
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?
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 31 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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
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Genres
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
Hours played at review time, across 51 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
la verdad yo lo compre por poco mas de 1$, si logras encontrar este juego en oferta te recomiendo al 100% que lo compres. frenetico, divertido y con una buena historia sobretodo para ser un TD. tendre que probar el modo infinito pero aun no lo he hecho. divertido si tenes ganas de pegar unos tiros, detonarte unos zombies y pasarla bien un rato.
不像其他的塔防游戏,敌人从固定的出口出发,向我们需要守护的地点前进。末日绿钞则是僵尸从各个地方向需要守护的房车包围,所以每次开局都必须围绕房车建立防御,逐步形成迫使僵尸绕路的路线,比起像兽人必须死那种从开局就可以把陷阱往敌人出口摆放马上发挥作用,末日绿钞的节奏就显得十分的拖沓。 而且本身内容不够丰富的情况下,后边再加上其他玩家一直诟病的抢钱无人机,就导致一局游戏即使已经形成了防御体系,也依然毫无爽点。 作为娱乐项目的电子游戏,失去了爽点,那我们还有什么游玩的必要呢?
Oynanış olarak çok keyifli fakat hikayesi çok zayıf, keyifli anlar yaşattı diyebilirim. İndirimde alınıp denenir.
Absolute blast if you dig atd games like orcs must die. but honestly.... fkkkk the tax drones. just not cool man lol
Game was a lot of fun, you can pass waves just by maze design. Worth the money.
good
I really like this one. Closest thing I can compare it to is Orcs Must Die 3.
I did not like this at all. The tutorial was pretty terrible and revealed the fiddly controls/mechanics I had to look forward to. Playing the actual game made me seasick (not entirely its fault, some FPSes do this to me). The game wasn't made very well and the reams of text to read weren't worth it. The concept was also pretty silly. Ultimately there was very little I enjoyed and stopped playing pretty quickly.
great game! wish we had more of this concept out there.
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