Grind Survivors on Steam - User reviews, Price & Information

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Grind Survivors is a fast-paced action roguelike where demon hunters face endless hellspawn. Dodge, loot, and blast through brutal bullet-hell combat with dynamic builds and ever-changing weapons in a scorched, demon-ridden world.

Grind Survivors is a bullet heaven, action roguelike and bullet hell game developed by Pushka Studios and published by Assemble Entertainment.
Released on March 16th 2026 is available only on Windows in 12 languages: English, German, Ukrainian, Japanese, Simplified Chinese, Korean, Portuguese - Brazil, Turkish, Spanish - Spain, French, Polish and Traditional Chinese.

It has received 1,308 reviews of which 955 were positive and 353 were negative resulting in a rating of 7.0 out of 10. 😊

The game is currently priced at 9.74€ on Steam with a 25% discount, but you can find it for 5.11€ on Gamivo.


The Steam community has classified Grind Survivors into these genres:

Media & Screenshots

Get an in-depth look at Grind Survivors through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-4690 / AMD Ryzen 5 1500X
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060 6GB / AMD Radeon RX 580
  • Storage: 8 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

22 hours played
March 2026
First, a disclaimer: I'm a huge fan of Vampire Survivors-like games; I have ~40 of them in my library, either fully or partially completed. This game is one of the GOOD clones, and that's why I want to criticize it, because it has merit, and there's a way to make this game one of the best in its niche. These Doom and Darksiders vibes are pretty cool. Weapon balance issues. - There are a lot of weapons. And there's an absolute beast (the Teslagun), and then there are significantly inferior options (for example, the Sawgun, which is unlocked after the Teslagun, and is inferior in every way: range, cleaning potential, ease of use). Solution: re-visit weapon balance based on the players usage data. Do not act stupid, please, do not nerf the Teslagun, instead make buffs for the revolver, sawgun, etc. They are too weak on higher dificulties. Enemy balance issues. - Enemy movement speed is insane. Because of this, the -20% enemy movement speed rune and the +20% movement speed talent are essential simply for a more or less comfortable gameplay experience. - There are absolutely monstrous Zerg rush waves in terms of survivability. For example, Giant Suiciders plus very fast and durable winged demons that surround the player and prevent them from passing. Having 70% dodge (the maximum in the game) and 20+ health is the only thing that gives you a hope (!!!) of surviving such a wave. Another example is a Zerg rush of Shield Bearers (mission 3) plus literally anyone else. - The Shield Bearers (mission 3) are immune to the target piercing perk. Until you break the shield, there's no hope of penetrating the Shield Bearer and the targets behind it. No matter how lethal the weapon, the shield breaks, as I understand it, based on the number of hits it takes, not the damage, which automatically makes builds using slow shotguns, for example, not viable. - In Endless Mode, the difficulty curve is so nonlinear that it's impossible to keep up with it in terms of damage. I ran two tests: in the mission 1, I only took unique talents, without stacking damage from the same talent when the game offered such an option. After 20th-minute-boss defeated, I felt like I had no damage at all, even though I had a +5 weapon and the highest level of the weapon available at the time. In the mission 2, I stacked damage and aimed for damage-boosting synergies. I didn't even make it to 25th minute. Enemy variety issues. - In the first two missions, the bosses have exactly the same attacks, and all of them (except for the Spider and the Winged Demon) are the same only differing in color. The bosses in the third mission (except for the final boss, the Worm) are a simple repaint, but at least their attacks are now different. - Almost all enemies are the same in each of the three missions. Perk and rune balance issues. - Due to the issues described above, a number of perks and runes are MANDATORY . A rune for monsters' run speed debuff, a rune for damage multiplier against "cursed" enemies; The talents ALWAYS require the same set if you want to complete a kill: lightning, curse, bonus damage, ricochet, piercing, health, dodge, crits. In other words, you can forget about even a basic build; there is none. - The 2nd hero we gain, Solara, is the only hero you need. She is just STUPIDLY strong with her Active Ability and Hungry Bullets + Translocation synergies. Add the HP talents, and you are immortal. WHICH MEANS, do NOT nerf Solara! Maybe lightly. But the other heros have to get some HUGE buffs to become competitors to Solara. - The passive Skill Tree is TINY. After you get all the passives and rune slots, there is no way to spent hundreds of dust we gain from bosses and elites. Add some nodes: – chance to spawn XYZ, – slow enemies by XX%, – damage vulnerability, – push distance, – chance of spawning altars up, – chance the altar will be of a higher rarity, – pierce damage, – XYZ element damage, – increased chance to set a status effect XX% on enemy, – crit damage, – enemies spawn rate and/or amount (lower/slower rates), – projectile flight speed, – projectile travel distance, etc, etc, etc. There is a TONE of what we can get to make the grind and gameplay noticebly better. UI/UX, control, and other issues. - No bestiary. A minor, but annoying issue. We need some addition to Codex. For example, who is Baldur? We have to stike him with lightning 1,000 times, where can we find him? And who is Troll? What the "double barrel" in Quad Barrel achievement? No answer. - No tabs for build presets (hero + runes + weapon). The builds variety is tiny, still it's there, and the tabs to switch between melee (elemental/raw) and ranged (elemental/raw) builds would be HIGHLY appreciate. - There is perk reroll possibility but we can not banish perks, which would be EXTREMELY useful in Endless mode due to we can stack here multiple identical perks. In this case, then the exponential growth in power of enemies every 20 min would become much, much more manageble. - Some achievements are STUPIDLY