Grabbus [Indie Game]
banner
grabbus.bsky.social
Grabbus [Indie Game]
@grabbus.bsky.social
Explore, Battle, Loot, Build, Fuse, Grab, and Throw!
Do this and more by playing as Morris the rat, and Grabbus, his otherworldly parasite!

Discord: https://discord.gg/g5xUQDKmwA

Follow for development updates!

>--Foxoplasm LLC--<
Pinned
www.Grabb.us

Patch v0.2.4, the World Map Overhaul, has been released to the public! If you want a chance to provide feedback as the game improves, head on over to...

store.steampowered.com/app/3516160/...
Why be a gummillionaire when you could be a grabbillionaire?!
October 24, 2025 at 1:29 AM
Tonight's new plants!! 5 more to go!
October 7, 2025 at 6:21 AM
Got into college!
But don't worry, it's just a couple classes to start with.
I still have plenty of time for drawing plants, and adding other bits of content too!

I'm excited about the next few items on my to-do list after the plants are all drawn...

Just letting you know development is still on!
October 6, 2025 at 7:25 PM
Also just got around to properly testing the new spatial hash formula used by the infinite grid data, found plenty of collisions, so I'm switching to a better, maybe even faster formula! Now it has no hash collisions within a generous range around the origin! Bitwise operators can be useful...
September 30, 2025 at 3:14 AM
Tonight I'll be marathon-ing as many of these plants as I can!
Each one has five variations, so it takes a second.

I've also written down names and lore for each plant as I go, gonna organize that into a section of my design docs.
September 30, 2025 at 12:12 AM
I've been trying out Unicorn Overlord. I may have to steal some of this!
September 27, 2025 at 7:32 PM
New mushrooms!

Half of the biomes now have their "foliage" sprites done!
They aren't very hard to make, so it shouldn't be much longer that I can finish these and move on with the to-do list.
September 26, 2025 at 9:28 PM
Immediate to-do list:
-Finish drawing plantlife for all map biomes

-UI Backdrop for the build menu

-When looting "pickup" type items, condense them with larger versions that are worth more, so that huge loot rewards dont cause a flood of items that slow down the game

-First NPC, the Trader!
September 23, 2025 at 8:07 PM
We did it!

The angle vector lookup table for optimized map rotation WORKED!

This optimization will appear with the next update, whenever that's ready... along with the other optimizations I did a few weeks ago to the "infinite data" fetching.

Welcome us to the 60 FPS club! 🏅
September 23, 2025 at 4:54 AM
Today I'll be working on more plants!
A nice relaxing drawing session would be... nice right now...
September 16, 2025 at 9:55 PM
Today, I'm adding support for font switching for other languages. Shouldn't take too much effort, in fact I'm already pretty much done adding it. It turned out to be a simpler thing than I assumed. Just need to source some good fonts.

But more exciting, a Russian translation file is now on the way!
September 9, 2025 at 11:58 PM
Great success! The profiler reveals that with the new array optimization, the game is 5-10% faster now than BEFORE the new lighting was even added.

Applause is most welcomed!
September 6, 2025 at 8:24 AM
I'll try switching from using a queue to an array for the lighting mask, it should eke out a good amount more performance.

Every drop of FPS I can get!
September 6, 2025 at 7:16 AM
I did it! A new selective lighting layer that allows buildings and other things to glow at night! And I got it running without *too much* of a performance hit. You may need to lower your map size by one or two notches, but it works!

This is gonna look so cool with more buildings...
September 4, 2025 at 11:59 PM
Visiting Paris!!!
September 4, 2025 at 8:52 PM
Reposted by Grabbus [Indie Game]
If you're an indie developer, you should hang this screenshot on your wall and use it as inspiration to never give up
September 3, 2025 at 9:51 PM
Just managed a few things today!

Got more building sprites!

Added a lighting layer that allows buildings to erase shading over them in specific areas, to appear brighter at night

To compensate for the performance hit, I did some extra optimization on GridMap data
September 4, 2025 at 9:38 AM
A cool trick that has saved me a lot of UI dev time in Grabbus is the "time layer" concept built into the game's logic loop. I take direct control over what objects run their step code and when. Only objects matching the highest existing time layer value from ALL objects have their code run.
September 2, 2025 at 2:20 AM
Coming soon...

-Sylvia the Trader: Can be found in towers and will sell you random items or allow you to convert certain resources or currency into others for a markup.

Duplidragon: Allows you to "favorite" a limited number of items by feeding them to him. Create copies for a fee.
September 2, 2025 at 12:03 AM
Been meaning to do one of these!
August 31, 2025 at 8:58 AM
With hard work and persistence, I now have this impossible-feeling opportunity to lift up others to make them a part of something significant. Each team member or contributor deserves a chance to shine - to be kidnapped into the creative world where they belong, if only for just a glorious moment.
August 30, 2025 at 8:31 PM
Oh shoot, one thing I need to get on top of is adding new fonts for other languages. It is actually already possible to load a language file labelled for a variety of countries I built-in. The only thing missing is to have them switch to a new set of fonts, which will take some minor surgery.
August 29, 2025 at 5:42 PM
A new little gif for the website!
August 28, 2025 at 3:14 AM
Reposted by Grabbus [Indie Game]
www.Grabb.us

Patch v0.2.4, the World Map Overhaul, has been released to the public! If you want a chance to provide feedback as the game improves, head on over to...

store.steampowered.com/app/3516160/...
August 27, 2025 at 9:12 AM
www.Grabb.us

Patch v0.2.4, the World Map Overhaul, has been released to the public! If you want a chance to provide feedback as the game improves, head on over to...

store.steampowered.com/app/3516160/...
August 27, 2025 at 9:12 AM