
Granvir: Zero Front is a 3rd person action roguelite mech-builder with co-op multiplayer. Experience the prelude to Granvir as the resistance response to the Millennium Company invasion. Pilot your Granvir, manage your campaign between battles to find the best equipment, and stay in the fight.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Granvir: Zero Front is a third person shooter action roguelite featuring mech building. Experience the prelude to the Millennium Horizon campaign in Granvir as the first resistance response to the Millenium Company invasion. Players battle through a route of their choice reaching extraction and completing side objectives at the cost of valuable resources. Between battles, players can swap out parts for upgrades found on the battlefield and manage their campaign by taking on loans to afford ammunition, aiding the locals for support in battle and more.

Equip devastating melee weapons such as swords, rocket spears and pile bunkers. Wield powerful long range guns like cannons, machine guns, flamethrowers and rocket pods. Mix and match armaments to suit your play style.

Mix torsos, legs, armatures and special modules to customize your Granvir. Defeating enemy ace pilots unlocks their unique parts.


Complete any campaign in single-player or multiplayer co-op with up to 10 Granvir pilots at a time. Share parts and resources utilizing the squad depot in rest areas as you plan your next moves.

No campaign is the same as you manage time, resources and your route to each objective. Each zone impacts what services and resources are available. Use down time between missions to refit and upgrade your Granvir to prevail.
Genres
Stats
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's got that slow, heavy, 'real robot' feel that is missing from so many modern mech games. Love it.
КРУТО
peak ♥♥♥♥ needs a sandbox/free mode
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Hours played at review time, across 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
what i like so far: + large variety of mech parts and diverse weapons there's a ♥♥♥♥♥♥♥♥ of different parts and a wide variety of weapons, the mech customization reminds me of the amored core series with the ability to mix and match body parts. + toggleable first person view (recently added) its kinda basic but still super cool, your vision in first person is essentially inside a sphere in the mech torso with some black panel lines to imply various cockpit shapes, with different shapes for different torso parts. there is no detailed 3d cockpit or instrument panels, but the view is situated in the mech's head/torso area and you have a great first person view of your arms and legs and body, you can look around faster than the mech will turn kind of like a freelook. it works quite well despite the lack of detailed 3d cockpit models, its an efficient bit of design. + easily customizeable controls you can customize controls mid mission, with a keypress to open the menu. you can also toggle the mech's movement to be more tank style (the entire leg assembly rotates to face the direction of movement input) or foot style (the leg assembly faces the same way as the torso, and strafes instead of rotating leg unit to change direction). + camera offset settings i was originally put off by the promotional images for this game all showing a very offcentered camera stuck to the right, like fortnite whose camera setup i absolutely can't stand (seriouisly epic let me toggle sidessssss), but this game lets you reduce the camera offset with a bar to completely center it. i might suggest to also have an option to toggle the camera side with a keypress in-game, but i will gladly accept a centered camera over fortnite-esque rightshouldercam. what i don't like as much: - sluggish mech movement while i appreciate the leg control options, neither feels especially graceful or elegant to use. in default tank mode, moving backwards means your (likely bipedal humanoid) mech's legs will rotate a full 180 degrees to face the opposite direction of the torso, which while mechanically plausible for a mech doesn't look very cool at all. its a functionality i would associate more with armless mechs than humanoid, but perhaps i could make one of those if i found more parts. alternatively, in strafe mode, your mech looses much of its speed and maneuverability, you can't strafe very fast so your overall mobility is drastically decreased. idk if i would just increase the strafe speed or what, that might require difficult modification of the movement animations. perhaps a kind of hybrid mode, where moving to the sides (up to a certain angle) rotates the leg units to face the direction of movement input, while moving backwards (up to a certain angle) while have the leg unit walk backwards as in strafing mode, with the leg unit facing directly opposite the direction of movement input in this case. - not enough energy for dash maneuvers this might only be a problem early on, but i never have very much energy to use dash or boost or even sprint mechanics. the dashes do not seem useful enough, they do not go far or fast enough, to ever really be worth the cooldown and heat buildup. again, maybe a problem solved with better loot, i am struggling to get past early campaign stages personally. - no zoom feature? again, something i might just not have found the right loot to use, but there is seemingly no way to zoom in your view or activate a scope view or anything like that. idk if this is to facilitate the relatively close spawn range of enemies, but i would much prefer to have longer ranged combat capabilities in a mech game like this. i suppose it could also be this way to facilitate melee builds, which this game has a lot of options for.
how are you, in 2025, going to make a game that doesn't even have gamepad controls for the ui AT ALL WHATSOEVER? have you been living under a rock from the dark ages of 00's pc games all this time?