grindy, without a purpose. For example, I've "finished" the game yet (unlocked every gear, hero, mission, ended all 40 min runs). I'm not even CLOSE to finish the Shieldbreaker and Charge challenges. - Poor achievements tracking. They are essential for unlocking new stuff, so a manageable tracking (what to track now and the exact numbers to execute) would be nice. - During the game, "synergies" are only visible when you're getting close to the desired perk. If you have the synergy, it's highlighted; if not, it's not. It's impossible to plan your build path, unless you learn which perks are responsible for which synergies. Sorry, guys, but this is an unnecessary complication that's not justified in any way. - The arenas that appear during the boss fights disappear gradually. You intuitively expect to be able to slip through the gaps. But no, you can't until the entire barrier disappears. You either need to allow slipping (which is a big help, given the size of the hordes) through such gaps, or visually indicate that the arena disappears simultaneously along its entire perimeter. - When selecting perks while controlling the character with WASD, the controls "get lost": the character stops moving in the direction he/she was moving, and you have to release the movement buttons and press them again. Not a problem when there are 10 enemies on the screen. But those split seconds are a problem when there are 100 enemies and 20 projectiles on the screen. It's literally a question losing a run. - In Endless Mode mission 3 after 1h of gameplay, the Worm boss bugs and stays underground after a few dives, and it's never shows up again.
32 hours played
March 2026
Sadly, it s clear the devs decided to take no risk. It s all pretty basic, with few and unoriginal mechanics. I took it because it looked good. And in the end, there was enough hours where I had fun (about 20h). If it was a dish I would say I m not hungry anymore, but it was unremarkable. It s niche, I can see those who like the genre enjoy it for a bit. Not worth the full price though. A good discount is warranted. --- Some details 20h were fun, the rest was more me testing different mechanics (some dont work as written, some are not explained, etc.) It takes about 18h to unlock 90% of the game. The rest is kept behind a lot of mindless grind. Lack of diversity --- - out of 4 playable characters, 2 are generic, 1 is with a useless power (unless you make a very specific combo) and 1 has a fun power - out of the 8 (?) weapons, 1 is just unplayable as it detonates after a certain time at max range (making it impossible to hit moving enemies), 2 have problems with the range (trying to shoot mob out of range) - there are only 3 maps with different difficulties (there is one set of mobs per map, making it repetitive) - you unlock one difficulty at a time and when you won the 5th difficulty of the first map, you unlock the second, etc. (very basic progression) - the weapons you loot get stronger with the difficulty, so the best loot is on the last map, on the last difficulty or infinite (you ll end up playing the same map over and over) - during a run some upgrades are useless and can be avoided, making the pool of useful upgrades smaller (and pushing toward the same "meta"-build over and over) - the "best" build I found to deal damage doesnt require weapons or powers (making all characters and weapons irrelevant) Lack of polish --- - there is no way to speed up a run (you cant make the runs quicker, making the grind a chore) - there is no way to skip/ ban/ lock away an upgrade - some weapons attack mobs that are not in range - all weapons attack mobs even when they cannot be damaged (because invincible while unburrowing, or because dead during an animation) - there is no way to reroll the improvments on weapons, making it impossible to build a weapon specific to each class (it s just random, you ll have to grind a lot just to find an okay weapon for each class) - some mob cancel certain mechanics/ are immune to certain mechanics (not explained, no bestiary) - you cannot see the upgrades possible during a run, there is no index (you have to remember the wording of all upgrades) - some mechanics are not explained and/ or dont work together (like piercing and bounce, the teslagun and the synergy "bullets getting off screen come back from the other side", etc. ) - in infinite, you can pick up the same upgrade several time, but some upgrades stack and others dont (there is no way to tell in advance, sometimes testing is not possible and you have to remember) - some unlock depends on killing specific mobs in a specific way, but there is no bestiary so good luck with finding which mobs to target
19 hours played
March 2026
Its a bit of Doom, Diablo and Yet Another Zombie Survivors. Everything feels slick, polished and frenetic. Plays excellent on Steam Deck, although the text needs some optimization (very small at time of writing). For genre fans, this rocks.
9 hours played
March 2026
I loved the demo, and this new Bullet Hell will probably keep me busy for the next few weeks. While I’m still discovering it, I just wanted to mention that it runs perfectly on the Steam Deck, around 90 fps in medium and everything remains clearly readable.
7 hours played
March 2026
Played the demo a bunch so ignore the playtime at review. This is the best survivors-like I've played so far. The gameplay is fluid and juicy, the weapons are fun and meaningfully different. The in-run upgrade system is very similar to 20 Minutes Till Dawn which is a great game but a bit too samey for my tastes. This game does not have that issue AND it has a hugely in depth and interesting meta-progression system. Unlike most roguelites (esp survivors games) where you simply get unlocks and that's it, in Grind Survivors there is a whole crafting system with random modifiers, tiers, and rollable values. It's really in-depth, feels like something out of Diablo or Path of Exile. My issue with those games though is that the playtime required to do anything interesting is immense, taking that deep crafting system and making it the meta-progression of a game with short runs is genius! Really happy to give this game an early positive review. It's polished, fun and clearly had a lot of love and thought put into it. If you like the genre, this is gonna be a staple so get it now :)

