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Hi everyone,
It’s been a while.
During the past month, life forced me to step away from development. It wasn’t a decision I wanted to make, but it was necessary. Now I’m finally back, and I wanted to share where things stand.
First: A new Swarm Grinder update is on the way. We plan to continue supporting the game with regular updates again.
Second: Geo Grinder is nearing release. Development is in its final stages, and we’re excited to share more with you very soon.
Thank you to everyone who stayed with us during this time. Your support, patience, and encouragement mean more than you know.
— Kagan
Hi guys, it's been a while. We know that you guys have been waiting for new updates and that we are behind schedule.
But DO NOT worry, we are still working on the new updates and features mentioned on the roadmap.
Soooo... What really happened? Well.. Life happened, we had some personal and health issues that pushed the update release dates towards the summer and while we are still recovering from that, the update about the new playable mech is ready and we will release it very, very soon!
Sorry about the late announcement, we hope you guys will play through the new update when it releases.
Ohh and before finishing this up,
If you like incremental games and want to see how we merged them with bullet hell / boss rush genres then don't miss out on Geo Grinder!
We are still working on Swarm Grinder, Geo Grinder and a new game that is a secret for now. We hope you will continue to support us through this journey.
That's all for now, if you have any questions you can either ask here or in our discord server down below,
See you guys in the next update!
This is the last one, I promise
Here is a sneak peek at the third game we have been working on, stay tuned!
--Berke
Kağan here.
Some of you might remember my last two posts:
and now our next step;
Discord: https://discord.gg/fMQREtrp
This server has been idle for too long. That changes now. The Last Bite Games team will be actively here while working. You’ll see things as they happen. I’ll be around, but this space won’t depend on me anymore. The team will take it forward. Inactive channels are being removed. New ones will be created based on real use. This is no longer a passive space. If you’re still here, you’re part of what comes next.
Also please look this too:
Hey,
Let me tell the whole thing this time.At some point I took Swarm Grinder apart, handed pieces of it to a completely different project in a completely different industry, and built something no one here expected to build. You did not notice. That is probably the only time in my career I was happy to go unnoticed. From that detour we bought ourselves time and resources. I used that time to learn things that had nothing to do with making games. AWS, live leaderboards, reward systems, backend, frontend, real-time transactions, fraud detection, domain stuff. Skills that looked useless then...During all of that, I was alone. And then Oğuzhan just showed up. No one called him. No one told him to stay. He showed up before there was any visible reason to. I gave him tasks I knew were too big for him, on purpose. Not cruelty. I needed to see whether he would quit or grow. He did not quit. He started solving things I had not pointed at yet.Then came Berke. I will write the whole Berke post when I feel like it. For now just know: three people total. Three people who each on their own decided this is not a job. About two months ago things got bad again. The three of us looked at everything that was slowing us down and actually fixed it. Things are moving now in a way they never have before. I believe the knowledge we have built over the years has finally crossed a threshold. I really believe that...So here is next month. Three new titles coming out. Swarm Grinder gets the character and skills update I have been thinking about this start for years. I believe this game should be worth what it should... We launched at $8. That number still bothers me when I try to sleep. We are going to fix that. Not for you. For me...People have quietly wondered why we never just dropped Swarm Grinder and moved on to faster, easier projects. The honest answer is that the game business was never the point. The point was always to survive by building things we actually stand behind. The point was to get good enough to express what we are trying to express. I always acted like we had never done what we were trying to do even once. Because we hadn't. Turns out I was right.Will Oğuzhan take over Last Bite Games one day? Maybe. Will I leave when that happens? I genuinely do not know yet. Is any of this real or is it just a developer talking to himself at 2am? Keep watching and find out.Do not watch me. Watch what Oğuzhan and Berke build this year.— Kağan(Next post about Berke. Also this is a call for help. You know what to do... Give us your genuine thoughts.)And one more thing. Meet Data, the newest member of my family, and honestly the team member who has given me the most support through all of this.Hello Grinders,
We’ve switched to Steam’s updated regional pricing system. With this change, the game’s price has dropped by 25% to 50% in many regions. Our goal is to make our game more accessible and allow more players to experience its story.
While working on Swarm Grinder 2.0, we want to reach as many people as possible with our game. If you haven’t purchased the game yet, now might be the perfect time. New updates are coming soon. We’ve made a small update to our roadmap; you can check it out here.
Thank you, and see you in the next update!
As we entered March, we had a clear list in hand. We took your feedback, picked the most requested changes, and focused on making the game smoother, clearer, and less frustrating. And now we can finally say it:
From here on, we believe there are no major missing pieces left (hopefuly). Future updates will focus less on fixes and more on new content.
