

Grabbus
Foxoplasm, LLC · 2025 · Twin Stick Shooter, Mystery Dungeon, Open World, Base Building, Looter Shooter
PC
Mostly Positive77% · 13
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About Grabbus
Morris the rat, attached to a friendly parasite he names "Grabbus", awakes in a place called "Skixx" full of other rats, creatures, and otherworldly physics... Grab, Throw, Build, Explore, Upgrade, Fuse, Shoot, and Loot in this surreal, high-energy adventure where breaking the limits and reaching further is encouraged!Here are some key features already present in Grabbus:Your Own Endless World: The turn-based world map is generated uniquely for each save file, and allows for exploring in all directions, as well as building useful structures. This is where one will find activities or locations to visit.Grab and Battle in Random Towers: Grabbus contains a tile-based area generator that can produce a surprising variety of terrain shapes, while keeping the stage traversable, with treasure and enemies evenly placed. Explore these areas as Morris and Grabbus. Morris uses his legs to move, while Grabbus takes care of the rest! Grabbus can grab onto and pull at objects and enemies, as well as activate context-sensitive actions with them! Most importantly, Grabbus can use consumable items or siphon the potency of weapons to form energy bullets of varying patterns and traits. And of course, Grabbus can form a bubble shield around Morris to not only block damage, but reflect projectiles!Upgrade Forever: The "Evolution Grid" gives players the ability to spend in-game currency on an ever-expanding matrix of 18 different upgrade nodes and tiles! The grid can be regenerated at the cost of a percentage of node points. However, those lost points are invested into upgrades to the evolution grid itself!Fuse Loot and Weapons: Find helpful items of varying potency levels as you defeat enemies and clear tower floors! Grabbus can take two compatible items and mix them to get a more desirable result and save some inventory space. Experiment with all sorts of combinations!Increasing Challenge and Rewards: As Morris and Grabbus clear tower floors, "world potency" slowly increases at a small, fixed amount. But, if Morris perishes, not only does he drop all held items, but the world potency decreases by a percentage. World potency determines the difficulty/reward level of any newly-generated towers that appear around your HQ. Towers of higher difficulty will have nastier enemies, but loot found there may drop with a higher maximum potency level!Designed to Expand: Grabbus is carefully designed from the ground up to support a variety of expansions to its pool of items, NPCs, areas, and other features! If something new is added, it should be able to fit itself neatly into any phase of a play-through thanks to the borderless procedural world and power scaling.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Just like others said, this game is full of potential, from the large and varied pool of weapons, the ability to fuse them with each others and with modifiers, the endless overworld to build, the upgrade tree that goes on forever, to the feeling of the combat, everything in here is really cool and well done. Also the art style and music are really nice, I hope to see more characters and map designs in the future. It has enough to be the kind of game with infinite progress thanks to the map, upgrades and gameplay loop, but it does feel a bit bare bones on others, like the building mechanic and variety of enemies and floors, but they are already addressed on the roadmap, so it has a bright future ahead. Totally recommended to check it out, it's pretty good. Esp: Como otros dijeron, está lleno de potencial, desde el gran y variado arsenal de armas, la posibilidad de fusionarlas entre sí y con modificadores, el interminable mundo para construir, el árbol de mejoras que no tiene fin, hasta la sensación del combate, todo aquí es simplemente fantástico y muy bien hecho. También el estilo artístico y la música son bastante agradables, espero ver más personajes y diseños de mapas en el f…21 found this helpful
really not the kind of game that will appeal to many people, and unfortunately that group includes myself4 found this helpful
As it is now, the itemization does not work. This could absolutely change, but the symbols for weapon aspects are very unclear on what they represent, and rules governing how items are generated do not produce interesting outcomes. The enemies seem to also be governed by similar itemization procedures and while that's an interesting idea, the resulting enemy variety currently ranges from posing no threat at all or being really annoying to deal with entirely due to the length of time it takes to dispatch an enemy rather than any difficulty in their attack patterns/positioning/abilities. If the trajectory of the project doesn't change to put constraints on the proc gen to produce results that are actually interesting to use or react to, this game is not gonna be a hit.3 found this helpful
A very strong foundation which I'm already having a lot of fun with. Interesting weapons that you can fuse on the fly, an endless skill tree, strong visuals, and an intriguing world map system with plans to be expanded. The game is off to a fantastic start, and at only $7 at the time of writing I can definitely recommend the game as-is. Very excited to see where this goes, and I'm sure I'll get more than my money's worth along the way.1 found this helpful
Grabbus at it's core is a top down twin sticks shooter with a dash of roguelike, dungeon crawler, and a bit of town building on the overworld. The premise is simple, you enter dungeons clearing floors by defeating all the enemies on a given floor all whilst collecting items and resources. The resources are used on the overworld map to place structures the facilitate further progression and growth of towers. You can also use them to purchase skill points to open up nodes on a skill grid or place new structures. One of the main mechanics is using Grabbus to fuse items and weapons to enhance their effects or experiment and switch things up! It keeps things fresh. The fusion is done on the fly by selecting the two items you want to fuse from a radial menu using the shoulder buttons and BAM! You got a new item, probably with a new shot type. You can also use the grab and throw stunned enemies using Grabbus, which seemed a bit tricky to pull off. Music is pretty reminiscent of a 16-bit era game. I got vibes of Sim City on the SNES on the overworld. The sprite work is good too, though there's not a ton of enemy variety at this early stage. My only complaint is the inventory, it's so…1 found this helpful
I grab it, I fuse it, I kill with it.
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