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
- Add to Your Wishlist: Dont miss out! Add Tears Apart to your Wishlist now to stay in the loop on all the latest updates and exclusive content.
- Tell Us What You Think: We want to hear from you! What are you most excited about in Tears Apart? Share your thoughts and questions with us in the comments.
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:
https://steamcommunity.com/groups/lastbitegames
If and when we have any future titles, they will also be curated under this page. About what we've done last week: Our lead developer is hung up on some documentation and bug fixes, so he couldn't go all in. Our boss is working on some tools we've been using and trying to fix a deal with a Chinese publisher. One of our artists are drowning in tutorials. The rest of the team is fine but I must say that I personally am a bit tired. Other than that, we have seen your comments on our previous post, the one about the devlogs. We're super happy that everyone seems to be on board with the idea. () I'll see you guys in the next update, cheers! -S Also, my cat says hi:
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:
- Added an "Disable Operator Dialog" option in the Interface Options.
- Introduced a popup on the Main Menu explaining how to unlock the Garage.
- Fixed missing sprites for the Advanced Lever.
- Updated several missing translations.
- Improved the drill generation algorithm to prevent drills from spawning too close to walls, which could trap players.
- Resolved an issue that prevented health regeneration upgrades from working correctly at low levels.
- Corrected a display bug related to the Killer Queen special of the Detonator.
- Fixed a bug where the Count Catalyst upgrade of the Cleaver would reset its timer upon ranking up.
- Addressed a bug preventing completion of the Bombard Mastery 4.
- Resolved an issue in the New Game UI that locked users out from selecting Evolution levels for maps.
- Fixed multiple issues related to the Upgrade Selection and Cursed Upgrade Selection screens.
- Addressed display issues where some elements did not change language correctly.
have this complementary gif in the middle of all this text Balancing changes:
- Changed the targeting method of the Gatling Gun from cone targeting to circle targeting.
- Reduced the Poison Drone's charge cost per second by 25%.
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:
- 4 New Languages: Spanish, French, German and Brazilian Portugese.
- The Garage: That one section we had disabled for the 0.7 patch where youll be able to equip items to get stronger is now unlocked.
- Items: now youll have new items that you earn through character masteries and in-game. Equip them in the Garage to empower you through missions. Mix and match to see which ones fit your playstyle the best kind of thing, yeah?
- Character Masteries: Unique side missions presented to you for each character. You can raise the mastery rank of the characters by completing these missions and youll be rewarded by new bioshards, items and more.
- The Operator: Youre not alone anymore! Welcome the lovely little lady that will guide you and interact with you throughout your missions. Listen close and you might hear a thing or two about the bug infested planet you somehow keep landing on.
- New Gadgets: We now introduce 6 new gadgets in addition to the Dash and Expanding Trigger. Some are Flamethrower, Drill Call and Pet Drone. The rest, you shall see for yourself.
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]
- Hp regen upgrade in Workshop now correctly displays health regen, from 0.4 to 0.2.
- Main Menu -> Back to Lobby in Run End Screen
- Confirm prompt for refunding Workshop purchases
- Hovering over Gadget and Evolution selections in Selection menu now selects them and updates info text.
- Sometimes WASD and gamepad navigation would stop working in specific menus. They should mostly be fixed now.
- Some more unmentioned text and bug fixes.
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
- The Dash gadget has been added, and a feature for extending the range of the Manual Trigger has been added.
- New soundtracks have been added.
- New upgrades have been introduced including specials, offering entirely new gameplay styles.
- The difficulty balance of the game has been overhauled.
- Reroll option has been added for abilities and upgrades.
- All menus in the game have been redesigned, and the ability to view the results of upgrades in-game menus has been added.
