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Factsheet

Developer: Patosaur

Genre: Roguelite, Clean-’em-Up

Platforms: Steam (PC)

Release Date: Q4 2024 / Q1 2025

Press / Business contact: [email protected]

Socials: Twitter Discord LinkedIn

Description

Vacuum stuff, blast foes, and hurl objects in this roguelite clean-’em-up! Use a vacuum device that can clean heaps of junk and fight enemies by shooting or tossing them. The universe is up to its ears in pollution and only the Grashers can wipe it clean!

Grashers was originally a roguelike shooter, inspired by The Binding of Isaac, in which you would fight filthy creatures as an astronaut.

During development, however, we tested a vacuum device mechanic allowing players to clean rooms in addition to combat, and realized there was something really fun and satisfying there.

We adapted the whole game to work around this new cleaning mechanic, which is not often seen in the roguelike genre.

Trailer

https://www.youtube.com/watch?v=kdNdXo83P7M

Quick Download

<aside> <img src="/icons/download_blue.svg" alt="/icons/download_blue.svg" width="40px" /> Quickly view and download multiple files, such as screenshots, logos, gifs, and so on.

https://drive.google.com/drive/folders/1231XOHn3Tjxmuo1bmha3HtQhUYDwSzP2?usp=drive_link

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Team

Rafa Skoberg

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<aside> <img src="/icons/code_green.svg" alt="/icons/code_green.svg" width="40px" /> Programming / Production / Business

📨 [email protected]

#️⃣ twitter.com/RafaSkoberg

🌐 rafaskoberg.com

🇧🇷 From São Paulo

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“I love the freedom to be creative! I feel inspired by other creative works, not just in games but also in music and movies. I believe true creativity and inspiration is something that transcends the work we do and can be seen by others, inspiring them in the same way.”

Brian Shepard

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<aside> <img src="/icons/color-palette_green.svg" alt="/icons/color-palette_green.svg" width="40px" /> 2D Artist / Game Design / Storytelling

📨 [email protected]

#️⃣ twitter.com/starlightzone_

🌐 brianshepardart.com

🇺🇸 From Florida

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When I first decided that I wanted to be a game artist, I told myself to always challenge myself to create a diverse array of characters. Don’t just design what’s easy, all of the same skin color, or body type, or ability, or age, or weight. The world is full of different kinds of people, and games’ characters ought to reflect that.”

Stephen D. Gibson

Stephen Patosaur 2.jpg

<aside> <img src="/icons/music_green.svg" alt="/icons/music_green.svg" width="40px" /> Sound Effects / Music Composition / Lyrics

📨 [email protected]

#️⃣ twitter.com/electronbandit

🌐 electronbandit.com

🇺🇸 From Florida

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“The one thing I always try to capture in my work is a strong emotional connection to the listener. Every person's special game is different, but the feeling is the same. That same feeling crosses different media to give the same result. The inspiration gleaned from these works of art fuel the imagination of our species and I hope I can contribute to those works.”

Media

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