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Space Grunts Apk Download

Updated: Mar 30, 2020





















































About This Game The year 2476, Earth's space-federation has been building moon-bases across the galaxy. One of those moon-bases has been sending a distress signal. Space Grunts are a group of intergalactic "problem" solvers, sent to investigate..You play one, out of a team, of Space Grunts, and your mission is simple: find your way into the moon-base, and figure out what has happened. You'll have to fight your way through aliens, robots, security drones and base-systems. Find the lower levels of the moon-base, and get to the core of the problems.Consumables - A large collection of consumables can be found all over the moon base from weapon enhancers, to destructive toys, armor, explosives, system-hacks, and more. Use the items wisely to advance deeper into the moon-base.Weapons - Starting with three standard Grunt weapons, you will be able to enhance them for more fire-power and range. On your way you'll also find alternate weapons, and melee weapons.Secrets - There are various ways to complete the game, anomalies leading to weird places, underground routes, and mysterious items to transport you to other area's of the moon-base. On top of these there are secret rooms and area's located all over the base, so never a dull moment! Can you find the core of the problems? 7aa9394dea Title: Space GruntsGenre: Action, Indie, RPG, StrategyDeveloper:OrangepixelPublisher:OrangepixelRelease Date: 12 Jan, 2016 Space Grunts Apk Download Really fun little roguelike. I enjoyed it so much I bought it on Android to play on the move, which is actually where I've spent most of my time playing. It's just the right level of 'deep' to be fun without being overwhelming.. I absolutely recommend this game to other players, I'm not even a big fan of rogue-likes, but after seeing the game-play trailer for this, I had to try it. So I've played 74 frustratingly fun minutes!I guess this is my early, early access review.I love the difficulty level, the balance is spot on. The randomly generated levels work perfectly, it's nice to see different layouts each time I play and the area sizes feel just right. Not too big or small. The turn based game-play adds even more value for me, I love being able to plan. It's so much better than just running around in a big mess of explosions and bullets like a lot of traditional rogue-likes. The variety of weapon upgrades, items, power ups and enemies that I've encountered are interesting and the addition of data cards makes it all that more interesting. My personal favourite item so far is the mine, I enjoy pacing about at distance and letting the enemy come to me, only to walk straight into my mine!The data cards seem to be rare, unless I've just been really unlucky. But this is the way it should stay I think, if they drop too often, it would feel like less of a reward when players find them. The pixel art is nice and bold, the music works for the settings, creates some nice atmosphere, coupled with really nice weapon sound effects.It's not very often that a rogue-like pulls me away from my work, which happens to be making games too. So from one developer to another, you've done an excellent job with the balance in Space Grunts. I'm looking forward to playing more!Keep up the solid work!. Fun, solid strategy. Great for quick plays. Great clean pixel art and sound. Tons of replayability.. Fun, solid strategy. Great for quick plays. Great clean pixel art and sound. Tons of replayability.. I'm a newcomer to rogue-likes\/rogue-lites, introduced through The Binding of Isaac and Rogue Legacy. Both are really fun and I enjoy them immensely. However, they feature real-time combat. I prefer turn-based strategy. I'm also partial to sci-fi themed games. Space Grunts ticks all the right boxes: turn-based combat but still fast paced; well balanced; sci-fi theme; cool music, and last but not least, gorgeous colourful pixel art. For an early access game, it seems incredibly polished. Additionally, unlike many rogue-likes, the diffuculty curve is fairly gradual, there isn't a giant spike. Everything seems very balanced. This is my kind of game. If any of that sounds good to you, it might be your's as well.. You are often hurt with each move, yet no way to know how to prevent it. ??. so far very well put together roguelike, damn fun to play too. https://www.youtube.com/watch?v=MpfuA052kyM. It remberers me strangly of SpaceHulk a boardgame from 1982?!It's a great game to play some levels every day. I love the visual style.Best played using a controller.. Space Grunts has excellent balance and progression. Every couple levels the challenge is slightly amped up with options of alternate routes, weapon upgrades and newer smarter enemies. Also has a leader board, daily challenges and many secrets to discover. Having a lot of fun playing Space Grunts :) Update #10: the final boss: It's here! the final boss, some of you already ran into a "work in progress" version of him over in level 15/16. Well now it's final, and defeating him will be the final task to complete the game.Also noticed some of you got very close, or even over, the 2 hour mark for a single run.. wow! I really thought people would be able to play in an hour max, so 2 hours would be a safe bet. Apparently, I was wrong. This does mean the leaderboards needed a reset and change due to the wizardry going on fitting all that high-score info into the Steam scorelist. The max amount is now 5 hours, if you go over that, it will just round to 5 hours. Obviously the faster times will get a higher-ranking, so don't take too much time to kill those aliens.Further more a LOT of fixes and improvements, so go dive in and have some fun.Next week will see the gates open up as the game officially enters Early Access and will be available from the Steam store. Just a few more "must do" items on my list before that, and once it hits EA I'll be pushing various new ideas and things I still have on the listagain: feedback is welcome! idea's as little as items or alien-types can spawn whole new ideas, so keep those coming !interface:fix: leaderboards now can go up to 5 hours (thought 2 was enough!)change: reset leaderboards see above for reason!fix: scores now show hours when neededfix: default resolution and windowed mode for first installschange: moved active items lower on screengame:added: final level+boss fight! (level 16)added: ending after boss-fight (work in