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Frequently Asked Questions

Grind Survivors is currently priced at 9.74€ on Steam.

Yes, Grind Survivors is currently available at a 25% discount. You can purchase it for 9.74€ on Steam.

Yes, Grind Survivors received 955 positive votes out of a total of 1,308 achieving a rating of 7.04.
😊

Grind Survivors was developed by Pushka Studios and published by Assemble Entertainment.

Yes, Grind Survivors is playable and fully supported on Windows.

No, Grind Survivors is not playable on MacOS.

No, Grind Survivors is not playable on Linux.

Grind Survivors is a single-player game.

Yes, there are 2 DLCs available for Grind Survivors. Explore additional content available for Grind Survivors on Steam.

No, Grind Survivors does not support mods via Steam Workshop.

No, Grind Survivors does not support Steam Remote Play.

Yes, Grind Survivors is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Grind Survivors.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 11 June 2026 01:33
SteamSpy data 16 June 2026 17:01
Steam price 18 June 2026 13:09
Steam reviews 17 June 2026 04:07

If you'd like to dive deeper into the details about Grind Survivors, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Grind Survivors
  • SteamCharts - Analysis of Grind Survivors concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Grind Survivors compatibility
Grind Survivors
Rating
7.0
955
353
Game modes
Features
Online players
168
Developer
Pushka Studios
Publisher
Assemble Entertainment
Release 16 Mar 2026
Platforms
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