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Space Grunts Activation Code [key]

Updated: Mar 18, 2020





















































About This Game The year 2476, Earth's space-federation has been building moon-bases across the galaxy. One of those moon-bases has been sending a distress signal. Space Grunts are a group of intergalactic "problem" solvers, sent to investigate..You play one, out of a team, of Space Grunts, and your mission is simple: find your way into the moon-base, and figure out what has happened. You'll have to fight your way through aliens, robots, security drones and base-systems. Find the lower levels of the moon-base, and get to the core of the problems.Consumables - A large collection of consumables can be found all over the moon base from weapon enhancers, to destructive toys, armor, explosives, system-hacks, and more. Use the items wisely to advance deeper into the moon-base.Weapons - Starting with three standard Grunt weapons, you will be able to enhance them for more fire-power and range. On your way you'll also find alternate weapons, and melee weapons.Secrets - There are various ways to complete the game, anomalies leading to weird places, underground routes, and mysterious items to transport you to other area's of the moon-base. On top of these there are secret rooms and area's located all over the base, so never a dull moment! Can you find the core of the problems? a09c17d780 Title: Space GruntsGenre: Action, Indie, RPG, StrategyDeveloper:OrangepixelPublisher:OrangepixelRelease Date: 12 Jan, 2016 Space Grunts Activation Code [key] DISCLAIMER: This game is a work in progress and I plan on spending more time with it. I will update this review as needed.Forgettable name aside, Space Grunts is actually a pretty interesting game. It plays like a hybrid of a turn based roguelike\/roguelite with the pace of an arcade game. The gameplay itself is pretty simple. When you move or shoot, enemies can do the same. There's no skip turn button, so you need to think a bit about how you're going to position your marine to deal with enemies. The gameplay loop is that you spawn into a level and you move room to room clearing out baddies. You start with three weapons: A shotgun, a railgun, and a frag grenade. As you progress through the levels, you'll find more items that mix things up. It's simple and fun. If you're a fan of roguelikes\/roguelites, give this a try. For $10, it's a good deal.Pros:- Easy to pick up.- Polished for an Early Access title.- Decent aesthetic and sounds.- Fast paced and fun gameplay. Cons: - Visually simple.- Not as deep or complex as the genres it draws from.. A fun roguelike game, I find it rather hard. The preview pictures gave me an impression of a rush game, but you got to play rather carefully and lure enemies in favorable positions. You can use props and environment to your advantage, and there is a reasonable number of item drops and upgrades to help you going.The music is pretty bearable and not at all what you would expect with such graphics.It is rather shallow but that is to be expected and though the graphics are meant this way, they could be a tad more advanced. Still I found this rather entertaining so far (5 hours), fresh and soothing in it's simplicity.Great if you have little time, are tired, and want mindless fun.. An absolute gem of a game. Super fast paced fun with high replay value. Full of surprises.. This game is great! Perfect mix of roguelike and strategy. Still feels like a real time combat game with how fast each turn can be played out. Plus I love the art, humor and depth of the game's systems. Worth checking out and perfect distraction when you have some time to kill.. I'm a newcomer to rogue-likes/rogue-lites, introduced through The Binding of Isaac and Rogue Legacy. Both are really fun and I enjoy them immensely. However, they feature real-time combat. I prefer turn-based strategy. I'm also partial to sci-fi themed games. Space Grunts ticks all the right boxes: turn-based combat but still fast paced; well balanced; sci-fi theme; cool music, and last but not least, gorgeous colourful pixel art. For an early access game, it seems incredibly polished. Additionally, unlike many rogue-likes, the diffuculty curve is fairly gradual, there isn't a giant spike. Everything seems very balanced. This is my kind of game. If any of that sounds good to you, it might be your's as well.. Bought this during early access on steam. Please see below video for my "initial" blind thoughts as I played through my first game. Too Long Didn't Watch: Strong first impression: enjoyable, pretty good variety for early access, will be playing more. https:\/\/youtu.be\/pWHDPfCf7cQ. I'm a newcomer to rogue-likes\/rogue-lites, introduced through The Binding of Isaac and Rogue Legacy. Both are really fun and I enjoy them immensely. However, they feature real-time combat. I prefer turn-based strategy. I'm also partial to sci-fi themed games. Space Grunts ticks all the right boxes: turn-based combat but still fast paced; well balanced; sci-fi theme; cool music, and last but not least, gorgeous colourful pixel art. For an early access game, it seems incredibly polished. Additionally, unlike many rogue-likes, the diffuculty curve is fairly gradual, there isn't a giant spike. Everything seems very balanced. This is my kind of game. If any of that sounds good to you, it might be your's as well.. Yeah, its true, this is essentially a turn-based version of Nuclear Throne. But wait, before you dismiss it, understand that it is really well done, and definately has earned its place in competing with NT. While I love Nuclear Throne, this title may actually get more of my time because IMhumbleO anytime you add turn-based mechanics, things get better. I said I would only boot it up to check it out, but four hours flew by - that rarely happens to me. Dissertation work was put on hold for this mother******.Pros:+Butter smooth gameplay with either a mouse\/keyboard or from the couch with a controller. You can play as fast or slow as you want.