You can now restart directly from the pause screen. You can also hold R for a quick restart. No more unnecessary waiting between runs.
Dash is now a fixed skill (this is personally my favorite change, and it feels great). Dash was making other gadgets feel irrelevant, and let’s be honest, everyone was using it anyway. So we made it a core skill. Now you can freely explore other gadgets.
An upgrade cancel button has been added. No more getting stuck with a bad choice. This was one of the most common complaints. You can now check what an upgrade offers and back out if you don’t want it.
Upgrades that scale with percentages now include a “base” label. You can clearly see what affects what. This is especially for players who like to dig into the numbers. Combined with the stat panel we added last month, you can now fully understand the math behind your build.
The pause screen now shows what you need to do for the next rank. Your short term goal is always visible. If you start a run for progression and forget what you were doing, you no longer need to quit. You can track everything from the pause menu.
One of the biggest additions: The game now supports 3 profile slots. If you want to start fresh while keeping your progress, you can. You can now create, delete, and manage multiple profiles.
And finally, the unclear “???” upgrades at the start of the game have been removed. What you see now truly represents what you get. It was an interesting idea at first, but no longer fits the current state of the game.
We hope you like these changes. These were the most common issues mentioned in negative reviews. From here on, we are moving toward adding new content.
At the same time, the Steam Spring Sale has started and Swarm Grinder is now 50% off. If you’ve been waiting to jump in, now is the time.
As always, we are waiting for your feedback. We read everything, take notes, and act on it.
Thank you for supporting us and staying with us while we bring Swarm Grinder to where it deserves to be. See you in the next update.
Our friend studio InEv Games has announced their new game, Kardiya: The Winds of Fate.
It is a narrative roguelite RPG set in the Gaia universe, built around dice mechanics and a system where failure actively drives the story forward. If you enjoy story driven systems and meaningful choices, be sure to check out its Steam page and add it to your wishlist.
Swarm Grinder is now part of the Steam Rogue Bots Festival. During the festival, the game is discounted and available in special bundles we prepared with our partner studios.
If you enjoy bots, mechs, intense action, and the roguelike loop, this festival is for you. You can grab Swarm Grinder at a better price and discover other great games in the genre at the same time.
The festival runs March 1–9, 2026. Check it out at the link below:https://store.steampowered.com/curator/45723254/sale/RogueBots2026
Meanwhile, we’re continuing to work on our 2026 roadmap updates. The March patch is on the way, bringing us one step closer to Swarm Grinder 2.0.
Don’t forget to check out the festival, and as always, we’re looking forward to your feedback.
Our game will soon be featured in the Steam Rogue Bots Festival. We thought we’d take this opportunity to make a few bundle deals. Yes, just a few… with around 40 different partners.
Of course, these bundles weren’t put together randomly. We specifically teamed up with partner studios creating VS like, roguelike and mech themed games that appeal to a similar audience. Our goal is not just to offer a good discount, but also to introduce you to games you’re likely to enjoy.
Meanwhile, we’re continuing to prepare the game for the 2.0 update. A new patch is coming in March, addressing many small but frustrating issues. While you’re waiting for the next update, you might want to take a look at the discounted bundles.
By the way, some of these bundles are actually cheaper than buying Swarm Grinder alone. Grab them before our team manager notices… or before they fire me ^^
The new update is live, and we’ve finally added a feature many of you have been asking for. You can now press ESC in game to view your character stats in detail. How much your damage has increased, which multipliers are active, how powerful your build really is… it’s all right there. Testing overpower builds and diving into the math behind them is now much easier.
In addition, the Test Workshop is no longer part of the main branch. It was a confusing system and in some cases prevented achievements from unlocking. We have removed it from the main version for that reason. If you would like to try experimental features, you can switch to the beta branch through your Steam settings.
We also made an important change to the “Lone Wolf” and “Ace Pilot” achievements. Previously, you had to manually disable all meta upgrades one by one to unlock them. This is no longer necessary. You can now use the reset button to clear your meta upgrades and earn these achievements properly.
Along with these changes, some players experienced save issues yesterday, but we fixed them quickly. We hope it did not cause too much trouble. We are grateful for your patience and support. After the update, please try the game and do not hesitate to share your feedback. We read every single comment and we promise to bring Swarm Grinder to its best possible state. See you in the next update.
Swarm Grinder is taking part in the Tiny Roguelikes Festival. During the festival, the game is available with a 50% discount. This festival is also an important milestone for us. We are happy to showcase both the updates we have already released and the ones planned in our 2026 roadmap to a wider audience. You can visit the festival page via the link below:
https://store.steampowered.com/developer/rogueduck/sale/tinyroguelikes2026
We have also updated our 2026 Roadmap. You can access it directly from our Steam page. Work on the February update is continuing at full speed, and you will be hearing more good news from us very soon.
