
Game intel
Grind Survivors
Grind Survivors is a fast-paced action roguelike where demon hunters face endless hellspawn. Dodge, loot, and blast through brutal bullet-hell combat with dyna…
The survivors genre is overflowing with quick-hit time killers-Vampire Survivors lit the fuse, and we’ve since seen standouts like Brotato, Halls of Torment, and Soulstone Survivors carve out niches. So when Assemble Entertainment announced Grind Survivors from Pushka Studios at Gamescom’s Awesome Indies, I expected more of the same horde-herding autopilot. Instead, two things popped: Diablo-esque randomized loot with affixes, and a mid-run crafting system called The Forge that lets you merge, reroll, or straight-up obliterate gear for power. That combo, if it works, could add just enough brain burn to make the chaos feel fresh.
Grind Survivors is an action roguelike where you stomp demon hordes across multiple biomes (scorched cities, burning forests, hellish arenas), juggling bullet-hell survival with buildcraft. Every run feeds you randomized loot—shotguns, relics, and more—with stat rolls and affixes that should enable synergies beyond the usual “pick the purple upgrade.” Between fights you hit The Forge, a risky tinkering hub to merge dupes, reroll mediocre rolls, or sacrifice gear for power spikes. There’s an Endless Mode for the min-max crowd, and the team is leaning into “intense gore and destruction” with a heavy metal aesthetic.
It’s coming to PC and consoles in 2026, with a playtest live on Steam now. The studio—Pushka from Ukraine—has years of co-dev and porting work behind them and calls this their first original title. Publisher Assemble has a decent indie track record (Roadwarden, Lacuna, Sticky Business, and the Endzone franchise via in-house Gentlymad), which suggests they know how to shepherd quirky ideas to market rather than sand them down.

Survivors-likes usually keep you on a deterministic upgrade treadmill: pick a handful of passives, watch numbers go brrr, and pray the bosses don’t corner you. The second a game adds itemization depth, the whole loop changes. Randomized weapon origins and affixes can create build arcs that force reactive play—pivoting into burn/bleed stacking if you find the right perks, or gambling at The Forge to chase a tier bump before a wave spike. Done right, that’s the good kind of tension: choices with teeth.
The Forge is the swing factor. In similar systems (think Risk of Rain 2 printers or PoE crafting), the line between “thrilling risk” and “I just bricked my run” is razor thin. If Grind Survivors lets you mitigate risk—burn common mats to protect a legendary, or lock an affix before rerolling—the crafting becomes a playground instead of a punishment. If it’s pure RNG with catastrophic failure states, most players will ignore it or save-scum. Balance will be everything.

Also worth watching: how wildly the loot system rolls. Affix bloat can turn builds into spreadsheet homework, while too few meaningful mods leaves everything feeling samey by hour three. The sweet spot is “learnable randomness”: enough variance to surprise you, enough structure that experience pays off.
The two-year runway is both good and risky. Good because Pushka can iterate based on today’s playtest feedback. Risky because the survivors space moves fast; by 2026, players will have seen five more twists on the formula. If Grind Survivors nails its identity around The Forge and loot chase—fast runs, crunchy decisions, and builds that feel yours—it can still land. Assemble has shipped thoughtful indies before, so I’m cautiously optimistic on scope control and polish.

For now, the playtest is the proof point. If it already feels snappy on controller, communicates danger clearly amid the gore, and makes Forge gambles feel clever instead of cruel, there’s something here. If not, there’s time to tune. Either way, this is one survivors-like I’m not dismissing out of hand—because underneath the demon splatter, there’s a proper loot game trying to break out.
Grind Survivors blends survivors chaos with Diablo-style itemization and a risky crafting Forge. It could be the rare horde survival game where decisions matter mid-run, not just at level-up screens. The playtest will tell us if the risk-reward tuning—and the readability—are on point before its 2026 launch.
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