
GROSS is a unique twist on the classic tower defense genre. After building your defenses, you will jump into the action to take on enemies head-on. Make sure to collect as much cash as possible to upgrade your defenses and stay ahead of the game. Can you outlast the waves of enemies?
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Simplified Chinese, Traditional Chinese, Italian, Spanish - Spain
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
The game is OK, I'd usually give it a thumbs up but the last money achievement needs you to spend hundreds of hours in 200 or so endless runs to get it, for context there's like 10 stages and some of them are unoptimal for grinding due to lack of space or divided spawn points. This leaves you with the town, city, desert, port and final stages. Let me be honest all of these stages are optimal because they follow the same criteria so it's like having only 1 stage for grind. The main gameplay issue I have with this game is the lack of focus on what genre it wants to be. -It sucks as a COD Zombies-esque game because the zombies are all going to a car to break it down. You can't do the tricks and strategies that make COD Zombies a good mode since you have a base that the zombies will break down, no looping zombies or any other complicated strategies. This issue would be solved if there was a "nomad" mode where the zombies' only goal was to kill you and you couldn't respawn. (There are probably major cons but since I'm not experienced I can't find them) -It sucks as a TD defense game since the zombies can "gunk" your towers with the sole solution being to shoot the towers. Have fun checking your whole track for gunk post wave 15 or so because it's what you'll be doing for the rest of the time. Another issue is the lack of money and collecting it. You'd collect the money automatically in a traditional tower defense but not in this game. You'll have to collect the money actively or de-gunk your ATMs because there are tiny leprecaun zombies and tax drones collecting your meager earnings. Another point is the lack of money, especially early game. You just can't set up a base to defend the van because early game you have no money and late game the zombie health increase rate makes it unviable for your earning rate. Another major con is the shield zombies and helmets. Shield zombies block all damage from the front and due to how the zombies go in a line the other shields amplify this defense. You have to get a specific upgrade to change how your turrets shoot just to somewhat counter 3 shield zombies being 5 cm apart. The counter to this would be the snipers since the shields have slits but alas, the second armor type which all bullet sponges can get counter this: Helmets. Helmets in this game is the worst choice I've seen. They make the meat shields that you'd try to crit either uncritable or hard to crit and IMMUNE TO SNIPERS. OH MY GOD, WHAT DO YOU MEAN SNIPERS, THE WEAPON THAT'S SUPPOSED TO DEAL WITH BULLET SPONGES CAN'T SHOOT THEM LATEGAME?????? Unless I'm wrong which is totally possible because BULLET SPONGE is the only difficulty in this game snipers get blocked. While we're on the topic: bullet sponging of this game. It seems like you stop getting more zombies post wave 20 and the only change becomes increasing health for zombies... Dear reader this game has me scratching my head on how I'm supposed to deal with this issue even after 30 hours. The game doesn't get harder as the endless mode continues, it just becomes grindier. I know endless modes are supposed to have health increase but it's not the only thing that's supposed to happen. Give me more zombies! I don't get more money because the zombie number doesn't increase, only the health does! It becomes impossible to win above a certain stage (probably 30-40) just because you can't deal enough damage to kill the big enemies. Imagine Bloons gave you stage 80 for every stage in infinity mode just with more health until you couldn't pop the BAD anymore. -It sucks as a mix of these two genres because it has the baggages of both with no way to deal with them. I believe these 2 genres can be mixed in a way that works, this game just isn't it. For my final assessment, is this game worth the full price? ♥♥♥♥ no it's not, get it with a huge discount only, like minimum -80% or something. DO NOT GET IT FOR A 100% UNLESS YOU WANT TO SPEND +100 HOURS GRINDING THE SAME MAP.
This is a decent little indie game, but it falls prey to the same problem so many other tiny indie devs have. They think their game is worth more time than it really is. For example, there's only about 10 levels or so for this game, then it's done. You can then play endless mode for each level, and add modifiers to it to make it slightly easier or way harder. That said, the endless is really just for your own sake; the game itself is only about 10 levels. So, I finished the main game, and for one of the achievements... I kid you not... I was ONE PERCENT of the way there. I started playing endless mode, just to see if I could rack up the money faster that way. I beat the first few levels getting to quite high waves, and even making it high in some of the ranked leaderboards. I am currently at 4% of the way to the worst achievement... I've played this game for 19 hours at this point, and it's been fun, but it doesn't even deserve this much time. I'd say I stopped actually wanting to play the game at abotu 15 hours, because it's just literally the exact same thing over and over and over again. It's fun, but just for a bit. Considering how far I am and the time given, to get the final achievement would take close to 500 hours... Does this game really look like it deserves THAT much playtime? It's an idiotic concept, and shows the dev didn't actually think about what they were doing when they made the worst achievements.