+Artwork is pretty great+Utterly addictive one-more-run kind of coffee-break game here.+Unlockables such as a bestiary and new playable characters that have different stats (not just skins).+Daily runs.+Learning curve is not as steep as many other roguelikes.+No cheap deaths.Cons:-Probaby best in 1-2 hour play sessions maximum (like any coffee break game).Totally worth full price IMO. I will get a lot of mileage out of this, plus there is more to come a la Early Access.. Good game, but after recent update the game is unplayable. 20% discount by pre-ordering my new game: Meganoid - now!: Meganoid is about to be released (March 30rd) and you can now grab 20% discount by pre-ordering! Find the pre-order and information here:http://www.orangepixel.net/meganoidMeganoid is a challenging platformer, generating new levels on every play session. Find many items to enhance your character and his abilities while you descend down into the Meganoid space ship.Steam page:http://store.steampowered.com/app/606030. update 20: put your masks on!: This update comes with one new item: gas-mask, which work great against poison and radiation.On top of that, I added radiation rooms just for the fun of it. These are mostly located in the radiation zones (duh) and there are safe ways to cross them, don't worry.I tried hunting down the random crash people seem to have on leaderboards.. think I fixed it, but let me know if you still run into those (I haven't seen a single crash on my end strangely)other than that just some minor stuff, as I've been feeling under the weather a bit, so taking it slow.see you on the other side!interface:fix: renamed the “ancients portal” achievementfix: PS3 controller support: left+right shoulder buttons and Start button addedfix: daily score should now also show up in best scorefix: text placement on inventory-select dialog attempt to fix random high-score screen crashesgame:added: “radiation” roomsadded: gasmask itemchange: fire-rooms now often have a “rare” item in themchange: aliens now also stopped by spiderwebsfix: graphic bug for “switches”fix: made poison / healing spores more translucent, slightly shorter time period. Beta update #8: Stats and Boards: Another week, another update. As mentioned in the previous update I started running some test with the leaderboards, and after some changes to the code, this version now has them activated. I might still need to fix bugs in it, and they might get reset before an official release, but for now.. let's see how it goes!I also started working on the statistics screen, I know some of you really love stuff like this. It's a work-in-progress, but some nice starting info is now there to read and even more info is being tracked in the background for future stats and achievements.This update also brings up some tutorial boxes on your first run.. so don't get annoyed by those, they only pop up once! (I hope)Oh! and almost forgot.. some of the items are now damaged! So their mileage may vary a bit. If they are damaged it will be noted when you pick them up and in your inventory, besides a little visual effect warning you in advance.Enjoy!interface:added: “Best run” leaderboard (beta, might be reset)added: first couple of statistics (work in progress)added: improved game instructions (pop-up once)fix: map now renders CPU terminalsfix: portals on map now blinkingfix: made datacard-info closable with action-keyfix: checking stats/data from pause won’t quit gamefix: renamed “play” in pause menu to “continue”game:fix: shell count could reach less than 0 when using berzerkerfix: “alien cave” zone was broken (not showing up)fix: alien-goo can now also hurt alienfix: npc stopped asking for item you just usedchange: made berzerker effect more visualchange: increased chance of different paths in first 2 levelsadded: some items can now be “damaged” usage will varyadded: <secret> to the <secret> !. New Orangepixel game is coming!: I'm currently wrapping up work on my new game: Gunslugs:Rogue Tactics, and will be doing a public-beta soon! The fight against the Black Duck Army continues in a much more serious way:Gunslugs:Rogue Tactics is coming and it introduces the game to stealth, sneaking, tactics and much improved gameplay!You can wishlist the game now, and jump onto Discord.gg/Orangepixel to be part of the upcoming public-beta!More information here: Gunslugs: Rogue Tacticshttps://store.steampowered.com/app/1012360/GunslugsRogue_Tactics/. Update #12: Daily challenge and Early Access: update 12b pushed a quick fix for a "overkill" of loot-drop for Captain, make sure to update to 12bachievements: achievements will be set live in update 13 (thursday/friday)Yesterday