SPSTEAMPULSELIVE ANALYTICS
Grabbus

Grabbus Steam news

Foxoplasm, LLC | Mar 24, 2025 | game

Released

0players observed · 6 October 2026 - 05:24:22 UTC

ActionAdventureIndieEarly AccessSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score80% positive

Grabbus news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score80% positive
  • Total reviews15
  • Release dateMar 24, 2025
  • DeveloperFoxoplasm, LLC
  • PublisherFoxoplasm, LLC

Genres: Action, Adventure, Indie, Early Access

Company pages: Developer: Foxoplasm, LLCPublisher: Foxoplasm, LLC

Top Steam chartsTop 100 gamesGame directorySteam Store page

Grabbus Steam news

Grabbus news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Grabbus v0.2.6 Released! - 27 May 2026

    Foxoplasm is proud to present the latest update to Grabbus!This update is overflowing with balance adjustments, fixes, and new features!Let us know how Grabbus feels to play with the following changes...Item Storage! This new menu, found alongside the Evolution Grid in the Status tab of the world map, is used to manage your collected items. You can sort, transfer, fuse, or trash from here!Quantagons, fusion sparks, and health orbs now all have new sprites with three tiers of value each. Loot drops will automatically divvy the larger currency rewards into these higher value denominations to make for less lag and more satisfaction!Fixed a bug in terrain collision physics that caused objects that collide with a corner at a certain angle to sort of.. "wrap" toward the corner and along the adjacent wall. This was due to momentum being improperly cancelled by the sides of an object that face…

  • New Details on Upcoming 'Grabbus' Update! - 2 April 2026

    We've been hard at work on the next update!These patch notes will be one of the larger ones seen since entering Steam Early Access...A summary of upcoming changes...-World Map 'Status' section: This will contain buttons that bring you to features like the Evolution Grid or Item Storage. In a future update, more detailed information relevant to your current play-through will also display here to the side of the buttons.-Item Storage Menu: The item storage menu is designed to be flexible, expandable, and easy-to-use. Designed with both Gamepad and KBM in mind! Simply press one button on a selected item to move or select it. Hold the same button down for a moment to trigger batch processes like recycling or fusion that allow you to select multiple items. A "tool belt" between the inventory and storage box contains the buttons for switching between transfer, fuse, and recycle modes. An addi…

  • Grabbus Update v0.2.5 - 9 January 2026

    We're proud to present the latest update to Grabbus! -The world map's visuals have been further enhanced with a lighting layer, several reworked tiles, and a complete set of foliage for each biome! -Fixed bad math in the loot power calculation, specifically related to base drop potency and first drop potency, both of which now work as intended. This should have significant effect on playability and the feeling of difficulty, so feedback on balance is appreciated! -The inventory now shows the projected potency of an item fusion, and also shows a warning symbol if one or both items are over containment! -Further optimized rotation of world map tiles using pre-calculated vectors -Further optimized data-fetching routines for world map tiles -Fixed a crash caused by an oversight in the game's database refresh script that was using the wrong type of clearing functions -Fixed a crash caused by…

  • Grabbus v0.2.4 - 27 August 2025

    Thank you for your patience!Foxoplasm is proud to present the World Map Overhaul in version 0.2.4!-New, larger tiles and decorations-16 new biomes with their own inter-blended generation rules-Animated water-Top-of-screen sky effect-New foliage-Improved performance-Rotation math somewhat de-janked-Auto-spinning attract mode activates when controls are untouched for a while-New translation-friendly tab buttons with cooler symbols and tooltips-Map can now be resized from the menu without restarting-Changes were made to gamepad detection to narrow the allowed devices (let us know if you have trouble connecting a gamepad)This one required quite a lot of artwork, which took a lot of time, so an additional artist has been tapped to help out from here!With the world map closer to its intended appearance, the next task will be to expand the building mechanics.A new internal document has been cr…

  • World Map Graphical Overhaul Progress - 27 July 2025

    Some graphics still need to be added or replaced, but the overhaul is going well! All 16 new biomes now have their terrain tiles done, and water animation is also getting tweaked.The shader previously used to recolor tiles between biomes has been removed, further increasing performance overhead, allowing the screen to be more easily filled with the new, larger tiles!Next, we'll be working on adding or updating sprites for buildings, vegetation, and other details.After all the new graphics are complete and checked-over, (and a quick playtest for balance adjustment is done), this update will be published.