Lastly, after the most recent update, we identified an issue where save files became corrupted on some systems. We sincerely apologize for this. In the next update, we will be adding cloud save support so your save files will be safe. Thank you in advance for your patience.
We’ve finalized our monthly update plans for the first half of 2026 for Swarm Grinder. In the visual shared below, you can see in detail what we’re planning from January through June. All of these updates were shaped directly by your feedback and reviews.
We’ve already shipped the January update, and we hope you’re happy with it. We started with balance adjustments, removed meta upgrade limits, fixed the Gatling Gun issue, and rolled out FPS improvements. In February and March, our focus shifts to UI improvements. Player stats displayed in the pause menu, test workshop and beta branch adjustments, and achievement fixes are all part of this phase.
In April, the new content many of you have been waiting for starts to arrive. A new playable mech, new skills, special upgrades, and dash skill adjustments are coming. In May, we aim to deliver a complete revision of all skills and overall balancing. Our goal is to move away from a one note experience and break the situation where only a few specific builds feel viable. In June, we plan to take the game to the next level with new enemies and bosses, environmental storytelling, and map redesigns.
And the thing we’ve been quietly working on in the background will arrive around the middle of the year. At the end of this process is Swarm Grinder 2.0. We’re planning a major update featuring a new endless game mode, new animation designs aimed at FPS improvements, and UI fixes focused on localization.
Of course, this roadmap is not fixed or set in stone. Priorities may shift based on your feedback, and some topics may expand further. Please share your thoughts, what you feel is missing, and the updates you’re most excited about in the comments. Let’s keep shaping this plan together.
We’ve started working on new enemies and bosses for Swarm Grinder. The concept art phase has only just begun, so we wanted to ask you first. What kind of enemies would you like to see in the game?
You can describe them mechanically or visually. For example, you could say something like “a cosmic Lovecraftian, disgusting, toothy, seven eyed pink rabbit.” (But no promises we’ll actually make that one ^^)
Share any ideas that come to mind in the comments. We’ll take notes and try to bring the feasible ones into the game. As new enemy and boss visuals come in, we’ll share them here as well.
Looking forward to your ideas, and thanks in advance.
As promised, in 2026 we will bring Swarm Grinder to the place it truly deserves. Thank you for trusting us up to this point. This will be a long update post.
First of all, I recently joined the team, and I have personally seen how much the team cares about this game. I am a hopeless rogue like and action rogue like player, and I usually do not quit a game until I 100 percent it. And yes, I have also completed Swarm Grinder today with all achievements unlocked.
So I am actually a player of this genre as well. On top of that, I spent the last week reading all the reviews. Because of this, I believe I now have a very clear understanding of what needs to be done. Let’s move on to what we changed in our first update ^^
We increased the power of some abilities. In addition, all limits in the meta upgrade blocks have been completely removed. You can now unlock all upgrades within a block. One of the core expectations of VS like games is the feeling of becoming overpowered, and we believe we are delivering that feeling much more strongly now.
The permanent upgrade reroll cost has been set to zero. Rerolling no longer requires any resources. This system felt more punishing than strategic before. Now you can freely shape your build the way you want.
There was a bug with the Gatling Gun that appeared in a rare build, and yes, I personally encountered it while playing. When there are no enemies, it no longer reloads immediately. It now waits for 3 seconds, and if no enemies appear during that time, it reloads. This bug, which occurred when reducing the Gatling Gun’s range with purple upgrades, will no longer appear in the game.
After killing enemies, their corpses used to remain in the game, and once there were thousands of enemies, this caused FPS drops. Enemy corpses are now managed with a pooling system. When the corpse count reaches 300, existing corpses are reused instead of spawning new ones. This change aims to significantly reduce FPS drops during long runs and high enemy density scenarios.
This is only the beginning. All of these changes were determined directly based on your feedback. Throughout 2026, we will continue to make regular progress on balance, game feel, UI, and performance. If there are things that still feel problematic, improvements you notice, or areas you think need more attention, please share them with us in the comments.
XoXo
I want to be honest with you. I am new to the team, and I was given full responsibility to help bring this game to the place it truly deserves. Because of that, we have rolled up our sleeves for 2026. I started with a small warm up post to celebrate the new year, and now it is time to get to work. Our first step is creating a clear roadmap.
So far, I have personally reviewed more than 1000 reviews one by one. The positive ones, and also the harsh and negative ones. I took notes for each, filtered out repeating complaints, and clearly identified the core problems standing in front of Swarm Grinder. Our first goal is to solve these issues.