DETAILS
GADGETS The Dash gadget has been added to the game with the revamp of the gadget system, first of many gadgets to be added to the game in full release. Now, when you find yourself in a tight spot or want to make faster progress in the game, you can dash in the direction you're moving by pressing the "Gadget Key". While the Dash gadget refills over time naturally, you can speed up access to it by opening cells! Additionally, we've updated the Manual Trigger gadget to increase its trigger range per cell opened. This transforms it into a more tactical gadget in the early stages of the game and allows for triggering more enemies towards the end. SOUNDTRACKS New soundtracks have been added, including tracks for the final boss as well as for the Cave and Garden maps. NEW UPGRADES AND PLAY STYLES 30 upgrade options have been added or reworked into the game, providing numerous different gameplay styles. Each ability now has at least two special upgrades. We plan to have three special upgrades for all skills in the full version of the game. GAME DIFFICULTY Alongside the new gameplay styles, we've reevaluated the game's difficulty. Dying has become much more challenging, but so has killing enemies. Our aim is to encourage players to explore gameplay styles that may break the game. Additionally, we've meticulously reviewed the waves, which we intend to be the game's primary challenge. SKILL AND UPGRADE REROLL We've introduced a much-needed Reroll feature to the game, free to experiment with until it will be unlockable using Bioshards in the full release. Currently, you have 2 Skill Rerolls and 3 Upgrade Rerolls that refresh at the start of each hand. This makes experimenting with play styles much more manageable. MENUS AND UI We've completely revamped the main menu, workshop, character, and map selection screens. Our goal is to make everything much clearer and selection much more comfortable before entering the game. Before acquiring an upgrade in-game, you can now see exactly how that upgrade will change which ability. Additionally, from the pause menu, you can see the contents of all upgrades acquired and how they affect your abilities. OTHER NOTES We removed the Fuel Station from the game as it was emphasizing certain gameplay styles too much.
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
- An Endgame Boss has been added to the Mining Expedition mode.
- New types of enemies have been added.
- In-game events have been added.
- Small adjustments have been made to game balance.
CHANGES
Meet Lecronator!
- To complete the Mining Expedition mission, you now have to confront and defeat the Lecronator, who appears in the Final Mining Zone.
- The Lecronator currently has two types of attacks. In the first attack, when the character approaches, it strikes around itself, creating a rush wave. In the second attack, it generates tendrils that attack the character.
- Scorpion enemies spin around for a while before targeting the character and attacking. They have similar health and damage values to regular enemies but are much faster.
- Slime enemies move in random directions after emerging from cells. They have high health.
- Fly Thrower enemies take a certain distance from characters and throw fly enemies. Fly enemies follow the character, and if they collide with the character, disappear and deal damage.
- The Slowdown Explosive enemy type creates a slowing area where it explodes. If the character comes into contact with this area, they are slowed down.
- The Poisonous Explosive enemy type creates a poison area where it explodes. If characters and enemies come into contact with this area, they take damage.
- When you collect 3 Upgrade Parts, you receive two upgrades for the ability that your character is closest to getting a special upgrade for.
- When you enter a Station Area, your character benefits from the buff of the Station Area they are in.
- Cursed Upgrades are available in the game starting from the 2nd Evolution Level. Cursed Upgrades greatly enhance some of the character's attributes while significantly reducing others. Discretion is advised.
- Temporary Buffs are available in the game starting from the 5th Evolution Level. To obtain temporary buffs, you need to destroy Crystal Enemies with buffs on them.
- Early and mid-game damage dealt by enemies has been reduced.
- Health drop chance of enemies has been decreased.
- Awarded bioshard for every run has been increased for every evolution stage.
- Prices for Workshop upgrades have been raised.
- Knockback Distance upgrade of Project Lute in Workshop upgrades has been strengthened. Burn Duration upgrade in the same project has been changed to Burn Chance.
- The base penetration value of the Spiral Shot ability has been increased, and the cooldown time has been reduced.
