
An action roguelite game with alien swarms and mechs. Battle enemies to make your way through a mass of spreading and evolving cells hosting dormant enemies. Collect a variety of game-changing skills and upgrades to create unique builds.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 Aug 31 → 0.86/day in the week after.
Reviews, worldwide (the counter carries no country): 11.2/day in the week to Jul 16 → 0.57/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
Buckle up, pilot! We're stationed above an alien planet surrounded with an abandoned mining system and filled with alien bugs. Your mission? Dive into the tamed sectors, use the mining system to collect upgrade parts and extract the Bioshards from alien minerals. Beware— the system is infested with alien bug cells spreading and waiting to hatch. Stay quick on your feet, and you might just make it out in one piece!
At the start of every expedition, the map is procedurally generated, and it's crawling with alien bugs. The cells constantly spread and evolve. When triggered, the bugs burst out from the cells to swarm you down!
Equip up to five skills each run: active ones that strike automatically or passive ones that boost your abilities. Upgrade each skill differently to maximize their potential. Discover unique synergies between skills and upgrades to optimize your build. The better your synergies, the easier you'll crush enemies!
Unique horde trigger mechanic
3 characters with rank missions
3 maps with 7 evolution difficulties
14 skills with 120+ unique upgrades
8 Gadgets
19 items with rarities
10 enemy varieties with 2 bosses
Operator
25+ achievements

Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 1.2Kreviews | 77% | — | $237.9K |
| $7.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a no. Nothing truly innovative, and somewhat clunky gameplay and progression that lead to (as the title of the game says) tons of grinding. But the thing is, the grinding isn't fun. One thing that drove me nuts was how to level up the bots. One requirement to get the "butcher" up a tier was to beat a map at difficulty > 0 with only blades. Try that.... you have to play the map for like 3 minutes to see if "blades" upgrades are going to drop. With limited re-rolls, this becomes restart after restart after restart. In short, the grinding is not fun, it's extremely tedious. If dev expects us to grind, there has to be some kind of pleasure or incentive and I didn't find it here. I also feel that the game is pretty shabbily coded... lazy as well. The amount of slow-down when there's lots of sprites and effects is atrocious. There's no "consolidating" smaller pickups into a larger one to improve processing speed, there's no way to reduce effects. It becomes a 1 second-per-frame fiasco at times on a regular PC without monster specs. Every other swarm game I've played is pretty good in that regard, but not here. Dev needs to put like 1 more YEAR of polish on this and I don't want to play it any more.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Turkish, German, French, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese
Hours played at review time, across 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game itself is essentially everything you can expect from a Vampire Survivors like game, however the fuel mechanic does the game more harm than good due to the fact that the moment you are unable to kill enemies you'll most likely run out of fuel when you've gotten too many upgrades and your fuel usage is too high, thus the game punishes you for literally picking good upgrades lmao. Yeah, it's not a fun mechanic to deal with. Levelling or "ranking up" your mechs is just idiotic if i'm being honest, I just completed a "quest" so to speak or "requirement" i guess to deal 250 damage with one shot in The Cave map with the Bulletstorm mech and while using rapid fire abilities, i completed this on the 2nd evolution (difficulty)...and the next literal requirement is for you to complete the cave on evolution 2...when i had literally just done that as well. This is just terrible and tedious to do. The game should just follow up on everything that you've done/achieved in general and just let you rank up multiple times like many other games allow you to, because if i've just beaten a harder difficulty i expect to be rewarded for it and to just get another mission that tells me to do it all over again because it wasn't the current objective...it's so stupid. There is little to do in the game when i've already unlocked all the 3 maps and the mechs themselves that i've unlocked are just pretty plain: one is for rapid fire, one is for blades, one is for bombarding. That's it. So far i've only used Bulletstorm but i don't expect the other mechs to be any different, just have to find "the meta" upgrades and then breeze through the entire area.
