
GROUND-UNBOUND is a procedurally generated, high-intensity movement shooter with a retro wave art style. It features roguelike mechanics with a number of skills, guns and abilities to play with, including a variety of enemy types. Created during the 7-Day BigFry Game Jam, updated for steam release.
Modeled estimate, not a reported figure. How we estimate →
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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**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Looks really cool and fun, and I really wanted to play. Got in game and found there are no keybinding settings. I am unable to play games using standard WASD and rely on rebinding. It is disappointing that such a simple, basic function was not important enough to spend the small amount of time required to implement. I cannot recommend any game that locks you into fixed, unchangeable keybindings.
very poggers, play it or I will eat all your socks
great game for the price
would love co-op for this game i feel like it would be awesome with friends
For the love of god, update this game
I'm editing this review because I found out what was wrong with the enemy spawning- nothing. I didn't know you had to fall off the map to trigger the next map event. A couple notes: I was very surprised when I realized this, and the only way I knew about it was because I went out of my way to click on the tutorial button. That's fine and all, but vital information for a game should be up front, not in a separate menu. Even just a pop up that says to get the spawners and fall off the map would have been appreciated. It's only been a couple days (edit 2: it's been a full year, and still no update) since my last review, so all the bugs are still there- and a couple more that I found in my most recent run. *) Reloading is not possible if you have a "full" magazine. If you have 24 bullets in the pistol without upgrading, it's full, but if you have any upgrades and try to reload at specifically 24 bullets, it won't work even though it's not full. Alternatively, *) You can reload infinitely if you have a full, upgraded magazine. *) Enemies are either completely neutral and don't move, or do move when you're extremely close to them. This could potentially be seen as a feature, but I'd much rather the enemies come to me and seem aggressive, rather than lazy. *) Sliding into a terminal (shop, ability, or gun) and then leaving has you stuck in crouch indefinitely. *) You can move, shoot, reload, etc. while the "new stage" screen is present, meaning you can accidentally advance another stage. Plus some issues that aren't technically bugs, but I still feel should be fixed. *) The weapon icon in the bottom right never changes from a pistol. Maybe this is intentional, but it's a little strange. *) The hand models clip into walls when you're close. *) Getting swarmed by 4+ drones renders your screen useless. You flinch so hard that it's impossible to aim effectively and it's almost completely red from taking damage. *) Enemies are able to knock you into pits which advance the stage. In my opinion, this is ok since the progression is quite slow and getting a little boost is nice, but this isn't going to be super fun early on. Now for suggestions. *) Headshots? I can't tell if they're in the game, but regardless of where I hit enemies, they take the same amount of damage *) The leveling of the enemies is wayy too slow, so the game feels extremely easy. I skipped almost every stage between 30 and 60 and I couldn't tell a difference despite the stage number being twice as high. I would highly suggest an implementation of every standing spawner when you leave a level increases the leveling between stages. This gives a personal incentive to skip levels for a greater challenge, while also supporting destroying them in the first place. *) The instaheal ability is really overpowered. I was able to get up to 500k health extremely easily and never have to worry about dying, since I get 100% back by pressing a button every 4-5 seconds. *) Ability upgrades would be nice. Longer dash and being able to ramp up the instaheal from, say, 25% up to 80% would be nice. *) The upgrades seem fine, but there are a couple things I would really suggest be added. A sell and max button are must haves. I got up to 7x jump thinking it would help, but it really just hindered my ability to do much. If possible, it would be nice for the jump upgrade to add extra jumps rather than stronger jumps. Regeneration is next to useless once you get 500+ health, which is within 1 upgrade. I'd suggest making it a "heal on kill" upgrade. This is especially weird since every upgrade scales multiplicatively, and health scales exponentially. Reduce health gain, and increase regen usefulness past the first stage. *) More upgrades that affect the guns rather than the player. Increased attack and reload speed, buyable scopes, explosive/piercing/fire bullets, critical damage and crit multiplier, etc. I'm a little worried with Frinky's track record of making games and then leaving them to die, but if this is picked up again and there is another update in the near future, definitely worth buying.
very good Hm
the last update was in 2021 and it was a small bugfix patch this game needs a lot of work still
I'm pretty sure it's abandoned, the roadmap was for 2022 and nothing was delivered.Also transience have Frinky listed as a programmer so I'm even more sure he isn't working on Ground Unbound anymore.I'm not angry, just very disapointed.The game in that state isn't pretty good but it's bones were.
It gets very repetitive very fast... it's a shame this project got completely abandoned, especially given the roadmap the dev released not long after launch. But tbf I believe it was a gamejam game, I'm just a bit disappointed this game never got more development cause the basis is very good (I haven't played this since 2021 btw so theres that, just felt this needed a review)
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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