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Hello everyone,
In this update, Ive added new features to the modding menu:
Fixed localization issues in the modding menu. Fixed some UI text issues in the main menu. Optimization Fixes.
Hey everyone, Kaan here. I hope you're all doing well. I wanted to share some updates about Swarm Grinder and what's been happening behind the scenes. Recently, our team went through some big changes, and I'm now the only developer working on Swarm Grinder. It's been a lot to manage since my last post, but I'm commited to continuing to improve and expand Swarm Grinder. Meanwhile, the rest of the team is carrying on with Tears Apart. If you're looking for news on that end, don't worry, they'll also be in touch. Initially, the Swarm Grinder team was made up of nine incredibly passionate and talented individuals. As the founder of Last Bite Games, I loved the energy and creativity they brought to the project, and I think that their work is a testament to their dedication. This was our first game to bring to you all, and despite the challenges, the team created something truly special. I'm honored to continue building on their foundation. Over the past three weeks, Ive been diving deep into Swarm Grinder and its systems, tackling optimization challenges to improve the gameplay experience. As a result, today Ive delivered some performance improvements and a few smaller changes to enhance the overall experience. Dont forget, Ill quickly add to these changesthis is just getting started. Here whats included in the update:
Hey everyone! We want to apologize to our Linux and Steam Deck players for the issues you encountered, but we're happy to share that the problem with the Linux version has now been fixed! We've also heard your concerns about optimization loud and clear. We're shifting our focus to improving performance to give you the best experience possible. On a brighter note, the demo for our next title, Tears Apart, is now live! Give it a try and let us know your thoughts. Thanks for your continued support! -K
Hey everyone!
Were super excited to share that Modding is officially live! Have you had a chance to try it out? Wed love to hear what you think. It's just the first version and we plan to extend it a good amount. Got any feedback or ideas? Were all ears, so let us know!
Note: That player who gave the recommendation of infinite rerolls mod in the comments, thanks man! We already put it there.
Also, holy f$*&%! We hit 50,000 sales! Wooooo!!!! ()
Seriously, thank you all so much for your amazing support. It means the world to our little team. Our players are really the best. Plus, a big welcome to people who grabbed a copy during Daily Deal! Feel free to say hi at our Discord channel too. All our devs are there, so don't be a stranger.
Thanks for being a part of our journey. Sometimes it feels like everything is on fire but a positive comment or a cool recommendation from you all changes everything. So really, thank you.
MANDATORY GIF:
-S
Hello pilots! While we've been tirelessly working on making Swarm Grinder even better, we've also been secretly developing something newTears Apart! This cosmic adventure will have you dashing through darkness, bringing light and order to the universe. Every attack is a high-speed dash, making each moment in the game an adrenaline-pumping experience. Developing Tears Apart alongside Swarm Grinder has been an incredible journey, and were eager for you to experience it. https://store.steampowered.com/app/3166920
Hey people!
We hope youre all having an amazing time with the game! Weve been working hard behind the scenes and wanted to share some exciting news with you.
First up, were thrilled to announce that a Leaderboard feature is on its way! Whether youre a seasoned veteran or just getting started, soon youll be able to see how you stack up against other players. We can't wait to see those high scores rolling in!
Wed also love to hear from you. How are you all doing? Have any tips or tricks youve discovered? Made new builds? Share your experiences; we love reading your stories!
But thats not all. Weve got something even more special in the works: a Modding Tool! We know how creative our community is, so were giving you the keys to tweak the game to your own taste. Were still polishing it up, but wed love to knowwhat kind of features do you want to see in the Modding Tool? We're currently starting with Player Health, Move Speed, Map Evolve Speed, Fuel Capacity and Health Regen. Let us know in the comments if you think of any cool additions.
Your feedback means the world to us, and were super excited to see what youll come up with. Thanks for being such an awesome community and for supporting us on this journey.