看见是FPS+塔防,我第一个会想到的是小时候玩到过的一款叫《幽闭圣地》(Sanctum)的游戏。 不过对比那款游戏和知名的OMD系列来说,本作更要偏向FPS一点。 背景和枪械风格也是现代的,像是1911、MP5、ak等等,换弹动作使味满满,甚至还有武器检视功能,主角这个房车简直就是个移动军火库,后期还能拿到榴弹和火箭发射器。 玩法也是很直观,和OMD一样用在网格区域路障搭建迷宫和炮塔这样的防御工事,防御一定波数的尸潮攻击。 说本作更偏向FPS是因为很多炮塔的性能都不怎么样,特别是故事模式前期只有十几波丧尸的时候,花大价钱买伤害并不高的机枪塔或者钉枪远不如修一条大直路然后突突突有效,后面几关波数长了就比较有趣了,但是总体还是感觉不如炮塔不如枪,因为还有不少前期买不起后期用不上的东西。 然后是无尽模式难度曲线的问题,无尽模式在大概第20波之前还是比较有趣的,可以自由搭建路线和策略或者加数值挑战极限,但是一旦到20关之后,游戏就开始上强度了,那些大胃袋丧尸、大盾牌丧尸、会吐泡泡让你炮台直接瘫痪的丧尸、戴防爆头盔的丧尸直接一个群贤毕至,而厉害一点的炮台升满几乎要花费你两波尸潮攒下的钱,但是碰到吐粘液的丧尸会直接让一堆炮台瘫痪,天上还有会跟你抢钱的无人机,这一套组合技下来直接让人措手不及,在打了三次无尽模式都在25波左右碰到同样的困境,就感觉有点没意思了,我直接放弃了。 其实本来还想着能不能刷个全成就,然后我就点开看了,我了个收集500w啊,我玩了十几个小时已经开始感到无聊了,而累计收集的钱连20w都没到,就离谱吧。 作为这个体量的独立游戏,本作各个方面还是合格的,打折十几块钱,爽个几个小时完全没问题。
I love everything about this game. I'll be playing through again, don't let my current hours played make you think I'm done. I loved Orcs Must die, this has been a delightful tower defense with similar FPS action and fun maps. The tower choices were good and I felt like I could be creative as I planned out my build strategy for each map. It also made me work for it, but just the right amount of pressure to perform (I'm getting older). I hope the devs keep deving, I want more from these people!!
Do you like building death mazes? Do you like shooting zombies? Do ya like dosh? If yes, purchase this game! Especially if you catch it on sale!
First to the creator and all who worked on this game Good ♥♥♥♥♥♥♥ Job. It was simple but it was fun and that is all that matters. Fun and full of spirit. Thank you so much for the experience. And that ending with the picture of your DOG what a delight. Keep on going cant wait for what you come up with next. Fun gameplay, story is grounded and funny and overall a good 5 to 10 hours of just fun. Thank you again.
10/10 would play "Gross" agin sigam for all. if you play u get ♥♥♥♥♥♥♥ auto shotgun, aa12. grafikico better then rdr2. when u compare rdr2 to this master piece of a game. like "legg opp" rdr2. you cant compite ♥♥♥♥. brannbussen brant i sogndal. if u know u know ok?. caw caw cuz. free my man p diddy, and anoying crow. (insane callback ( he lowkey OG like that)) when is the trump phone coming? idk when but my rtx 4080 super, is most liklye to be more ♥♥♥♥. my ritalin is getting low pls send more. my city if K town is ♥♥♥♥. sexyback aint got ♥♥♥♥. ♥♥♥♥ KAWS. ♥♥♥♥ them BALLS, and pærebussen is gay af.
Game is alright. Got it for under $2. Doesn't feel like its worth the full price though. Overall mechanics are pretty good and it can be pretty fun for a time, but it gets really annoying with the drones and how little money you start with at each level.