- The quantity of the Vortex Blades ability has been increased by 1, but the cooldown time has also been slightly increased.
v0.4.1 SUMMARY
- 2 new maps
- 10 new evolution stages
- The range of skills that each character has access to has been updated
- Spaceship Artillery Updated
- Achievements Updated
- Two new maps named "Labyrinth" and "Garden" have been added to the game. You can access the "Labyrinth" map by unlocking the "Devotion" achievement, and the "Garden" map by unlocking the "Pesticide" achievement.
- We built the Labyrinth map upon walls that serve as an impassable obstacle for both characters and enemies. These walls have transformed the map into a claustrophobic environment and introduced new dynamics to the gameplay.
- In the Garden map, we have introduced new cells referred to as "Allium", which can be described as poisonous cells. When triggered, these cells create a poison area that inflicts damage to both enemies and characters. Moreover, we have completely repositioned the enemies for this map. It offers a slightly higher level of difficulty compared to the Plateau and Labyrinth maps.
- The evolution system has been added to the game as a mechanism that allows players seeking a challenge to gradually increase the difficulty. Currently, this system features 10 different difficulty variables. Some of these variables increase the required number of excavation tools to unlock, some enhance the enemies' strength, while others accelerate the map's spread rate, as well as the number of drills required to win.
- Winning on any map while an evolution stage is turned on unlocks the next evolution level for all maps. This allows you to play each evolution level on every map.
- We are planning to increase the number of evolution levels and add different content to these levels. We have ideas such as introducing new events, bosses, and various enemy types as additional content. Stay tuned for updates and follow our progress!
- We have changed the accessible ability sets for characters. Now, each character has access to 5 active and 5 passive abilities that they can utilize.
- Characters will now have access to only two types of active abilities. For Bulletstorm, these are "Rapidfire" and "Blades," for Butcher, "Blades" and "Launcher", and for Bombard, "Launcher" and "Rapidfire" labeled abilities.
- The reason for this change is that we've observed stronger interactions between abilities with the same label, and players have been constructing builds using these shared label synergies. Now, you'll be able to select up to 3 abilities simultaneously from both "Rapidfire," "Blades," and "Launcher" categories, allowing for more diverse and powerful combinations. This change is somewhat experimental for us as well. Therefore, we eagerly await your feedback. You can reach out to us through the Steam community and our Last Bite Games Discord channel. Your comments and insights are highly valuable to us!
- The base damage of Spaceship Artillery has been increased from 15 to 30. It seems hitting the ability is a bit more challenging than we initially thought
- We forgot to add fuel consumption to both using and upgrading Spaceship Artillery. This has now been fixed.
- With the changes to the evolution system and the character ability sets, some achievements have been modified, and we had to remove one achievement from the game. Don't worry, more achievements are on the way, so stay tuned!
- The Labyrinth map is unlocked with the "Devotion" achievement, while the Garden map is unlocked with the "Pesticide" achievement.
- The "Omnivore" achievement has been removed from the game. Now, the "Fast Feet" achievement unlocks the Bombard character.
- The "Valiant Glory" achievement is now unlocked when you reach the 10th evolution level in the game.
- The "Ace Pilot" achievement is now unlocked when you win the game at the 5th evolution level without spending any points to Workshop upgrades.
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!
v0.3.4
Fuel System Changes
- Active skills now increase fuel consumption rate by 2/s instead of 3/s when first obtained.
- Both active and passive skill upgrades now increase fuel consumption when first obtained, but they do not increase fuel consumption when the level of the upgrade is increased.
- Spiral Shot now fires its bullets in smaller angular intervals to complete one full rotation.
- Negative aspects have been removed from most skill upgrades, but to maintain balance, some upgrades that had their negative aspects removed have been slightly weakened.
- The first level of upgrades is now much stronger compared to the second and third levels, due to the change related to fuel consumption.
- The issue of the "Burn Duration" upgrade resetting the duration of the skill instead of increasing it when given points has been resolved.
- The fuel reduction amount of the "Overcharge Consumption" upgrade has been reduced.