Games like "Swarm Grinder" make me wish that Steam games could be graded on a scale instead of a thumbs up/thumbs down system. Yes, I like the game. I have 100-percented its achievements. Yes, I gave it a thumbs up, but this is a very hesitant recommendation. It does some incredibly unique things that I haven't seen yet in other action roguelikes, but it has one really, really big problem: namely, the stuttering. When everything slows down to a crawl and then FREEZES during some pretty mild firefights, I just throw my hands up and exit out of the game completely. I would have demanded a refund for any other game that froze as often as "Swarm Grinder." But it is a helluva fun game -- when it works. I kept coming back to it until I got all the Steam trophies. The solo indie dev who made this is clearly talented when it comes to game design, but for the love of God, please do something about the stuttering.
A pointless game. Just EXTREME grind and upgrade VERY slowly. 3 levels that are basically the same. Literally no point to the game, just achievements I guess.
Game is pretty interesting and fun for a few hours. Would say its worth getting when on-sale. Not a major pain to get all the achievements either. Does feel like its lacking in content after several hours in, but its a fun way to pass a couple evenings.
Swarm Grinder offers a refreshing spin on the increasingly popular survivors-style roguelite genre by combining relentless combat with exploration, resource gathering, and environmental strategy. Instead of focusing entirely on surviving endless enemy waves, the game challenges players to venture across procedurally generated mining zones infested with dangerous alien organisms while searching for valuable Bioshards. Every expedition feels like a calculated risk, as pushing deeper into unexplored territory rewards players with resources and upgrades but also exposes them to increasingly aggressive alien swarms. This constant balance between exploration and survival gives the game a stronger sense of purpose than many of its genre counterparts, creating an experience that feels both familiar and surprisingly original. One of the game's defining mechanics is its evolving battlefield. Alien cells gradually spread throughout the map, transforming safe areas into dangerous territory until they are disturbed, triggering massive attacks from hostile creatures. This system ensures that players cannot remain stationary for long, encouraging continuous movement and thoughtful decision-making. Exploration becomes more than simply uncovering new terrain—it becomes a strategic necessity that directly influences the flow of each run. Since every map is procedurally generated, no two expeditions unfold exactly the same way, giving the game excellent replay value while maintaining a consistent feeling of tension from beginning to end. Combat is fast, satisfying, and built around experimentation. Weapons attack automatically, allowing players to focus on positioning, movement, and choosing upgrades that complement one another. Throughout each run, players assemble a build using a mixture of offensive and passive abilities that can evolve through branching upgrade paths. These upgrades are more than simple damage boosts, often altering the behavior and effectiveness of individual skills, encouraging players to discover powerful combinations and unique strategies. Every successful run feels partially earned through smart build planning rather than relying solely on quick reflexes, making progression rewarding for players who enjoy experimenting with different playstyles. Outside individual missions, Swarm Grinder provides a steady sense of long-term progression. Multiple playable characters each feature their own advancement systems, while gadgets, permanent unlocks, collectible items, and increasingly difficult evolution levels provide meaningful goals beyond simply surviving another run. The growing collection of skills, equipment, and upgrades steadily expands gameplay possibilities, giving players plenty of reasons to continue improving their characters and refining their preferred builds. Even after mastering the fundamentals, higher difficulty settings introduce fresh challenges that demand better planning and more efficient resource management. Visually, the game embraces colorful pixel art that successfully combines retro aesthetics with modern readability. Enemy designs are distinctive enough to remain recognizable even when dozens of creatures flood the screen, while vibrant attack effects create exciting moments without becoming overly cluttered. The science-fiction mining environments establish a convincing atmosphere where industrial machinery collides with rapidly spreading alien infestations. Combined with energetic music and satisfying sound effects, the presentation