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tower defense/first person shooter

GROSS is a tower defense / first person shooter hybrid with new exciting and unique mechanics to spice things up.

100% tower defense
Just like other tower defense games, your goal is to keep your base safe against wave after wave of enemy attackers. Your main line of defense against the enemy hordes are barricades to force them into a maze, and automated turrets that attack them in many different ways.

While you’re in the construction phase, you have almost complete freedom to build whatever you want, wherever you want. GROSS is a true tower defense game. Build elaborate mazes for the enemies, or focus your resources on the turrets. You can even place traps on the ground. They are one use only, but are cheap and powerful.

The construction phase focuses on giving you all the tools to create an obstacle run that’s as difficult to overcome as possible. There is no time limit, and everything you build can be sold for a full refund until you start the next combat phase.

After all, figuring out how to use synergies between different turrets and building a maze for the attackers is most of the fun in a tower defense game. Why should it be different for a tower defense/first person shooter hybrid?

100% first person shooter
Once the combat starts, the game turns into a different beast entirely. Combat is fast paced and requires you to make split second decisions. At your disposal is a big arsenal of guns. All of them feature different firing modes and ammunition types. Full metal jacket rounds can penetrate multiple zombies in a row, and even shoot through objects. Hollow points knock enemies back and give you room to breathe. Incendiary rounds light enemies up and burn them for a while. Grenade and rocket launchers deal massive area damage, but have a chance to destroy the vital cash pickups.

With over a dozen weapons at your disposal, gunplay is fast and rewarding. There is also a number of active abilities you can use. They give you additional tools to kill or distract the baddies, move around more efficient, or manage your cash resources.

Resource management
Cash is the key to succeeding in GROSS. Enemies drop it when they die, but you’re not the only one after this green root of all evil. You have to be quick if you want to secure it. Gathering cash and transferring it to safety is one of your main tasks. Cash is required to buy defensive structures and active abilities. It is also the biggest factor that determines your score.

GROSS keeps you on your toes at all times. In any given moment, whatever you do or don’t has consequences. If you focus on killing attackers because your defenses are overwhelmed, this might well turn the tide of battle, but it also means loads of precious money gets stolen or destroyed in the meantime. Money that is needed to improve your defenses in the next construction phase.

Availability

GROSS is currently in an early prototyping phase. We plan to release a demo of the game by Q1 of 2022, and release the full game summer 2022. Add GROSS to your wishlist on Steam to be reminded when it releases.

Gameplay

As GROSS is still in an early development phase, all graphics, animations and even gameplay features and mechanics aren’t set in stone. We hope that the screenshots and videos below manage to explain our vision for the game. For more detailed information about the direction the game will be taking, please have a look at the FAQ.

Development videos

All current footage is from one single level, which is only one of many that will offer a lot of variety in both looks and gameplay.

Nothing like a nice juicy BJ for breakfast

Electric is the future.

Blood and cash are both equally important resources.

The simple beauty of the Mortar. The green sphere in front of the Tesla turrets marks its target area.

Tesla turrets are really powerful against big groups of baddies. (pic unrelated)

In the fray.

The grenade launcher is a very potent weapon, however its shells have a high chance to destroy cash – use it wisely.

The calm before the storm. (that’s a metaphor, I’m well aware we’re inside a sandstorm)

In GROSS, there are very few limits as to where you can build, allowing you to build elaborate mazes.

The taxman always claims his share.

The level Dead End features beautiful scenery

… and gruesome surprises