- The map's growth rate has been slowed down by 10%.
- The spread rate of cells has been reduced.
- The probability of empty cells transforming into full cells has been decreased by 25%.
- The attack speed of melee enemies has been reduced by 35%.
- There is now a higher probability of Bio Shards dropping enemies appearing in the early stage of the game.
- The Bio Shards mode bonus for normal difficulty has been removed.
- The amount of Bio Shards dropped by crystal enemies has been reduced.
- High Difficulty Mutator for Mining Expedition Mode
- A "High Difficulty" mutator has been added to the Mining Expedition mode. You can experience the game at a higher difficulty by enabling this mutator.
- When High Difficulty mutator is on, you need to clear 30 Mining Zones instead of 25 to complete the mission.
- Enemy cells grow 15% faster compared to normal difficulty.
- Enemies have 40% more health compared to normal difficulty.
- Enemies deal 20% more damage compared to normal difficulty.
- Enemies are 30% faster compared to normal difficulty.
- The last Mining Zone grows 33% faster than the rest of the map.
- More Bio Shards dropping enemies appear compared to normal difficulty.
- You earn 2 Bio Shards per minute survived.
- When you play with High Difficulty mutator on, you receive a 30% Bio Shards bonus at the end of the run.
- Successfully completing the mission gives a 50% Bio Shards bonus.
- An achievement has been added for killing a certain number of enemies by dropping the Drilling Station on them during a run.
- An achievement has been added for completing the game with the "High Difficulty" mutator on.
- An achievement has been added for completing the game with the "High Difficulty" mutator on, without distributing points to any Workshop upgrades.
- The issue of the "Critical Explosion" upgrade description not appearing in the Build Display screen has been resolved.
- The description of the "Global Count" Workshop upgrade has been updated to be more understandable.
- The term "Attack Delay" has been changed as "Firing Interval" to make it more understandable.
- The Terms box that appears on the right when a new skill or skill upgrade is obtained can now be scrolled.
- The issue of some upgrade levels not appearing in the name on the skill upgrade obtaining screen has been resolved.
- On the game end screen, you can now see how many Workshop upgrades you can unlock with your total Bio Shards.
- A "Kills" counter has been added. You can enable this counter in the "Options/Interface" menu.
- The "wrap around" feature while navigating with a keyboard or controller in the Workshop screen has been removed.
- The game's performance has been significantly improved.
v0.3.5
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.
- 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.
- 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.
- 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.
v0.3.5f1
- In the Arsenal skill, the issue of the Initial Strike and Global Knockback upgrades appearing together, as well as the problem of the Special Upgrade not appearing despite these two being received a total of 6 times together, have been resolved.
- The issue of the Duration information always appearing as "1 sec" in the Invulnerability upgrade of the Pacemaker skill has been resolved.
- The description of the Treasure Hunter achievement has been corrected.
- The issue of the Memento Mori skill not working properly has been resolved.
v0.4.0
- The Bombard character has been added to the game.
- Along with the Bombard character, the Spaceship Artillery skill has been added.
- The enemy evolution speed in the High Difficulty mutator of Mining Expedition has been slightly reduced.
- The end-of-game mission briefing text now appears as an animation.
- The issue of inputs getting temporarily locked when switching between mouse and the other devices has been resolved.
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.
Fuel System Changes
Active skills now increase fuel consumption rate by 2/s instead of 3/s when first obtained. Both active and passive skill upgrades now increase fuel consumption when first obtained, but they do not increase fuel consumption when the level of the upgrade is increased.
Skill Changes
Spiral Shot now fires its bullets in smaller angular intervals to complete one full rotation.
Skill Upgrade Changes
Negative aspects have been removed from most skill upgrades, but to maintain balance, some upgrades that had their negative aspects removed have been slightly weakened. The first level of upgrades is now much stronger compared to the second and third levels, due to the change related to fuel consumption.