Stay tuned for more updates, and as always, have this gif:
Cheers,
-S
Hear ye, hear ye! Our lovely, beautiful, awesome, thrilling game Swarm Grinder is now on sale! Yep, you heard it right, a sale! Rejoice! But seriously, we're on a huge 40% discount for the Steam Summer Sale. Make sure to grab a copy if you have wishlisted but never had the chance to purchase. We appreciate every new player and every new wishlist, and we hope to see that everyone that wishlisted gets to try out our latest updates. Don't miss the chance to add Swarm Grinder to your summer playlist! Cheers!
Hello again all!
Today, with the beginning of the summer sale, Swarm Grinder is going on sale! (Im looking at you, wishlist people) Be sure to grab it if you havent had the chance yet. Please. Please.
With the start of the sale the Korean, Traditional Chinese, Mandarin Chinese, Japanese, Spanish, German and French languages are officially available now.
On other news, Swarm Grinders recent reviews are 90% positive. That makes us truly very, very happy. We appreciate all who have dropped a positive comment.
We are still working on new ideas to bring to the game and we really do appreciate all players who interact with us through Discord and Steam whether it be to ask a question, report a bug or just to say hi.
Were aware that we haven't updated you guys for a while, but there was a big national holiday. Hopefully you guys blame us for taking a breather. Developers are people too, presumably, lol.
Also, as usual, have this gif:
Thats all for today and well see you in the next update. Cheers. ()
-S
Hello again people! We're here with awesome news. We've officially and finally set up the community page for our company, Last Bite Games (yay!). We thought that it would be a nice place for us to chat with our players, so here's the link:
Hello all!
We're happy to announce that from today on, we will be using Steam announcements as our devlog. Yep, you heard right. Devlog. We realized that our community is unexpectedly crowded and active. So, we really want to talk to you guys more. Spend some quality time, if you will.
We'll obviously be posting updates regarding Swarm Grinder but we'll also be sharing life updates from our development team. What we've done during the week, who couldn't sleep well, who jumbled the assets or whatnot. Perhaps updates about our cats every now and then? Dunno.
We'll probably ask for your opinion on a thing or two regarding development as well. We'll even try to arrange livestream events for you guys if you're interested in that kind of thing. If you got any more ideas, comment maybe?
This update post will be marked as start and we'll try our best to post weekly, probably every friday or so. Perhaps more if we can manage. Social media Steam era, let's go.
Also, have this awesome gif (Thanks Yasin):
Cheers.
Hello everyone! Thanks for playing version 1.0.0 and for all your reports and feedback. We've released our first hotfix post-launch and will continue to roll out more. Here's what we've addressed:
Hello again all! Today is the day weve been waiting for! As promised, Swarm Grinder will be leaving the realm of Early Access and venturing forth into Full Release. Buckle up, this is going to be a long one: So, heres a summarized list of what awaits you in the Full Release:
Hello all! The day, finally, is upon us! With the deepest pride and greatest pleasure, Last Bite Team proudly presents: SWARM GRINDER - FULL RELEASE APRIL 22 We have come a long way since the time we went into Early Access and now we're here with a game that we're proud to call ours. We thank all our players for all the feedback, the discussions and the support. We know it's as cheesy as it gets, but we wouldn't be here without your help. Also special thanks to all those who took their time to write detailed negative comments and ripped us a new one. It has helped us improve, a lot. We're glad to see that most of those comments turned positive as we kept developing. We'll keep doing our best. Enjoy!
Hey there, thanks for playing v0.7.0 and giving feedbacks. This hotfix (more like warmfix now) should solve these problems: [olist]
v0.7.0
After Early Access, along with the feedback we received, we thoroughly reviewed the game to chart a roadmap for ourselves. We had a beloved gimmick, but the enhancements in the game were still rudimentary and superficial. Without making significant changes, none of the content we added would make the game satisfying in terms of depth and entertainment. So, we started working on a major rework where we revamped all the enhancements. This patch includes some significant extras along with the completed parts of this rework.
SUMMARY
We are continuing our tease from last week! These changes will be coming with the next major patch in a week or two. Lets see what we have
MENUS OVERHAUL
Main menu is changing completely. We wanted more authentic, fresher look while also improving the ease of use.
Workshop now has a dedicated menu with a more meaningful setting.