The roadmap you see below is not a strict order. This roadmap is not a fixed order of execution. All of these items are planned for 2026, and the exact order may change based on development needs. Time will decide the exact order. What matters is that I discussed this with the development team, and our goal is to complete all of these during 2026. As a first step, we are focusing on balance issues. More variety, more meaningful builds, and changes to skills, gadgets, and characters to improve replayability are coming. After that, we are focusing on UI improvements. The interface will become more readable, more flexible, and fully optimized for Steam Deck.
Game feel is a critical topic for us. We are making direct changes so that upgrade and evolution choices feel more impactful and satisfying. For achievements and progression systems, our goal is clearer skill trees and smoother long term progression. With quality of life updates, you will be able to track your power growth during a run with clear numerical information.
After all these fixes, we are planning a major update called Swarm Grinder 2.0, which will introduce a completely new game mode.
This roadmap is not final or closed. If there are systems you think are missing, topics you want us to prioritize, or problems that are still bothering you, please write them in the comments. This plan was shaped directly by your feedback, and it will continue to evolve with it.
By the way, I agree with the comment on the previous post saying “after a long silence, they came back with an AI image.” Weeel, you were right. First of all, I apologize for that, and secondly, thank you for pointing it out. I spoke with our visual artist, and from now on, I will use illustrations made by them for our news posts ^^
I want to listen to your criticism as much as I can and help bring this game to where it belongs. I want us to do this together. Wishing all of us a great 2026!
With the new year, we want to say this clearly. 2026 will be a turning point for us. We are bringing Swarm Grinder step by step to the place we have always envisioned and that you want to see as well. We will be sharing a detailed development roadmap soon and will explain the upcoming process transparently. We have significantly expanded the team, and now it is time to give this game the value it truly deserves, thanks to the support you have shown us.
Once again, we wish you a happy new year. Here’s to a great 2026 together. We are endlessly grateful to everyone who has walked this road with us so far. During this process, please feel free to share the systems you would like to see, what feels missing, and your expectations under this post.
Lastly, do not forget to join our Discord server. We will be hosting some nice events there very soon: https://discord.com/invite/VTurrHhfcV
Hello everyone!
As promised, here’s our weekly development update!
With these devlogs, we’ll be sharing every new feature and change coming to the game step by step.
All updates will first roll out in Beta, and once everything is finalized, we’ll release a major update for the full game.
Stay tuned for more progress along the way!
Devlog #7
A brand new VS-Like mode has been added.
Defeating enemies grants EXP.
Gaining EXP lets you level up.
Each level-up drops a pod from above.
These pods provide skill upgrades.
A new Tower Defense mechanic has been introduced.
A new enemy nest spawns waves of enemies endlessly.
A new challenge system has been added where you must survive in a zone against tougher enemies for a set duration.
All these updates are being brought to life by the backbone of our team, Oğuzhan. You can check out his post on X here, and follow him for more of his work: https://x.com/sphanxdev/status/1960427257484226615
(He may or may not have lost a few fingers coding all this…) 🖤
We’d love to hear your thoughts in the comments—your feedback means a lot!
Cheers, Adem
(That’s as much as I could make him laugh. ~Adem.)
Dear players, greetings to you all!
It has been quite some time since my last update. I feel it is my duty to let you know what I have been doing during this period.
Above all, the fact that you believed in our game and supported it meant more to me than anything else, and I sincerely thank you for that. During this time, the only thing on my mind was how I could turn Swarm Grinder into the game you truly deserve and how I could find the resources to make it happen.
After everything that happened, unfortunately I was left alone, carrying many responsibilities and the weight of running a company by myself. It has truly been a difficult process, and continuing communication with you became impossible for me.
Since my last message, I have managed to reduce my six-digit debt to five digits. I also settled my debts with former partners and investors, and from now on I am the sole person making decisions for the game. On top of that, I have built a brand new team of talented people dedicated entirely to this project.
There are great things ahead! We are working hard on the next update. From now on, Adem will handle the updates and keep you informed about our progress (I was never good at communication anyway).
You may be wondering why there has been silence until now, and you would be right to ask. My debts had piled up so heavily that covering them with game sales alone would have taken hundreds of years (and I doubt I would live that long :’)). That is why I turned to other works. I freelanced, took part in projects across different industries, and earned income that way. But throughout it all, the only thing on my mind was to repay my debt to Swarm Grider, to give you the best possible content and experience, and to make sure that in my future games I never repeat the mistakes that brought me here.
Some of you have asked if the game is dead. To that, I have only one thing to say: I have risen from my ashes, and you will witness this rebirth step by step.
Thank you for being here, Kağan
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Swarm Grinder, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Swarm Grinder statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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