
A horror co-op extraction builder set in a scorched wasteland where everything burns. Descend with your friends into shifting ruins, rip out furniture, and scavenge for loot before the Corrupted close in. Make it back alive, then rebuild the Outpost to better your chances for the next run.
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No United States chart position — it charts only in the markets below.
About
You are a Living Spark surviving inside fragile wooden vessels that splinter, collapse, and catch fire. When your vessel breaks, the Spark escapes. Death is just a change of scenery.
Ride a cursed elevator into shifting underground ruins with your crew. Smash furniture for resources or feed them into the Grinder for gold. If everyone breaks, your loot is lost.
Trolling can become your friend’s demise. Dropkick enemies or “accidentally” launch your ally’s Spark out of their vessel. Block them in a monster-infested corridor or get stuck in the crossfire. Will your group handle the chaos you created yourselves?
The deeper you go, the worse the Rot becomes. Bodies warp. Voices distort. Emotes become…worse. Or possibly better?
The Deep Layers are filled with Corrupted vessels, reacting to sound, movement, and each other in ways that are impossible to predict. Fight. Build. Run. Panic.
When your vessel breaks, you stay in the run as a Spark. Guide your team through the dark and search for another host with a new set of abilities. Force your way back in before you fade out completely.
Everything you haul back rebuilds your Outpost. Unlock interactive furniture, stat upgrades, rescued survivors, and stranger ways to survive the next descent. The stronger the outpost becomes, the deeper you can afford to go.
Go deeper. Extract more. Leave someone behind. Make it back and build together.
Or don’t come back at all.
Possess and swap between fragile wooden vessels
Co-op extraction horror with physics-driven chaos
Tactical carpentry with interactive furniture
Procedurally shifting underground dungeons
Persistent Outpost rebuilding and progression
Rage-bait your friends with cursed emotes
Rescue survivors trapped in the Deep Layers
Body corruption and mutation systems
Questionable cosmetics
Engagement
Reviews
Themes across 1211 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Buyers beware. While I believe this game has a good foundation, the game is clearly unfinished. This wouldn't be a problem normally, but the developers decided to publish the game on Steam NOT in Early Access, meaning they are under no obligation to continue development further. Only buy this game if you're satisfied with the current amount of content because it might not receive further updates.
I’ve been loving GRAIN ROT so far, especially the whole idea of rebuilding the Main Outpost and slowly bringing the place back to life. One of my favorite parts of the game is how upgrading different rooms actually gives you permanent benefits like more health, speed, strength, etc. It makes the Outpost feel important instead of just being a place you stand around between runs. Because of that, I think it would be really cool if that rebuilding idea eventually expanded outside of the Main Outpost itself. Instead of only adding more rooms onto the original building, maybe there could be a second or even third abandoned building somewhere out in the surrounding area that you can actually discover. You could find one in really bad condition, completely dirty, broken down, and maybe partially overrun. Then over time you could clean it out, repair it, bring materials to it, and slowly restore the whole building. Each new building could have its own rooms to upgrade just like the Main Outpost does now, with different permanent bonuses or useful features. I think it would make progression feel really satisfying because instead of only watching one building improve, you’d slowly see the entire area around you start coming back to life. You could start with just the Main Outpost, and after a lot of progression eventually have multiple restored buildings, more NPCs living around the area, lights turning on, people walking around, and the place slowly feeling like an actual small settlement again. I also think more NPCs would be really cool. Since the game already has the idea of survivors and rebuilding, it would be awesome if you could rescue more people over time and actually see them living around the Outpost and the other restored buildings. They wouldn’t even all need some massive gameplay purpose. Some could just walk around, sit down, talk to each other, work on things, use the rooms you’ve built, or make the area feel more populated. Others could maybe have small uses, give little quests, help with certain rooms, or just have dialogue. I really like the idea of the world above ground slowly becoming more alive because of everything you’ve done. Then for something much later in progression, I think it would be really cool if there was a fourth building that was much farther away and more hidden. Maybe it could be some kind of large abandoned building, mansion, facility, warehouse, or something else that looks important but is difficult to find. I actually