[b]Jank[/b] but Charming Mecha Roguelite Action [b]Gameplay[/b]: Granvir: Zero Front is a "[b]demo[/b]" of sorts, but features some solid roguelite mecha-action underneath some of the "[b]jank[/b]" clunkiness. -It has a relatively simple gameplay loop. First you pick a "[b]campaign[/b]" which is a grid of maps you play on. you choose your class and difficulty. Then you're given a semi-random selection of parts to start your run with. Between runs places you at base of sorts which has lite resource management elements. Here you can use a number of hours as a currency to modify or repair your mech, on top of a handful of other options based on the class you picked. From there you deploy into the battlefield. -You then have a main objective, and secondary objectives in map. With roaming enemies and occasional friendly mechs. The map is open and as you kill enemies the difficulty slowly ramps up with enemy "[b]Response[/b]" escalating. Before eventually you extract and go back to base to change up your mech. -The combat feels a bit clunky at first especially with the sorta confusing controls. (Which are somewhat customizable!) But once you find a build you like it starts to feel pretty good! There's a [b]HUGE[/b] variety of parts and playstyle combinations. The demo alone could easily have you tuning and playing around with the different parts for hours. It feels and plays a bit like a combination/amalgamation of Chrome Hounds, Armored Core, and Mechwarrior. With mechs feeling like they have a certain weight to them. [b]Graphics[/b]: While it doesn't have "[b]realistic[/b]" graphics like the aforementioned titles. It's simple art style is charming and reminiscent of retro-polygon PlayStation/PS2 style graphics. Animations are kinda clunky and silly looking sometimes but it adds a certain charm to the game. -Your mechs paint job is customizable. The rain effects could use a little more love but they're adequate! (Most) Trees and buildings break when you shoot them. Enemy deaths are satisfying. Overall the graphics feel appropriate for what it's got going on. [b]Sound[/b]: The music is excellent featuring a trippy chill electronic synthy score that helps sell the sci-fi aesthetic. Weapons cannons and missiles sound satisfying when shooting them. Love all the beam-saber sounds. [b]Playability[/b]: The controls take some getting used to because they're not adequately explained. Honestly that's likely my biggest gripe with the game, that it doesn't entirely explain itself and you're left to kinda figure it out on your own. While that adds a feeling of discovery and "[b]things clicking[/b]" it doesn't feel intentional. [b]Final Thoughts[/b]: It is a bit [b]jank[/b]. Definitely feels like a labor of love. It's oozing with great ideas and I think it's a sleeper hit with [b]SO[/b] much potential. There is tons of replayability in this "[b]demo[/b]". The core gameplay loop is there. With up to 10 friends (because it even has multiplayer!) I could see this being many hours of gameplay making the low price of free very worth. Especially if you're into the aforementioned titles and or like customizable mechs and roguelites, or are just a fan of mecha combat in general it's worth a look.
yeah pretty neat
Granvir: Zero Front is a mech combat roguelite that combines tactical action, machine customization, and resource management into an experience that feels far more ambitious than its indie appearance initially suggests. Set during a desperate war against the invading Millennium Company, the game places players in command of customizable combat machines while forcing them to survive through increasingly dangerous operations across hostile territory. What makes the game stand out immediately is how seriously it treats mechanized warfare. These are not fast arcade robots sprinting around battlefields without consequence. Every mech feels heavy, dangerous, and vulnerable, creating combat encounters where positioning, preparation, and smart resource usage matter just as much as reflexes. The combat system is one of the game’s strongest achievements because it manages to make every battle feel intense and physically impactful. Mechs move with noticeable weight, weapons hit with destructive force, and large firefights create a constant sense of danger. Players cannot simply rush into combat without consequences because armor, ammunition, and repairs are all limited resources that directly affect long-term survival during a campaign. This slower and more tactical pace makes victories feel rewarding since success depends heavily on planning and mechanical understanding rather than pure aggression. The battlefield constantly pressures players to think carefully about positioning, timing, and escape routes while enemy forces grow increasingly overwhelming. Weapon variety contributes significantly to the gameplay depth. Players can build machines focused entirely on long-range artillery, close-range melee combat, heavy armor, or balanced hybrid configurations. Flamethrowers, rocket launchers, machine guns, giant blades, pile bunkers, and explosive spears all create dramatically different combat styles. The flexibility of the customization system encourages experimentation because changing even a single weapon or mech component can completely alter how a machine performs during combat. Some builds favor speed and hit-and-run tactics, while others become slow-moving fortresses capable of absorbing massive punishment. The constant discovery of new parts and equipment keeps progression satisfying throughout long campaigns. Customization goes beyond weapons alone. Players can replace legs, frames, armatures, and support systems in order to improve mobility, survivability, or firepower. Salvaging parts from defeated enemies and ace pilots becomes one of the game’s most rewarding systems because upgrades feel meaningful rather than purely statistical. Every successful mission potentially unlocks new tools that reshape future strategies. The game does an excellent job making players feel attached to their machines because every modification reflects personal tactical choices and survival priorities. The roguelite campaign structure adds another layer of strategic tension. Missions are connected through branching routes where players must carefully decide which battles to fight, which objectives to prioritize, and how to manage increasingly limited resources. Repairs cost money, ammunition must be replenished, and damaged equipment can quickly turn future encounters into disasters if not