Ever since Vampire Survivors blew the doors open on the genre, I have played more survivor style games than I can count. Most of them chase the formula. Grind Survivors charges at it with a flamethrower, and from the outside it looks like the kind of chaotic, loot soaked experience that could genuinely stand out. It also launches at a budget friendly price, which makes it even easier for fans of the genre to take a chance on it.
It does not ease you in. It kicks the door off its hinges, hands you a gun forged in demon fire, and dares you to carve a path through whatever hellspawn comes next. It is a bold debut from Pushka Studios, a small Ukrainian team of veteran developers stepping into the spotlight with their first original game. Their years of porting and co development work show in the confidence and chaos packed into every run.
All of that sets some big expectations. Now that I have spent time with it, here is how Grind Survivors actually holds up.
ℹ️ Reviewed on Xbox Series X | Review code provided by PR/publisher. This review is the personal opinion of the writer. Got unanswered questions about this game? Get in touch on X!
| Developer | Pushka Studios |
| Publisher | Assemble Entertainment |
Things I liked!
- Weapons and Builds | There are several weapon types to choose from, including revolvers, shotguns and dual SMGs, and each one offers a very different playstyle. The shotgun quickly became my favourite thanks to its wide spread, but you can build something incredibly powerful with the revolver if you pick perks like penetration and ricochet. Bullets can bounce off the edges of the screen and tear through more and more enemies as they return.
On top of this, there are four elemental augments available during each run, each with multiple upgrade paths. You can combine these elements to create some truly wild synergies, turning a simple build into something that feels completely overpowered. There are so many combinations to experiment with, and I had a lot of fun trying new setups. It is easily one of the things that will keep me coming back.
- Weapons and Crafting | What grabbed me straight away in Grind Survivors is how much your starting weapon shapes the entire run. You pick one gun before you jump in, and that choice becomes your whole identity for the chaos ahead. As you fight through waves you gather Ashe, the main currency, along with weapon drops of different rarities. These do not replace your gun mid run; you take them back to the hub once the run ends, and that is where the real tinkering begins.
At the hub you can infuse, improve, reforge or recycle weapons. Infusing quickly became one of my favourite systems. You hand in four guns of the same class and rarity to get one from the next class above, which keeps progression moving and makes hitting the Legendary tier feel like a proper milestone. Legendary weapons cannot be infused, so finding one feels genuinely special.
Improving lets you fine tune stats like damage, bullet spread or fire rate. There is a small chance of failure, but you only lose the specific boost you attempted. Reforging is the real gamble. Each attempt raises the risk of losing all progress on that weapon, along with the Ashe you invested. It creates a tense little moment every time you hover over the button, deciding whether to push your luck or walk away. - Character and Skill Progression | Outside of weapons, the skill tree gives you steady long term growth. After each run I was earning at least one skill point, often more, and you can drop these into three branches called Pride, Greed and Wraith. Most upgrades are simple percentage boosts to things like weapon strength, reload speed or movement, and each node has ten levels, with one exception that caps at three. The best part is that you can reset the entire tree at any time with no penalty, which makes experimenting feel completely stress free.
As you play, different Runes become available to equip. Active Runes offer small bonuses, such as giving bullets a ten percent chance to cause burn damage, and you can only have one or two active at a time, so they become another thing to consider when planning a build. There are more than thirty Runes to unlock, and they add a steady sense of progression alongside your characters, weapons and skills.
You start with a single survivor, and unlocking the others takes real effort. There are four characters in total, each with their own quirks, and earning them feels like a reward for actually understanding the game rather than ticking off a basic checklist. - In Run Action and Perks | Once you are in a run, the pace ramps up quickly. Enemies drop green and purple orbs that level you up, and each level lets you pick one of four perks to shape your build. Early levels come fast, but the curve slows later on, which makes each choice feel more meaningful. Maps also have coloured portals that act as perk pickups. The colour shows the rarity, and you claim them by standing in the small portal zone for a few seconds. They are quick to grab and make exploring each map feel worthwhile.
Abilities give you a lot of control. Shooting and abilities can be set to auto or manual, and you can toggle them instantly without pausing. I usually kept auto ability and auto fire on, but for mini bosses or bosses I often switched auto fire off so I could focus my shots exactly where I wanted them.
Before each run you choose a difficulty for the biome you are entering. A biome is basically the game’s name for a map, and you start with only one available. There are two more to unlock, but you need to clear the starting biome on difficulty levels one through five first. It is a structure that rewards learning your build rather than brute forcing progress.
