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Grind Survivors on Steam

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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 on Windows, Steam Deck and Steam Machine in 10 languages: English, German, Ukrainian, Japanese, Korean, Portuguese - Brazil, Turkish, Spanish - Spain, French and Polish.

It has received 1,343 reviews of which 927 were positive and 416 were negative resulting in a rating of 6.7 out of 10. 😐

The game is currently priced at 6.49€ on Steam with a 50% discount, but you can find it for 6.00€ on Eneba.


The Steam community has classified Grind Survivors into these genres:


Here is the detailed breakdown of supported languages for Grind Survivors:

UI Subtitle Audio
English
German
French
Korean
Spanish - Spain
Japanese
Polish
Turkish
Portuguese - Brazil
Ukrainian

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
Aug. 2026
I think the game itself is fantastic. The negative reports are coming from those experiencing various performance issues with the latest patch. It's got a Doom atmosphere, awesome soundtrack, and a good progression system. It does take a two or three runs to get a hang for the mechanics. But at the end of the day, it's a great game.
50 hours played
June 2026
I played it before, and came back now after the new update (new enemies, yadda yadda)... I have to say, you guys NEED to change the healer enemies. They shouldn't be able to be healed, even by other healers. If you get a stack of 2 or 3 healers in Endless, the game is basically over. And sometimes you just won't be able to attack them directly, so it's a doomed run. And that brings me to Endless, which seems to still carry the same problem as it did before this update: enemy health/damage reduction scales WAY too fast. It's a compounding problem. If you're gonna give enemies DAMAGE REDUCTION, they shouldn't also be getting INCREASED HEALTH, because this nerfs player damage by 4x with every increment. And the ideal way to fix that mid game, which would be killing things to get EXP, gets nullified because you basically stop killing altogether. (Now couple damage reduction with increased health with healers.) Seriously, it's a good game, I like the builds I can make in it, but take a better look at the balancing. It's clearly missing a lot of fine tuning still. Edit: Thankfully, not 2 days later (which probably means more people had complained about that already) they did indeed balance the Health of enemies (and the healer specials). Endless now actually feels playable without getting god tier luck on the rolls.
8 hours played
April 2026
Really fun survivor-style game with a nice twist thanks to the guns. The build variety is great, with lots of in-depth setups and synergies to experiment with, which keeps things interesting over time. Graphics are clean and look good even when things get hectic. Only downside for me personal is the grind, unlocking everything takes quite a while. Still, very enjoyable overall if you like experimenting with builds.
26 hours played
March 2026
3/21/26 - At just over 6.5 hours I finally unlocked another gun, I didn't even know that's how they were unlocked (or even existed). I did see if you look under Characters it shows you what's required to unlock them; but the maps don't. Maybe this is different with other characters, but with just the default one unlocked, every build REQUIRES maxing dodge, maxing shield, maxing health, maxing XP .. On the same map, which has the same bosses. With the same weapons. This makes every run feel very much the same. You cannot dash enough to make that viable. You cannot run/kite fast enough to avoid getting hit as the spawns are always in a circle around you. 3/20/26 - I have over 5 hours and still haven't unlocked a second character or map. While the synergies and builds you can make do slightly change the way some of them handle and you can build them to compliment each other with skills (all good), there are only 3 gun types and all the focus is on changing effects on the same bullets in different spreads. There needs to be more weapon variety. There are some minor quality of life improvements I'd like to see as well: - Forging needs auto-craft buttons for lower rarities so they can be auto-infused into higher rarities as they're just fodder if you're not going to recycle for ash and doing them by hand is tedious. - When you're trying to pick out a gun to upgrade there should be a way to flag that so it goes to the top for crafting and you don't accidentally pick the wrong one. - The filters are unreliable and you sometimes have to cycle through the types all the way back around to get what you actually selected. - Auto-aim is okay but does not prioritize bosses, and sometimes when you're locked in the duel square it will focus on enemies well outside the square instead of ones closer to you. - Some of the skills that stack over time have caps (maybe all?) but those are not mentioned at all in the skill text itself, you can only see when they stop accumulating stacks on the little icons at the bottom center of the screen. - Cheap skill addition: Faster altar cleanses. 3/18/26 - I can see there are more maps but I haven't unlocked one yet. There is also a re-roll individual item stats on weapons thing, that and the gambling for rank and rarity seem to be intended as the primary upgrade path over the skill tree. I was wrong about the reload slow down, it's the opposite, it's like a recoil that slows you down with kickback. I mostly play games like this to play while listening to an audiobook, and for that's it's fine, so I kept it. ------ I'm on the fence with this. The game play is fine, simple, straightforward. The forge system is fine, not amazing, you can set a filter to recycle useless stuff all at once but you have to manually configure it first. The art style is kind of Borderlands on the character and weapon models. The skill tree seems very shallow but with tons of grind to progress it. I was initially very impressed and bought both the supporter packs but now I'm wondering if I should have waited or even refunded. Survivor style games is a huge genre. I've played a lot of them. The best one is Yet Another Zombie Survivor, Deep Rock Galactic Survivor is probably second (although I did not like regular game), and I'd put Soulstone Survivors third (it has a similar repetitive problem but it has by far the best mileage - both that and this have a Just Spam Dodge fetish which holds them both back). I'd say Achilles is better than this, more characters, more upgrades more maps, a building system ... but this is better than Halls of Torment (refunded) which it will probably draw more comparisons too since people like to call that Diablo themed. The biggest problem with Grind Survivors is it feels very one-note, and you will see a similar sentiment expressed in most negative reviews. This game also needs more maps. Even at under 2 hours that's already an issue. More game modes would be welcome to. The first level is 10 minute matches, I thought that was great, but level 2 is 20 minute matches and now I'm worried (have not been past that yet). It needs more ability to zoom in/out your camera so you can see where things are. There are sometimes small graphical stutters (not my machine) but there are also stutters caused by the slow down on reload mechanic and both are annoying. I will say I've never heard of this developer and I somewhat went down a rabbit hole looking at their site and using Google translate to read Russian posts. They have job posts that say ♥♥♥♥ like "we have a generator" implying having power is a job perk - so I think they may actually be in or near a war zone. Given that I'm going to leave this at a thumbs up for now.
23 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.

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Frequently Asked Questions

Grind Survivors is currently priced at 6.49€ on Steam.

Yes, Grind Survivors is currently available at a 50% discount. You can purchase it for 6.49€ on Steam.

Yes, Grind Survivors received 927 positive votes out of a total of 1,343 achieving a rating of 6.68.
😐

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.

Yes, Grind Survivors is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Grind Survivors is playable on Steam Machine, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

No, Grind Survivors does not support VR.

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 17 October 2026 00:56 UTC
SteamSpy data 27 October 2026 20:01 UTC
Steam price 31 October 2026 20:34 UTC
Steam reviews 22 October 2026 09:45 UTC

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
6.7
927
416
Game modes
Features
Online players
41
Developer
Pushka Studios
Publisher
Assemble Entertainment
Release 16 Mar 2026
Platforms
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