the game went "live" in Early Access, so welcome to all the new players! Hope you enjoy the ride. You'll notice I push updates pretty regularly, currently at about a "twice a week" rate, and I plan to keep doing that for a few more weeks/months, as I work down my feature list and any feature-requests you guys might leave in the forums or on my twitter feed.This update brings "Daily Challenge" mode, it might still need some fixing and tweaking, but my own tests went flawless.. so let's see if we can beat each other in those daily leaderboards : One chance only!I also activated the first bunch of achievements, there are three achievements not yet unlock-able, mostly because I don't really know what Steam does with "completed games" if I add more achievements later on.. For now, the only achievements that shouldn't work are the "max ammo-upgrade" ones.Finally, if you enjoy the game, please help me with spreading the word and hopefully leaving a little positive review.interfaceadded: “play” menuadded: “daily challenge” to the play menuadded: daily leaderboards to stats menugamechange: rebalancing item dropschange: stopped portal from appearing in first levelsadded: Daily challenge mode (work in progress)added: first collection of Achievementsadded: animation for “underground cave”added: animation for “ancient temple”added: ammo-icon to “weapon upgrade” dialogfix: “underground cave” showed up in level 3 causing level bugsfix: end-boss didn’t have “Switches” turned on, making it easy to complete. Beta Update #3 - work on the interface: Really loving the feedback you guys are giving through the forums, messages, tweets, etc. It allows me to improve the game in all area's.In this update I tackled a lot of the interface things, normally something I delay until closer to the end of the work, but I got so many requests and remarks about various bits and pieces that I decided to start fixing it a bit sooner.The options menu now comes with proper resolution settings (in windowed mode) and there are now some nice volume sliders for music, effects and ambience.. so go crazy on those!Luckily I also had time to add some new cool game related stuff: fire, acid, improved sounds, and more!So grab the update, and read the list to see what's new:interface:new: resolution setting (windowed)new: music,sound,ambience volume slidersfix: improved gamepad button layoutfix: M or TAB key now open the mapfix: inventory now opens with first item selectedfix: gameover screen easier to readfix: “killed by” info should now work better (i.e.:not change)game:new: poision from plants now also hurts aliensnew: acid barrels (later levels)new: fire-spreading (later levels)fix: increased Drone attack ratefix: changed/added/improved various sound effects for monsters/robotsfix: laser-turrets now show their directionfix: various bugs with the warper-creaturefix: alien-plant shows triggers less speechfix: new laser-weapon sound (work in progress)fix: stronger laser weapon now looks and sounds differentfix: upgrading current weapon wouldn’t include “double shots” until reselected. update 13: B-skins and Achievements: Good day! I'll type this quickly so that I can try my hands at today's Daily run, so here we go:Achievements, now activated and working ;) Someone mentioned B-skins, and I loved that idea a lot so they are now added.. unlocking them isn't easy, will see if I can come up with some more hints or something for that. Also added your personal-best to the leaderboards which was another idea from the forums. Your current best isn't there, since the recording of your best runs starts now. Do make sure to leave your ideas and thoughts in the forums or on my twitter (@orangepascal or @orangepixel) I love getting good feedback and improve the game based on that..As for the rest of the update, a bunch of fixes to both the interface and the game, so go update and play! interface:added: handling more characters in character select screenadded: “personal best” now shown below leaderboardsfix: full inventory screen didn’t play nice with mouse-controlsgame:added: basement zone now has ambient soundadded: B-skins for main characters (secret unlocks)added: activated first batch of Achievementsfix: can’t abort the daily-challenge anymore to restartfix: made Daily leaderboard sorting order Descending by defaultfix: “anomaly” animation now triggers fade out + typo fixfix: turret animation jumped 1 pixel fix: Warper sometimes leaving a solid-invisible “block”fix: tried to make sure always 1 “free” spot around player on level-startfix: world 5 NPC’s now have text. Update #10: the final boss: It's here! the final boss, some of you already ran into a "work in progress" version of him over in level 15/16. Well now it's final, and defeating him will be the final task to complete the game.Also noticed some of you got very close, or even over, the 2 hour mark for a single run.. wow! I really thought people would be able to play in an hour max, so 2 hours would be a safe bet. Apparently, I was wrong. This does mean the leaderboards needed a reset and change due to the wizardry going on fitting all that high-score info into the Steam scorelist. The max amount is now 5 hours, if you go over that, it will just round to 5 hours. Obviously the faster times will get a higher-ranking, so don't take too much time to kill those aliens.Further more a LOT of