GROSS is a high-energy genre mashup that takes the familiar foundations of tower defense and injects them with chaotic first-person shooter intensity, resulting in an experience that feels constantly active, reactive, and player-driven. Developed by hangry owl games and published by hangry owl games alongside Hawthorn Games, the game wears its personality loudly, embracing dark humor, exaggerated violence, and relentless pacing. Rather than asking players to passively observe carefully laid defenses, GROSS demands hands-on involvement at every stage, making it as much about moment-to-moment execution as it is about long-term planning. The structure of GROSS is built around a clear but effective loop that alternates between preparation and survival. Before each wave, players are given full freedom to design their defensive layout, placing walls, turrets, traps, and environmental hazards to shape how enemies will move through the map. The system is intentionally forgiving during this phase, allowing players to sell and reposition structures without penalty, which encourages experimentation and learning through iteration rather than punishment. This design choice removes much of the frustration often associated with tower defense trial-and-error, replacing it with a sense of creative problem-solving. Once the wave begins, the game shifts dramatically into first-person action. Enemies flood the map, and the player is no longer a distant overseer but an active combatant standing directly in the chaos. GROSS offers a varied arsenal of weapons, each with distinct behaviors that meaningfully impact how encounters play out. Different ammunition types add another layer of tactical choice, as bullets can pierce enemies, ignite them, knock them back, or cause explosive damage that alters the battlefield. Combat feels fast and responsive, and the act of switching weapons or ammunition mid-wave becomes a crucial skill rather than a stylistic choice. A key element tying these systems together is resource management. Money earned from killing enemies and collecting dropped cash must be physically gathered and protected, forcing players to balance aggression with positioning and awareness. This creates constant tension during combat, as pushing forward to secure resources can expose you to danger, while playing too defensively may starve your build of funds needed for future upgrades. The economy becomes a living part of the battlefield, not just a number on a menu, reinforcing the game’s emphasis on active participation. Tonally, GROSS fully commits to a blend of cartoonish gore and irreverent humor. Enemies burst apart in exaggerated fashion, blood and debris fly freely, and the overall presentation leans more toward playful excess than grim realism. This approach keeps the experience energetic rather than oppressive, helping maintain momentum even during repeated runs. The game is clearly self-aware, using its over-the-top violence as a form of spectacle rather than shock, which helps it stand apart from more serious or somber entries in the genre. Visually, the game prioritizes clarity and performance over fine detail. Enemy silhouettes are easy to read, defensive structures are clearly defined, and the overall aesthetic supports rapid decision-making during hectic moments. While the art style may not aim for realism or high-end graphical fidelity, it suits the game’s pace and mechanical focus well. Sound design complements this, with punchy weapon effects and clear audio cues that reinforce the rhythm of combat without overwhelming the player. In terms of longevity, GROSS offers solid replay value through its emphasis on experimentation. Different map layouts, defensive builds, and weapon loadouts encourage players to approach encounters in new ways, and the freedom to redesign defenses each round keeps strategies from becoming static. However, players seeking deep narrative progression or highly complex meta-systems may find the experience more focused on immediate satisfaction than long-term evolution. Its strength lies in the loop itself rather than in sprawling content layers. Ultimately, GROSS succeeds because it understands exactly what it wants to deliver: a kinetic, hands-on tower defense experience that refuses to let players sit back and relax. By fusing strategic planning with frenetic first-person combat, it creates a dynamic flow where every decision matters, both before and during battle. For players who enjoy active involvement, creative defense building, and fast-paced action wrapped in darkly comic flair, GROSS offers a distinctive and consistently engaging experience that stands confidently within its hybrid niche. Rating: 8/10
泰裤辣 8.8内能入库是美滋滋,经典建路塔防+英雄射击玩法,新意是钱可打坏。特色是枪械手感击感音感模拟可以,有使命召唤的枪械味道,对于小厂来说难得。 特有规则或键位备忘:退出游戏自动存档。 画面:*** 音乐:**** 剧情:*** 演出:**** 玩法:*** 创意:**** 手感:**** 难度:**** 丰富:**** 耐玩:**** 优化:**** 更新:** 热情:** 细节:*** 打磨:*** 诚意:**** 不足,bug,建议等:存档槽位需要三个,目前是必须重置当前进度才能开始新游戏。翻译比机翻强能看,但是成就里又感觉不是机翻,请重新校对;剧情文字页面不能滚动,不能看全。 202512,steam,steam掉卡掉物抵扣,它处自定义包入的本体约9元。爱人如己,目前就这,看以后追评。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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