reinforces the game's frantic pace while maintaining a clear visual identity throughout extended play sessions. What truly separates Swarm Grinder from many similar roguelites is how effectively it integrates exploration into every aspect of gameplay. Rather than treating the environment as little more than a backdrop for combat, the game turns the world itself into an active participant through expanding alien growth, hidden resources, and meaningful navigation choices. Players are constantly making decisions about when to explore, when to fight, and when to retreat, creating a more strategic experience than traditional arena survival games. These mechanics help every run feel purposeful instead of becoming a repetitive exercise in defeating increasingly larger enemy waves. The game is not without its shortcomings. While the progression systems provide satisfying longevity, the overall amount of content may feel somewhat limited for players seeking hundreds of hours of variety. Veteran players may eventually become familiar with available maps and encounter patterns despite procedural generation. Additionally, the challenge curve can be demanding during the early stages, requiring patience before the deeper customization systems fully reveal their potential. Fortunately, the strong gameplay loop and rewarding experimentation help offset these limitations, making repeated attempts consistently enjoyable. Overall, Swarm Grinder succeeds by building upon the foundations of the survivors-like genre while introducing meaningful mechanics that emphasize exploration, strategic decision-making, and environmental interaction. Its combination of procedurally generated levels, flexible character progression, engaging combat customization, and dynamic alien ecosystem results in a roguelite that remains exciting well beyond its opening hours. Players looking for an action game that rewards adaptability and experimentation will find plenty to appreciate, while fans of the genre will likely enjoy its fresh ideas and polished execution. Rating: 7/10
Vampire Survivors'ın yolundan giden ancak kendine has bir şekilde orjinal bir oyun olarak kendini yaşatan ve bir kopyala yapıştırdan fazlası olan Türk bağımsız yapımcı bir oyundur SwarmGrinder. Mekanikler ve oynanış kısmında gerçekten doyurucu ve kendine özgü olmayı başaran bir seviyede, kesinlikle çoğu kopyala yapıştır oyunu gibi animasyonsuzluk veya berbat sistemlere sahip değil. Güncelleme ile oyun sürekli ileriye taşınmaya çalışan bir proje, bu da oyunu gerçek bir oyun yapan şeydir! Para vur kaç gibi karaktersiz ve vizyonsuz bir görüşten ziyade, gerçekten bir şey yapmayı istemiş ve başarmış bu insanlar. Bağımsız yapımcı oyunlarından görmek istediğimiz performansta tam olarak bu! Özgünlük ve projenin arkasında durmaktır önemli olan... yüzümüzü düşüren değil, gururumuz olacak projeler olmalılar. Berbat hazır assetler ile yapılmış ve uğraşılmamış bağımsız yapımcı oyunlarını övenler bu tür oyunların varlığından veya Türk yapımı olduğundan bile habersiz. Şahsen şaşırmadım. Zaten kaliteden anlayan kaç kişi var bu aşağı dönemde? Eğer Vampire Survivors gibi oyunları seviyor ama ucuz kopyalar değil, kendine has olarak janra'da yer kazanmaya çalışan oyunları arıyorsanız, SwarmGrinder tam olarak böyle bir oyun. Geliştirici ekibe başarılar diliyorum. Bir kaç bölüm genişletmeleri ve biyom yenilikleri ile daha tatlı bir SwarmGrinder olabileceğini düşünüyorum. Temalar ekleyebilirler ve bir kaç minik mekanik değişimi veya eklemesi ile atmosferik ve hikayesel ilerleyiş eklenebilir. Oynayanlara iyi oyunlar, geliştirenler tatlı projeler.
It feels boring. You constantly move in circles cause the fuel/health drops disappear too quickly, and not much changes with the upgrades.
the game is ok at what it does. It just doesn't have enough content to play it over other options in the genre.
the game is fun, but it lacks content, there aren't enough options for upgrades to feel like there is much build variety to be had. there isn't any reason to pick more than one color of weapon on a run because theres a lot of upgrades that affect a specific class of weapon so picking all the same is just a better choice, but each type of weapon only has three weapons unless theres more to unlock so you will just have the same three every run of a specific type and thewy each only have like 6 upgrades to put into they 3 slots they have so you can just always get the three you want once you find the best combo you will have no reason to pick anything else. if the game had like twice as many upgrades and weapons to pick it would be great as the gameplay is really fun but as it is it just lacks content to make there be much reason to play past a few run in my opinion
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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