progress)fix: skitters now more fair (not shooting through everything)fix: bugs with laser-turret not hitting monstersfix: room with the secret entrance, and secret, now working correctlyfix: various bugs with alien-goo not behavingfix: various bugs with NPC’sfix: various bugs with items and turnsfix: various bugs with using itemsfix: some background stuff could be shot thru by railgunchanged: NPC’s now offering mostly “rare” items for tradechanged: “egg-pods” now blowable (with enough power or explosions). Need your help: Hey guys, Besides releasing Space Grunts and updating it, I've also been working on Heroes of Loot 2, and I could use your help getting it onto Steam.So if you have a few seconds, please give it a vote on Greenlight :http://steamcommunity.com/sharedfiles/filedetails/?id=604657470thanks!. update 31c: mouse fix: oops: I just pushed a quick fix so that the right-mouse button functions again (open inventory) not sure how that got broken.Also the 2nd day contest winners should get their B-Skin when booting the game for the firs time.. make sure to do that before the contest is over tho, cause if you don't collect the prize this week it's gone ! :)For those who haven't won yet, still a few days to go!! Get in that top-5 Daily scores to win the techjunky b-skin. update 16: Alien pillars !?: New achievements, couple of datacards, an "ammo-box", and a bunch of other things in this update.I also tweaked the reinforcement a bit more, didn't like all the blocking he would do and having to shoot him to get rid of him. So now you can just pass him without having to "kill" him. Also improved the animation for the crowbar some more, now really feels meaty when you smash things!In later levels you'll bump into a new, mysterious, alien-pillar.. so watch out for that, and see if you can find the datacard for the pillar if you want more information on it ;)Remember, if you like the game, tell your friends and if possible leave a little positive review.. that goes a long way to support me and the game!interface:fix: your location is now blinking on the mapgame:added: zombie-achievementadded: reinforcement achievementadded: a variation of the “spider - nest” roomsadded: ammo-loot , upgrades most ammo at onceadded: Alien-pillar change: mommy-spiders now drop ammo-lootchange: items will get damaged in big-explosions/hitschange: reinforcements are now “passable” by playerfix: upload daily-score also to “global” board if betterfix: dropping damaged item will stay damagedfix: berzerker going crazy if no shells. Beta update #9: improved graphics and super items: Before we get started, thanks for all the feedback! If you enjoy the game, make sure to tell your friends. They can still profit from the pre-order discount (http://www.spacegrunts.com) for one week.. after that we go Early Access and the discount will be over!Now onto the update!Mostly a fixing update, with some minor bugs for mouse-players causing navigation and in-game problems.The high-scores seem to work, so far, let me know if you notice your entry being wrong (time-wise or such) as there is some trickery going on to make Steam record all those values in it's leaderboards. I now also activated the score boards per classThe first zone's level graphics have been overhauled, now making it look more like the outside of the moon-base - and hopefully less like that nuclear game ;)And finally the introduction of the first, rare, super-items. Your best bet in finding them is by bumping into an NPC with something to trade.interface:added: high-scores per classfix: various bugs with mouse navigation in menu’sfix: crash with mouse navigation in inventorygame:added: (super-item) high-tech battle-suit (very rare)added: (super-item) tech-regen (very rare)changed: improved zone one graphics (look more like outside of moonbase)fix: renamed few missionsfix: various graphical improvements in world graphicsfix: damaged-items sometimes caused a crash of the gamefix: npc’s sometimes spawned as “walk-through” appearancesfix: bug with npc asking for “recently used” item to tradefix: alien-cave-entrance sometimes spawned blocking entry hallway. Work in progress: Level editor: http://steamcommunity.com/sharedfiles/filedetails/?id=585288160It needs a lot of work, but people asked for a level editor and I figured it could be interesting to keep the community entertained for a bit longer. Also there is a limitation at what the generated levels can throw at you, and I'm hoping we'll see some very cunning and challenging levels from the community.The idea is that you'll be able to build a single level/mission, set a difficulty level for it, and then make it available to others on Steam Workshop.The editor runs in the game itself, which is pretty sweet, and I've been working on it for just a day or so, and it's already comes with most of the stuff you'd want to place in a level available to you!I plan to keep the editor as easy to use as possible, so that everybody can generate at least some form of level with it.It's probably not gonna make the deadline of the game's release (January 12th) but it shouldn't take a lot longer after that (I hope). Beta update #7: just before the weekend: Wasn't planning on pushing another update today, but ran into 2 issues that needed fixing, and I've started to setup the leaderboards in the backend.Right now scores are recorded into a hidden steam leaderboard, so I can check if they record the right values and things look correctly. The leaderboard will record your level reached, time taken, amount of monsters killed and which class you used.If it all works correctly I hope to have that in the game next week in update 8 or 9!As for the important fixes:the game wouldn't start in the right resolution when playing windowed.. doh!and it seems that turning (which normally doesn't count as a step) was still decreasing turn-related items! So this means things like invisibility, time-warps, etc, all last the correct amount of turns now (pretty important for balancing)Full list of changes, short but sweet:interface:change: prettied up the logofix: resolution in windowed-mode now correct at startupfix: chapter name now includes level (also in map view)game:change: slightly less worms in first levels (got annoying quickly)fix: mixed up sound effect pitch, more variation to the earsfix: turning won’t cost points on items anymorefix: portal sometimes appeared under alien-pods/statuesfix: npc’s trading options improved (now always trade possible)

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