fixes and improvements, so go dive in and have some fun.Next week will see the gates open up as the game officially enters Early Access and will be available from the Steam store. Just a few more "must do" items on my list before that, and once it hits EA I'll be pushing various new ideas and things I still have on the listagain: feedback is welcome! idea's as little as items or alien-types can spawn whole new ideas, so keep those coming !interface:fix: leaderboards now can go up to 5 hours (thought 2 was enough!)change: reset leaderboards see above for reason!fix: scores now show hours when neededfix: default resolution and windowed mode for first installschange: moved active items lower on screengame:added: final level+boss fight! (level 16)added: ending after boss-fight (work in progress)fix: skitters now more fair (not shooting through everything)fix: bugs with laser-turret not hitting monstersfix: room with the secret entrance, and secret, now working correctlyfix: various bugs with alien-goo not behavingfix: various bugs with NPC’sfix: various bugs with items and turnsfix: various bugs with using itemsfix: some background stuff could be shot thru by railgunchanged: NPC’s now offering mostly “rare” items for tradechanged: “egg-pods” now blowable (with enough power or explosions). update 25: soooooo much stuff: First, if you enjoy the game, please leave a review for others to read, this helps the game, it helps me stay motivated, it helps other potential players, and basically it helps the universe! (I think) - thanks.So what about the update.. well it's a MEGA BIG ONE!I fixed a lot of little bugs, including the stupid hack-key crash bug, the ducky bugs, and on top of all that managed to come up with a bunch of new ideas and features.You'll now have a nice level-progress bar, which will show you how close you got to completing the game. It's displayed at the start of your level, in the map screen, and on the game-over screen (making for some nice screenshots).I also added a bunch of new "rare" and pretty powerful items, with some achievements attached to them. Some experiments with camera-control for special events (I hope to have some interesting special events in future updates that use this) and just a lot of cool stuff.and some more balancing.. as always feedback is welcome and very much useful!interface:added: level-progress to chapter name, map screen and game-over screenfix: music-volume on/off setting had some bugsgame:added item: ancient orbs atlasadded item: ancient orbs detoxadded item: ancient orbs portalusadded item: ancient orbs extenderadded item: adrenalineadded item: secret-room detector (perma-item)added item: spider-nest detector (perma-item)added item: weapon-upgrade detector (perma-item)added item: Gaia statue (?!)added: quack sound to the decoy duckadded: squeel sound to mommy spidersadded: camera-focus effects for specific eventsadded: “chatsound” to the “secret area” speech bubbleadded: achievement “Escape zombie attack”added: achievement “Use Gaia”change: aliens will chase duckies more aggressivelychange: weapon-upgrade now more likelychange: speech bubbles partly translucentchange: increased rate of NPC spawningchange: electric-fences now also disable with hack-keyfix: hack-key / cpu access crashing the gamefix: aliens chasing “invisible” ducky (once you shot it)fix: various minor text bubble bugsfix: ducky scaring aliens instead of luring themfix: 1-square dark-wall render bugfix: railgun now also goes through broken-alien podsfix: destroyed poles now also remove their flags fix: stopped space-cube from spawning when already at max. update 27: interface changes and game tweaks: Don't be scared: the interface has seen a change in color, I find this more fitting to the setting of the game and never was happy with the blueish boxes. It's actually a miracle I kept them in for this long!I also added a few more interface and user-friendly-ness changes to the game, especially for new players (welcome!). This includes a little info on what datacards are all about, but also shows an upgrade dialog when you pick up the Amulet, Space cube, or tech-manual.. so that those event's are more apparent.enjoy! and as always feedback and idea's are welcome! (really running out of idea's now.. which is good, since the game is mostly complete at this point)interface:added: “back” to credits screenadded: mobile interface (android and ios version)change: interface colors/details game:added: Alien healing-statue now does some alien-damage around it when destroyedadded: alien-goo roomsadded: some barrels now leave radiationadded: dialog showing upgrades (luck,tech, inventory)added: small “radiation” areas in radiation zoneadded: tutorial-infobox for Datacardschange: increased drop-chance for gas-maskschange: space-cube now increases inventory with 3 (was 6)change: Strongarm now has a few more inventory spots at startchange: Orb - Portalus made into a normal item: Portaluschange: floor-scorch marks now appear more often in big explosionschange: text-bubbles start opaque, slowly get transparentchange: slight increase in drop-rate for datacardsfix: damaged-item having a weird white-rendering bugfix: berzerker gun now stops when bullets are depletedfix: small increase in chance of the “cave” levelfix: bug for hidden-room detector going crazy

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