Workshop Upgrade Changes
The issue of the "Burn Duration" upgrade resetting the duration of the skill instead of increasing it when given points has been resolved. The fuel reduction amount of the "Overcharge Consumption" upgrade has been reduced.
Mining Expedition Mode Changes
- The map's growth rate has been slowed down by 10%.
- The spread rate of cells has been reduced.
- The probability of empty cells transforming into full cells has been decreased by 25%.
- The attack speed of melee enemies has been reduced by 35%.
- There is now a higher probability of Bio Shards dropping enemies appearing in the early stage of the game.
- The Bio Shards mode bonus for normal difficulty has been removed.
- The amount of Bio Shards dropped by crystal enemies has been reduced.
High Difficulty Mutator for Mining Expedition Mode
- A "High Difficulty" mutator has been added to the Mining Expedition mode. You can experience the game at a higher difficulty by enabling this mutator.
- When High Difficulty mutator is on, you need to clear 30 Mining Zones instead of 25 to complete the mission.
- Enemy cells grow 15% faster compared to normal difficulty.
- Enemies have 40% more health compared to normal difficulty.
- Enemies deal 20% more damage compared to normal difficulty.
- Enemies are 30% faster compared to normal difficulty.
- The last Mining Zone grows 33% faster than the rest of the map.
- More Bio Shards dropping enemies appear compared to normal difficulty.
- You earn 2 Bio Shards per minute survived.
- When you play with High Difficulty mutator on, you receive a 30% Bio Shards bonus at the end of the run.
- Successfully completing the mission gives a 50% Bio Shards bonus.
Achievements
- An achievement has been added for killing a certain number of enemies by dropping the Drilling Station on them during a run.
- An achievement has been added for completing the game with the "High Difficulty" mutator on.
- An achievement has been added for completing the game with the "High Difficulty" mutator on, without distributing points to any Workshop upgrades.
UI/UX Improvements and Fixes
- The issue of the "Critical Explosion" upgrade description not appearing in the Build Display screen has been resolved.
- The description of the "Global Count" Workshop upgrade has been updated to be more understandable.
- The term "Attack Delay" has been changed as "Firing Interval" to make it more understandable.
- The Terms box that appears on the right when a new skill or skill upgrade is obtained can now be scrolled.
- The issue of some upgrade levels not appearing in the name on the skill upgrade obtaining screen has been resolved.
- On the game end screen, you can now see how many Workshop upgrades you can unlock with your total Bio Shards.
- A "Kills" counter has been added. You can enable this counter in the "Options/Interface" menu.
- The "wrap around" feature while navigating with a keyboard or controller in the Workshop screen has been removed.
Other
The game's performance has been significantly improved. Link to latest roadmap details that's arrived --> Roadmap with the changes
Hello Everyone!
It's been four weeks since the launch of our game, Swarm Grinder, which we at Last Bite Games developed with our heart, soul, and many sleepless nights. It has been quite an exciting journey! We'd like to talk about what has happened, what we've experienced, what we're doing now, and what we're planning for the future. Since the launch, we've been incredibly busy. One of the main reasons for this was that the day after the game was released, we had to send three of our team members to their mandatory military service. They were our art director, lead game developer, and senior game developer/designer. Having to send away three of our seven-person development team for a month meant we had to work even harder to fill in the gaps. This meant patches were a little later than we had planned. Who would have guessed that resolution-related issues would turn out to be the real final boss? We spent an entire week of work on those. The third-party plugin we used for our save system caused some problems, but those issues should now be resolved. If anyone is still experiencing problems, please let us know! You can read the patch notes related to the fixes and improvements we have made over the past four weeks from the following links: v0.3.3 v0.3.3f1 v0.3.3f2 v0.3.3f3
WE HEAR YOU!
A big thank you to everyone who has played the game and shared their feedback with us! Rest assured that we are listening closely and working hard to improve the game for all our players.
WE'VE OPENED THE BETA BRANCH!
