goes, and I'm sure I'll get more than my money's worth along the way.
Tutorial phase needs some work, but the game play is fun once you figure it out. Would like some clarity on the tower functions as well. Best of luck in future patches
I grab it, I fuse it, I kill with it.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
This gets a very weak recommendation right now. There's some interesting bones, but the tutorial is really bad and I ended up too frustrated to get too far. (Dumping info via dialogue boxes is one of the worst ways to convey information.) At one point, stunning an enemy triggered the throwing tutorial - but the enemy was out of bounds when I stunned it so I didn't get any chance to try out the throwing mechanics I was just taught about. There's other little and not so little things - enemy projectiles are on the layer below *your* projectiles, so good luck seeing them incoming when you're using a spammy weapon! The 'dual grab' mechanic feels unnecessary and took me a hot minute to figure out how to use the tower stairs (which are seeds/flowers?) And there's not much indication about where's a good spot to build your HQ (which is the very first thing you do). Giving this the early access benefit of the doubt, for now.
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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