handled properly. Taking risky contracts may offer better rewards, but failure can cripple an entire campaign. These systems create a satisfying sense of long-term progression where every decision carries consequences beyond a single mission. One of the more impressive features is the game’s cooperative multiplayer support. Campaigns can be played with multiple pilots working together, transforming missions into large-scale mechanized warfare operations where teamwork becomes critical. Coordinating builds, sharing resources, and supporting allies during intense firefights adds a strong sense of camaraderie to the experience. The co-op design works particularly well because the game’s slower pacing naturally encourages communication and planning between players rather than chaotic run-and-gun action. Visually, Granvir: Zero Front focuses more on atmosphere and mech design than cutting-edge graphical technology. The environments are filled with ruined industrial zones, harsh battlefields, and militarized science fiction landscapes that reinforce the feeling of a world trapped in endless conflict. The mechs themselves are especially impressive because they look functional and heavily engineered rather than overly stylized or exaggerated. Explosions, weapon effects, and battlefield destruction create exciting combat scenes even if the presentation itself remains modest compared to larger-budget releases. The sound design also deserves praise because it adds tremendous weight to the combat. Weapons roar with satisfying force, mechanical movement sounds heavy and industrial, and battlefield audio constantly reinforces the intensity of mechanized warfare. Metallic impacts, warning alarms, and radio chatter help every engagement feel tense and immersive. Combined with the game’s slower movement and tactical pacing, the audio design strengthens the illusion that players are piloting dangerous military hardware rather than simple videogame characters. Another strength is the game’s commitment to replayability. Since campaigns involve randomized progression routes, changing enemy encounters, and constantly evolving mech builds, no two runs feel entirely identical. Experimenting with different weapon combinations and strategies gives the game strong longevity, especially for players who enjoy optimization and build experimentation. The roguelite structure also creates a constant sense of progression because even failed campaigns usually provide new parts, upgrades, or lessons that improve future attempts. Despite its many strengths, Granvir: Zero Front is not especially welcoming to newcomers. The learning curve can feel overwhelming during the early hours because the game expects players to understand combat systems, resource management, customization mechanics, and campaign planning simultaneously. New players may initially struggle with running out of ammunition, suffering catastrophic damage, or becoming trapped in unwinnable situations due to poor resource management decisions. The difficulty can feel punishing, particularly for solo players attempting longer campaigns without cooperative support. The game’s mission structure can also become repetitive over time. Although the randomized systems and customization options help maintain variety, many missions revolve around similar objectives involving combat, scavenging, and extraction. Players who spend dozens of hours with the game may eventually notice that the overall gameplay loop changes less dramatically than the customization systems themselves. There are also moments where balance issues become noticeable. Certain enemy encounters can feel overwhelming depending on available resources, and some builds appear significantly stronger than others during specific stages of progression. While ongoing developer support helps address many of these concerns, occasional frustration still appears during particularly difficult missions or poorly timed encounters. Granvir: Zero Front stands as one of the more compelling indie mech games in recent years because it combines satisfying combat, meaningful customization, and strategic campaign management into a highly addictive gameplay loop. While the steep difficulty curve and repetitive mission structure may frustrate some players, fans of mechanized combat and tactical action games will find an experience filled with depth, atmosphere, and rewarding progression. Its combination of heavy mech combat and roguelite survival mechanics creates a distinct identity that helps it stand out within the increasingly crowded indie action genre. Rating: 8/10
Pretty Cool
Granvir: Zero Front — тактический шутер в сеттинге альтернативной Второй мировой войны с элементами стелса и RPG. Игрок командует небольшим отрядом бойцов, выполняет миссии в разрушенных городах Европы, использует укрытия, координирует действия группы и улучшает навыки персонажей. Доступны одиночная кампания и кооператив до 4 игроков. В игре сочетаются пошаговые тактические элементы и экшен в реальном времени. Плюсы: сочетание пошаговой тактики и динамичного экшена в реальном времени; кооперативный режим до 4 игроков с совместным планированием операций; система прокачки бойцов: навыки, снаряжение, специализации (снайпер, сапёр, штурмовик и т. д.); разрушаемое окружение — можно создавать проходы, обрушивать здания на врагов; реалистичная атмосфера альтернативной Второй мировой с детализированными локациями; тактические возможности: установка ловушек, отвлечение противника, использование дымовых завес; вариативность прохождения миссий (стелс, штурм, диверсии); поддержка модов и пользовательских карт. Минусы: высокий порог вхождения — новичкам сложно разобраться в механиках; длительное время загрузки между миссиями и при сохранении; возможны баги с AI союзников (застревают в текстурах, не выполняют приказы); ограниченная оптимизация — на средних ПК возможны просадки FPS в масштабных боях; мало обучающих материалов, базовый туториал поверхностный; некоторые миссии кажутся однотипными (зачистка зданий, сопровождение конвоя); только на английском языке. Итог: Granvir: Zero Front понравится любителям тактических шутеров и военных симуляторов, ценящим продуманное планирование и командную работу. Игра впечатляет глубиной механик, вариативностью прохождения и атмосферой альтернативной войны. Однако сложный старт и технические недочёты могут отпугнуть часть игроков. Отличный выбор для тех, кто готов потратить время на освоение тактики и играть с друзьями в кооперативе.
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