Before we release new content and features to all players, we want to make sure they are polished enough. Therefore, to be able to test these contents and features in advance with a smaller group of players who follow the game closely, we have opened a Beta branch on Steam. If you want to get early access to upcoming content, test it, and contribute directly to the development of the game through your feedback, you can switch to the Beta branch. You can access the Beta branch by right-clicking on Swarm Grinder in your Steam library, selecting Properties, and switching to the "beta - for testing new stuff" branch under the "Betas" section. All upcoming content will first come to this Beta branch, be tested for a while, and then will be made available to all players.
WHAT'S COMING TO THE BETA BRANCH SOON?
Some of the mentioned changes will arrive to beta next week, some of them will arrive a bit later on! Optimization: We are aware that the game is not performing ideally on many computers and on the Steam Deck. We've addressed this issue and significantly improved performance. However, it's worth noting that optimization is not a task that will be completed with a single patch, but something to be done gradually over time. Even though we've achieved a noticeable increase in performance, we're not at the end of the road yet. We will continue to work on this issue in upcoming patches. Fuel System Adjustment: We've decided to make some adjustments to the fuel system to provide a more suitable difficulty curve throughout the game. In the current system, every active skill we acquired increased fuel consumption by 3 per second, causing the game to suddenly become difficult for new players, unintentionally or unwillingly. Likewise, in the later stages of the game, fuel was no longer a concern. To balance this difficulty increase, we've reduced the initial fuel consumption brought about by active skills. In addition, we've introduced a small increase in fuel consumption for all skills, including passives, for each module added to a skill (main upgrades that consume large slots). This way, even if you take too many active skills at the beginning, it won't be overly punitive, but as you continue to acquire new upgrades in the game, fuel will remain as a concern. Adjustment of Trade-offs in Upgrades: Many upgrades came with a negative feature alongside the positive one(s) you gained. We had conceived this to better balance the game, but after receiving feedback, we've removed these trade-offs as much as possible. Now almost all upgrades will provide only positive features! Difficulty Mutator Feature for Mining Expedition Mode: We know there are players who have already beaten the game several times and are ready for a harder challenge. For you, we're bringing a "Hard Difficulty" option to our main map. Good luck! For now, this mode comes as a modification of the main mode. However, in the future, it will become a separate mode with different enemies and dangers, its own special boss, and its own unique music! "No [strike]Health Drops[/strike] Difficulty Mutator: Is Hard Difficulty not enough? Try this mode, where enemies drop no health, requiring you to dodge enemy damage with crazy maneuvers and good planning! We should also mention that each of these two options will have its own achievement.
Replacing Two Skills for Bulletstorm:
We decided to take the Torch and Vortex Blade skills from the Bulletstorm character. The reason behind this is that, according to player feedback and conclusions we drew from watching streamers, these two skills are very hard to use effectively. Since Bulletstorm is the first character we start the game with, we decided that the first character should provide a more comfortable and instructive gameplay. Did you think these two skills were weak while playing? Are they both useless? Do they seem unbalanced compared to other skills? If you think so, you're definitely wrong! The reason you may think so is, as I just mentioned, these skills are very hard to use effectively, especially the Vortex Blade. This makes it hard to realize how powerful they are. So, what will replace Torch? We'll be adding a passive skill called "Pacemaker". This will be a skill you can get to increase your chances of survival. Some upgrades from other skills will also be transferred to this skill. For example, the Max HP upgrade from Mortar and the Invulnerability upgrade from Detonator will be transferred to this skill. What will replace Vortex Blade? A skill called "Feather Blades" will come. We won't talk about what this skill is for now, let it be a surprise! (Although, I would like to point out that our lead game designer is maining Xayah in LoL these days.)
Replacing a Skill for Butcher:
We're replacing the Gatling Gun skill with a skill called Railgun. We believe that this new skill will better suit the Butcher gameplay we envision. Let this skill be a surprise for now!