Moment to moment, the action is fast, readable and surprisingly tactical. Waves escalate quickly, pushing you to weave through danger, scoop up upgrades and keep your build alive. Once the rhythm clicks, it becomes incredibly satisfying. - Controls | The main controls are simple but effective. You move with the left stick and aim with the right, while the right trigger handles shooting and the left trigger activates your ability unless you have auto enabled. You can also dash, giving you a quick burst of speed that is great for slipping out of danger or even cutting straight through enemies with a chance to take them out. It is a straightforward setup that feels good in the middle of busy fights.
- Visuals and Presentation | Grind Survivors has a great cartoon‑like art style that suits this kind of game really well. The colours really do pop, and the bold shapes and clear silhouettes make it easy to read the action even when things get hectic. Enemy designs are simple but distinct, and attacks are telegraphed clearly enough that you can react without feeling overwhelmed.
I also appreciated how readable everything stays. Even when waves ramp up, you can still track your character, spot portals and see incoming threats at a glance. It feels polished in a way that keeps the focus firmly on the action.
The UI is tidy and easy to navigate. Menus are laid out cleanly, weapon stats are clear, and the forge screen does a good job of showing what each upgrade or risk actually means. It all comes together in a way that feels player friendly and straightforward. - Audio | The audio in Grind Survivors does a great job of supporting the action without ever getting in the way. Weapons have a satisfying punch to them, with each gun type having its own clear sound that helps you feel the impact of your upgrades. Enemy hits and ability triggers are sharp and readable, which makes it easier to track what is happening when the screen gets busy.
The soundtrack fits the pace nicely. It keeps the energy up during runs and settles into the background in a way that feels natural rather than repetitive. You can tell the audio is something the developers have put real effort into, because everything feels considered and nothing ever becomes intrusive or distracting. - Performance | Grind Survivors runs really well. I have not had any frame drops, stutters or crashes during my time with it, even when the screen fills up with enemies and effects. The action stays smooth throughout, which is important for a game that relies so much on quick reactions and constant movement. I also found the gameplay very responsive, with inputs feeling immediate and precise.
Load times are short, menus respond instantly and swapping between screens in the hub feels snappy. It all adds up to a game that feels stable and well optimised, letting you focus fully on the chaos of each run without any technical distractions. - Accessibility | Grind Survivors includes a solid range of accessibility options that help make the experience more comfortable. There are audio sliders for fine tuning the mix, a brightness adjustment, and a colour blind mode with adjustable strength, which is great to see in a game with a lot of on screen action. The game also supports twelve different languages, so players from many regions can jump in easily.
You can stretch the HUD core elements if you prefer a different layout, and the view controls screen makes it simple to check how everything works. There is also a built-in button to report bugs, which opens your browser so you can send feedback directly to the developers. It is a small touch, but it shows they are committed to improving the game.
There is no option to remap the buttons, although once you familiarise yourself with the menu layout it quickly becomes second nature. The ability to toggle auto fire and auto abilities on the fly adds another layer of comfort, and the overall responsiveness helps make the experience smooth from the moment you start a run.
Mixed & disliked!
- Setting and Premise | There is a minimalist story that sets the scene. Earth has fallen to a demonic apocalypse, leaving the world a scorched wasteland, and your job is simply to clean it up. And that is it really. I understand this genre does not necessarily need more, but a little extra flavour or world building could have been a nice touch.
- Repetition and Pacing | The game can get repetitive, especially once the grind slows down and you start earning upgrades at a much slower pace. Early on you make progress after almost every run, but later it can take several attempts before anything meaningful unlocks. Some upgrades are also much rarer than others, which can stretch things out even more. Some players may find this loop repetitive, while others will enjoy experimenting and chasing that perfect build to push further than their last run.
- Content Variety | There are only three maps in total, with one available at the start and two more to unlock as you play, which feels a little low. The same goes for the four characters. They are fun to use, but a few more options on both sides would have added some welcome variety.
How long did I play the review before publishing? 17 Hours
How many Achievements did I earn before publishing? 25/73 OR 280/1000G
How long to achieve 1000G | 70+ Hours
You’ll love this game if you like these | Vampire Survivors, Deep Rock Galactic: Survivor and Army of Ruin
CONCLUSION
Score: 85/100
Grind Survivors keeps pulling me back in with its relentless action and endless room to experiment.
Grind Survivors is one of those games that sinks its hooks in early and refuses to let go. The weapon variety, wild elemental synergies and deep upgrade systems make every run feel like a fresh experiment, and even when the repetition creeps in, the thrill of chasing that next great build keeps the momentum going. With sharp presentation, smooth performance and a price that makes it easy to jump in, this is a chaotic, clever survivor‑style game I’ll be dipping back into for a long time.
Avid gamer for over 30 years who lives and breathes Xbox, I enjoy talking video games and can often be found on X.