IN-GAME UX IMPROVEMENTS
Upgrade descriptions used to be too similar to the upgrade effects under them. This feels a little awkward, so we are changing it. Upgrade descriptions are less filled with text and are easier to read. Just sentences with upgrade numbers embedded in.
Also, now we show how stats will change in the upgrade selection window! Now you will see the before & after of an upgrade before selecting it. This was hard to implement because of so many ways stats might change, and so it was hard to detect the before and the after, but it is finally here.
Build display in the Pause Menu now reads directly from the upgrade, so it will be consistent and more thorough. It will be able to show previous levels of the upgrade as well. That will come in handy during build theory-crafting.
As mentioned in the last week, rerolls are coming!
Hey all. We have been silent on the news for a while, because weve been working on a lot of big things! In this announcement we will tease a part of it and tease the rest in the next announcement.
UPGRADES OVERHAUL
The previous upgrades were sometimes lacking in specific synergies, and some upgrades did not lead anywhere at all. Some were downright a debuff. Now, the old ones are reworked into a lot of synergistic upgrades. They will be a lot more satisfying to combine.
2 MORE SPECIALS FOR EACH SKILL
With the new builds coming around, we are TRIPLING the amount of specials! Many people did not like the single choice of special, this should fix that. These specials will allow for a lot crazier synergies, lets see what you can cook with the new arsenal of choices!
REROLL
Sometimes, the game forces you to take some upgrades or skills that you dont want, and that is neither fun nor fair, as many of you rightfully told so. We are implementing a novel, never heard before mechanic, REROLLS! Now you will be able to reroll your skill drops and upgrades drops.
COMBAT OVERHAUL
No more instant deaths, no more rapid health loss and healing back up! The enemy damages and healings in the game has been lowered, so the combat will be much more stable.
ENEMY REBALANCE
Enemy types did not offer enough of a difference before, so they all felt the same. Now they are much more impactful, tanks will not be stalled so easily, and dashers will be flanking you unless you know how to deal with them, and more!
v0.5.1 We have been cleaning up our code, optimizing older systems and incorporating new systems to make the game run smoother and more consistent. This should increase FPS and minimize FPS drops noticably.
v0.5.0
SUMMARY
v0.4.1 SUMMARY
Greetings, we have come bearing big updates! Prepare for an explosive update that introduces thrilling new content to your gaming experience. With our latest patches, new and challenging achievements, the "High Difficulty" mutator, and our newest addition to our roster, Bombard has been added to the game along with many significant improvements! Join us and experience what we have been so excited to bring to you. Tell us what you think about the updates in our Discord channel!
Skills - The Vortex Blade skill has been removed from the Bulletstorm character and replaced with a new skill, Feather Blades. - The Torch skill has been removed from the Bulletstorm character and replaced with a new skill, Pacemaker. - The Gatling Gun skill has been removed from the Butcher character and replaced with a new skill, Railgun. - Two new upgrades have been added to the Mortar skill. - The Heal on Kill upgrade from the Arsenal skill has been moved to the Pacemaker skill. - Two new upgrades have been added to the Arsenal skill. - A Cast Time has been added to the Mortar skill. Now, even if the Cooldown is equal to zero, a minimum amount of time will have to pass before it can be used again. - The Global Damage given by Arsenal when first obtained has been reduced to 20%. - The Global Damage multiplier provided by Final Touches, the special upgrade for Arsenal, has been reduced to 1.75. - The base damage of Homing Missiles has been increased to 20. - The base damage of the Gatling Gun has been decreased to 7. - The cooldown period for Vortex Blade has been reduced to 2 seconds. - Base explosion damage has been reduced to 5. Visual Fixes and Improvements - All special upgrades now have their own icon. - The visuals of explosion effects no longer cover the health bars. - The issue with the hit area showing up when the Boss first arrives has been fixed. - The problem of the selection frame in the Available Skills section being under the icons has been resolved. UI/UX Fixes and Improvements - The option to hide the skill name written on the icon of skills dropped from the Drilling Station has been added. You can access it from the "Options/Interface" menu. - The problem of the maximum health sometimes being shown incorrectly at the start of the game has been solved. - The problem with incorrect input hints appearing on the Workshop screen has been solved. - While in the main menu, if you switch to a different window, the issue of button sounds being heard while navigating with the mouse, even though the game is not in focus, has been solved. - The reward title of achievements that don't give rewards has been removed. Achievements - 8 new achievements have been added. You can check the details in the Codex/Achievements section. - The amount of rewards given by most achievements has been reduced.