New Upgrades for Torch, Arsenal, and Mortar:
There will be one new upgrade each for Torch and Arsenal skills, and two new upgrades for Mortar!
New Achievements Coming:
[olist]
New Workshop Upgrades Coming:
We will add a Workshop Project aimed at increasing your Bio Shards gain. A few more surprise Workshop Projects are also on the way!
WHAT WILL WE WORK ON IN THE FUTURE?
New Upgrades: Regarding the upgrades currently in the game, we heard your feedback that upgrades aren't diversified and significant enough! We're working to solve this problem, and we will be adding more significant upgrades to the skills in the future. More Accurate Skills and Upgrade Drop Rates: Right now, we have a deal with the RNG gods, and the skills and upgrades that appear are entirely at the mercy of these gods. We are rewriting the system to change this. When this system is ready, the game will do its best to give you the skills and upgrades you want or need! More Special Upgrades for Each Skill: Currently, there is only one special upgrade in each skill. In the future, we will increase this so that there are multiple special upgrades available for each skill. However, adding special upgrades is a time-consuming job, so it may take some time to add a new special upgrade to each one. Third Character on the Way: Those who played the demo version will remember, there was another hidden character there. That character will be our third character! We've started working on it. Stay tuned!
Interface and User Experience Improvements: We are aware that some players are having problems understanding the game. In upcoming patches, we will work on making the game more understandable and the interfaces more user-friendly. In the meantime, if you keep accidentally taking skills, you can activate the "Pick Up Skills With Button" option from the Options/Gameplay menu! In addition to these, we're also working on new modes, new types of enemies, and new bosses. You can post your questions, ideas, and feedback to this thread, the Steam Discussion Hub, or our Discord server! Once again, many thanks to everyone for all your support!
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.
You can watch our game beat us in this broadcast. If we're lucky, we hope to win the game once in a while
Swarm Grinder is an action roguelite hypercore game with pixel graphics. Battle enemies to make your way through a mass of spreading cells hosting dormant creatures! Dont forget to try Swam Grinder demo during Steam Next Fest!
Make sure to set a reminder to get notified when we are live
https://store.steampowered.com/app/1375900/Swarm_Grinder/
You can watch our game beat us in this broadcast. If we're lucky, we hope to win the game once in a while
Swarm Grinder is an action roguelite hypercore game with pixel graphics. Battle enemies to make your way through a mass of spreading cells hosting dormant creatures! Dont forget to try Swam Grinder demo during Steam Next Fest!
Make sure to set a reminder to get notified when we are live
https://store.steampowered.com/app/1375900/Swarm_Grinder/
You can watch our game beat us in this broadcast. If we're lucky, we hope to win the game once in a while
Swarm Grinder is an action roguelite hypercore game with pixel graphics. Battle enemies to make your way through a mass of spreading cells hosting dormant creatures! Don't forget to try Swam Grinder demo during Steam Next Fest!
Make sure to set a reminder to get notified when we are live
https://store.steampowered.com/app/1375900/Swarm_Grinder/
Swarm Grinder
Last Bite Games
Last Bite Games
2023-05-05
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 32
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mostly Positive
(926 reviews)
https://store.steampowered.com/app/1375900 
[336.94 M]
Linux is not in the OS list.
BEWARE OF THE SWARM
At the start of every run, the map is procedurally generated, and it's crawling with the swarm. The cells constantly spread and evolve . When triggered, the cells burst to release the enemy within to exterminate you!
Explore the map, take control of it, and get stronger before the enemies overpower you!
EVERY RUN IS UNIQUE
There are many different skills to find and collect, and these skills change the way you play!
Features at the time of the full release of the game:
- Different waves and bosses throughout the run
- A lot of characters with different base skills
- Different game modes to choose from
- Plenty of achievements
- Processor: Dual Core+Memory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: 1 GB VRAM
- Storage: 450 MB available space
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