Compare Space Grunts prices across 50+ stores and find the best deal. Developed by Orangepixel. Published by Orangepixel. Released on 1/12/2016. Available on PC, Mac, Linux. Genres: Action, Indie, RPG, Strategy. Metacritic score: 1/100.

Pick your grunt class, burn through moon-base corridors at arcade speed, then die to a toxic barrel you definitely saw coming. The question is how fast you restart.

I keep a short list of games I call 'one-more-run traps' and Space Grunts earned a slot the first time a flamethrower run ended because I clipped a barrel on the wrong side of a door. That death was completely my fault, and that dynamic is the whole point. Released in January 2016 by solo developer Orangepixel (Pascal Bestebroer), this is a top-down roguelike that strips the pause-and-ponder rhythm out of turn-based design and replaces it with something closer to an arcade reflex game. Enemies respond the instant you act, so the turn clock is effectively invisible. You can play like a speed-runner or freeze and study the grid, but pressure exists regardless. For a strategy-minded player, that tension between careful positioning and fast execution is the actual engine the game runs on. The class selection at the start sets the tactical frame for each run. You pick from three grunt types: Leader, Enforcer, and Tech Junky, each of which changes how weapons and consumables behave in your hands. This is not deep class customization by any measure, but it meaningfully shifts your opening priorities. The Tech Junky leans hard on system-hacks and gadgets; the Enforcer is more direct-damage focused. Your three base weapons can be enhanced for range and firepower as you push deeper, and you will also find melee options and alternate ranged weapons scattered across procedurally generated floors. Consumables cover a wide bracket, from armor buffs and explosives through to adrenaline shots and teleporters, so mid-run decision-making about what to carry and what to leave behind is real. Health does not regenerate passively, which means every item pickup is a resource question, not a reward. The environment pulls its weight as a tactical layer too. Toxic barrels and fire pads punish careless routing but can also be leveraged against enemies if you plan the geometry correctly. Shooting certain flowers can release either radiation or healing spores, which sounds chaotic and is, in a controlled-chaos way that rewards pattern recognition over pure luck. Secret rooms and anomalies that open into unusual areas add a secondary objective loop on top of the main descent, and there are multiple route options through the base, so runs do not feel identical even when the early floors are low-stakes. The one criticism that holds across multiple play sessions is a difficulty curve that front-loads the easy section too generously. The first half of the game lets you be sloppy without much punishment, which dulls the urgency until the back half snaps the tension back hard. New players will appreciate the grace period; experienced roguelike players may find it slow to get interesting. From a mod-ecosystem and depth-of-systems perspective, Space Grunts is honest about its ceiling. This is not Caves of Qud or DCSS. There is no meta-progression across runs, no branching upgrade tree, and no community mod layer to speak of. What it delivers instead is a clean, fast loop with genuine replayability from procedural generation and class variety. Steam user reviews, while few in number, sit at 79 percent positive, which is a reasonable signal for a game this compact. If you regularly play Nuclear Throne, Hoplite, or similar arcade-adjacent roguelikes and want something that treats the turn as a micro-pressure point rather than a planning session, Space Grunts sits comfortably in that bracket. If you want build depth, long-arc meta-progression, or a robust tutorial that holds your hand, look at Space Grunts 2 instead, which trades this game's raw arcade feel for card-battler mechanics with more structured onboarding. Diego, Scout Team

Space Grunts
ActionIndieRPGStrategy

Space Grunts

Jan 12, 2016Orangepixel
GamerScout Says

Pick your grunt class, burn through moon-base corridors at arcade speed, then die to a toxic barrel you definitely saw coming. The question is how fast you restart.

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About Space Grunts

I keep a short list of games I call 'one-more-run traps' and Space Grunts earned a slot the first time a flamethrower run ended because I clipped a barrel on the wrong side of a door. That death was completely my fault, and that dynamic is the whole point. Released in January 2016 by solo developer Orangepixel (Pascal Bestebroer), this is a top-down roguelike that strips the pause-and-ponder rhythm out of turn-based design and replaces it with something closer to an arcade reflex game. Enemies respond the instant you act, so the turn clock is effectively invisible. You can play like a speed-runner or freeze and study the grid, but pressure exists regardless. For a strategy-minded player, that tension between careful positioning and fast execution is the actual engine the game runs on. The class selection at the start sets the tactical frame for each run. You pick from three grunt types: Leader, Enforcer, and Tech Junky, each of which changes how weapons and consumables behave in your hands. This is not deep class customization by any measure, but it meaningfully shifts your opening priorities. The Tech Junky leans hard on system-hacks and gadgets; the Enforcer is more direct-damage focused. Your three base weapons can be enhanced for range and firepower as you push deeper, and you will also find melee options and alternate ranged weapons scattered across procedurally generated floors. Consumables cover a wide bracket, from armor buffs and explosives through to adrenaline shots and teleporters, so mid-run decision-making about what to carry and what to leave behind is real. Health does not regenerate passively, which means every item pickup is a resource question, not a reward. The environment pulls its weight as a tactical layer too. Toxic barrels and fire pads punish careless routing but can also be leveraged against enemies if you plan the geometry correctly. Shooting certain flowers can release either radiation or healing spores, which sounds chaotic and is, in a controlled-chaos way that rewards pattern recognition over pure luck. Secret rooms and anomalies that open into unusual areas add a secondary objective loop on top of the main descent, and there are multiple route options through the base, so runs do not feel identical even when the early floors are low-stakes. The one criticism that holds across multiple play sessions is a difficulty curve that front-loads the easy section too generously. The first half of the game lets you be sloppy without much punishment, which dulls the urgency until the back half snaps the tension back hard. New players will appreciate the grace period; experienced roguelike players may find it slow to get interesting. From a mod-ecosystem and depth-of-systems perspective, Space Grunts is honest about its ceiling. This is not Caves of Qud or DCSS. There is no meta-progression across runs, no branching upgrade tree, and no community mod layer to speak of. What it delivers instead is a clean, fast loop with genuine replayability from procedural generation and class variety. Steam user reviews, while few in number, sit at 79 percent positive, which is a reasonable signal for a game this compact. If you regularly play Nuclear Throne, Hoplite, or similar arcade-adjacent roguelikes and want something that treats the turn as a micro-pressure point rather than a planning session, Space Grunts sits comfortably in that bracket. If you want build depth, long-arc meta-progression, or a robust tutorial that holds your hand, look at Space Grunts 2 instead, which trades this game's raw arcade feel for card-battler mechanics with more structured onboarding. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:indieInstant-Turn RoguelikePermadeathAmmo ManagementEnvironmental HazardsClass SelectionArcade-TacticalTop-Down Shooter

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Windows 7 or higher
Memory
2 GB RAM
Storage
200 MB available space
Graphics
Intel HD3000 or higher with OpenGL 2.1 support
Processor
2.0 ghz Dual Core
Sound Card
OpenAL supported sound card

Recommended

OS
Windows 7 or higher
Memory
2 GB RAM
Storage
200 MB available space
Graphics
Intel HD3000 or higher with OpenGL 2.1 support
Processor
2.0 ghz Dual Core
Sound Card
OpenAL supported sound card

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Reviews & Ratings

Metacritic
1

Game Info

Developer
Orangepixel
Publisher
Orangepixel
Release Date
Jan 12, 2016

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Space Grunts is available on PC, Mac, Linux.

When was Space Grunts released?

Space Grunts was released on 12 January 2016.

Who developed Space Grunts?

Space Grunts was developed by Orangepixel.

Is Space Grunts worth buying?

Space Grunts holds a Metacritic score of 1/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.