UI/UX Improvements and Fixes - The text and duration of the "Incoming Wave" message now appear as an animation for better visibility. - Fixed an issue where the information box at the end of the game displayed "24" instead of "25" for the cleared area count. - Skills in the indicators now fill up from bottom to top for a more natural appearance. - Resolved an issue about the information box would blink when navigating with the mouse on the Build Display screen. - The headings in the "Perks" section of the character selection screen now appear in different color and bold for better emphasis. - Added the option to adjust the visibility of enemy health bars in the Options/Interface section. Options include always show, never show, or only show if damaged (default). - The game can now be switched between Fullscreen and Windowed modes. Hopefully, with this patch, resolution-related issues should be fixed too??? - Fixed an issue where the progress bar image in the icon before the boss appears in the mining area would not change. - Added the information "Enemies evolve over time" to the description of the Mining Expedition mode. - The issue where achievements would disappear and reappear upon entering and exiting runs should be resolved. - The "Show Enemy Damage Numbers" option has been moved to the Options/Interface section. - Fixed the "Damage" information in the Mortar/Nuke upgrade to be corrected as "Area." Audio Improvements / Fixes - The sound volume of the Wave music has been slightly lowered to achieve a better balance with the theme music. - The sound of the Vortex Blades has been slightly lowered. - Cleaver now repeats its sound with each turn. Visual Improvements / Fixes - Fixed an issue where the upper body of the Butcher character would appear in front of the drilling station when he moved behind it. - Fixed the issue where the shadows of falling Bio Shards would stick to them. Now the shadow operates independently from the Bio Shards visuals. - The animation speed of the Vortex Blades now changes according to the strike frequency. - Enemies that drop Bio Shards now trigger cells around them in a graded manner, similar to how the waves trigger the cells. - Fixed an issue where the visual of enemies that drop Bio Shards would teleport when attacking at the final level. - Fixed an issue where the boss's surfacing animation doesn't appear. Gameplay Improvements / Fixes - The numerical increase in damage taken from enemies according to the level has been rebalanced. Other - Fixed the issue where the "Survive for 10 Minutes" achievement would sometimes be delayed in unlocking.
- Minor optimization improvements have been made. - Mining zone icons now change to indicate incoming boss. - Fixed some typos.
- Not being able to change the display screen has been fixed.
- Fixed some typos. - Resolved the issue with the screen shaking excessively during the final wave. - Fixed the issue where the acid thrown by enemies could deal damage outside of the area it landed. - Resolution-related problems have been resolved. - Fixed the issue where skills dropped by the boss could get stuck outside the map or in the excavator. - The timer now stops when the game-ending text appears. - Fixed the issue with the total amount of money earned being displayed incorrectly. - Made some user interface adjustments. - The boss has been rebalanced. - Added the ability to disable damage numbers. - Added a resolution adjustment option.
Swarm Grinder is now live!
Go get yourself a copy on Steam, grab your friend one too while youre at it, tell your middle school teacher, take it out for a coffee date, show it to your landlord, wear it as a t-shirt, bite it, make it your phone background, make vacation plans with it or just play a few rounds, its out now.
Hello folks!
We are sorry to announce that Swarm Grinders release will be delayed for a short period of time due to technical issues (and a certain award-winning game jealous of our spotlight).
All jokes aside, congratulations to Vampire Survivors on the BAFTA Games Award, we are looking forward to play the DLC! ()
Here are our plans for the near future of Swarm Grinder!
We wanted to share our short term plans for **mostly** certain steps. During development, we'll consider your ideas and feedback to make changes in the game.
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