  • Development Update - 26 April 2025

    To prepare for more building and exploration features, work has already begun on the overhaul of the world map screen in Grabbus! In Grabbus, the world is generated on-the-fly using procedural "cloudy" noise to determine the default appearance and height of a tile. The output of two of these layers of noise is used as a coordinate on a 2d graph of biomes that can be assigned to any given tile. These biomes relate to the terrain-generation rules and coloration of a tile. There are 9 "points" on the current biome graph that are blended between, so that transitions between biomes appear more gradual and smooth. The plan for this overhaul is: -Cut the usage of the expensive re-coloring shader, allowing for more performance headroom. -Go from 9 biomes to 16 -Give each biome its own set of ground tiles that are meant to look nice next to its neighboring biomes, making each area more distinct…

  • GRABBUS - Patch Notes v0.2.3 - 6 April 2025

    -Recipes involving containers fused with non-container items were pointing to the wrong code, resulting in the wrong potency values, these fusion recipes should now work as intended -Enemy and Treasure Orb spawn rate both slightly increased -Bonus fusion sparks awarded for completing a floor at full health has been reduced slightly, and will also trigger upon beating the final floor regardless of amount of health left, as opposed to dropping HP orbs which would be useless at that point. -The inventory can no longer be opened during a camera-move, and will automatically be closed if one is initiated -The strength of an enemy's weapon now contributes far less reward-value to their loot, and this reward value is also less effective at increasing rarity of enemy loot -When applying rarity to a newly-dropped weapon, any elixir infusions that are part of the internal rarity-granting process a…

  • GRABBUS - Patch Notes v0.2.2 - 3 April 2025

    Today's patch focuses on some of the smaller, quicker fixes that could be addressed. We are interested in seeing how this affects the feeling of balance! That sweet spot will take some adjustment to find, but hopefully, these changes can get us closer. -Screen shake can now be toggled on or off -The explosion elixir no longer affects environment tiles -The method used to generate random rolls to determine an "extra number" of times to drop items or trigger other effects has been adjusted -The potency-granting elixir gives less power to weapons fused with it, and now drains faster and less efficiently the higher its potency is -Dungeon size has been adjusted to start slightly larger, but scale a bit less with difficulty -Decay time of quantagon pickups has been extended -Items now take potency damage when striking anything after being thrown -Enemies now take more base damage when striki…

  • Roadmap! - 27 March 2025

    Immediate: -Feedback collection At this early stage, we'll be keeping a close eye on player feedback to identify and address bugs, balance issues, and other playability barriers. After we determine that enough has been done to make the baseline experience smoother, it will be time to begin adding new features and content variety. Near-Future: -World map visual overhaul At the moment, the world map is comprised of only a handful of shader-recolored tiles and some trees. Larger ground tiles with more variations will be used to fill the screen a bit more. The re-coloring shader is a bit slow, so this will be removed (using just normal pre-colored tiles) to help add performance overhead for other enhanced effects on the tiles or a larger map. New vegetation and decorations will be placed to better convey the "otherworldly" vibe. The background and edges of the map will also have a visual to…

  • First patch! - 25 March 2025

    -On gamepad, default input for SHIELD/THROW has now been correctly set to Left Trigger as intended -Enemy damage-receiving radius extended slightly, making them a bit easier to hit -In gamepad mode, the world map cursor now starts properly centered -Projectiles now have a slightly larger minimum visual scale -More reliable handling of looped noises -Tower dungeon size is now drastically reduced to start, scaling up with dungeon potency(difficulty) and floor count -Random roll for number of total floors in a tower has been reworked -Loot rolls from rainbow seeds have been given drastically reduced scaling from difficulty -Number of treasure orbs on a floor is now affected by a random roll, there will be generally fewer as a result of this and reduced dungeon size -World potency(difficulty) now reduces by only 5% (multiplicative) instead of 10% on defeat, and now increases by one percent…

Patch notes and updates

S.noRelease datePatch nameGID number
19 January 2026Grabbus Update v0.2.51821288646581694
26 April 2025GRABBUS - Patch Notes v0.2.31795917897432335
33 April 2025GRABBUS - Patch Notes v0.2.21795917897337073
425 March 2025First patch!1794830911042704

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.