think it would be better if the game didn’t immediately put a giant marker on it. Maybe players notice an old path, broken lights, strange power lines, footprints, a distant structure, or something else that makes them curious enough to go explore. You eventually find this huge abandoned place and, just like the other buildings, you have to clean it out and slowly restore it. But this building would have something special inside: Another elevator. I think having a second elevator could be really interesting if it wasn’t simply a harder version of the current one. It could lead to a different underground area with its own materials, blueprints, enemies, and progression. Right now, a lot of what you bring back is focused around wood and normal building materials, so maybe this second underground area could introduce things like: Metal scrap Machine parts Wire Gears Metal plates Mechanical components Old electronics Industrial parts Rare alloys Other strange materials Then those materials could be used for an entirely different group of blueprints. The normal elevator could still be where you get most of the normal wood, furniture, and standard building materials, while the hidden elevator gives you more industrial or mechanical materials. That way the second elevator actually has its own reason to exist instead of just being “normal elevator but enemies have more health.” It could also have completely different types of blueprints. Maybe normal blueprints are mostly focused on wooden furniture, restoration, and normal Outpost upgrades, while blueprints from the hidden elevator are more mechanical or industrial. Things like powered equipment, machines, generators, metal furniture, reinforced structures, new tools, lighting systems, storage equipment, or other strange technology. Some late-game blueprints could even require materials from BOTH elevators. For example, you might need normal wood and building materials from the original elevator, but also metal scrap and mechanical parts from the hidden one. That would keep both areas useful even after you unlock the second elevator. The second elevator could also be more dangerous and have higher rewards. Maybe some floors have different multipliers or modifiers, like: Higher loot amount Higher material quality More dangerous enemies Faster enemies More darkness Stronger Corrupted More valuable scrap Rare NPCs to rescue Special environmental hazards You could potentially have runs where the rewards are something like 2x or 3x normal, but the enemies or other dangers are also much worse. I think that would make it feel more like a high-risk, high-reward area instead of something that completely replaces the normal elevator. Maybe the elevator itself could even be broken when you first discover the building. You find it, realize what it is, but you can’t actually use it yet. Then restoring that building becomes a major long-term goal. You repair different parts of the building, restore power, find the parts needed for the elevator, and eventually get it working. That moment where the second elevator finally turns on could feel like a huge progression milestone. The materials from that elevator could also have different levels as you go deeper. For example: Scrap Metal Better Mechanical Parts Reinforced Metal Rare Components Advanced Materials That could create another progression path without simply making the current room upgrades go infinitely higher. Most importantly though, I wouldn’t want any of this to mess with the existing story or lore. I know the game already has its own story and I don’t want to suggest where the developers should take it or say how the lore should continue. I mostly just love the feeling of rebuilding. The idea I really like is that you start in this mostly broken and empty place, and through everything you do underground, you slowly start rebuilding life above ground. The Main Outpost becomes restored. Then another building comes back. Then another. More NPCs start living around you. More lights turn on. More rooms become usable. The area becomes safer and more populated. And eventually you look around and realize that this place that started completely broken now actually feels alive again. I think that would fit the existing progression system really well because it’s basically taking something the game already does amazingly and letting it grow outward into the surrounding world. And absolutely no pressure to the devs! I know coding, designing new areas, making models, balancing progression, adding NPCs, creating new materials, making new blueprints, and everything else that goes into game development can take months or even longer, especially with a smaller team. So I’m definitely not trying to be like “ADD ALL OF THIS NOW!!” 😭 These are just ideas and suggestions I thought would be really cool to see someday. Take all the time you need, and even if none of this ever gets added, the game is already absolutely amazing. I’ve been loving it so far. hopefully all of this is easy or understandable to read, i've been trying to get better with my grammar lmao.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Ukrainian, French, Spanish - Latin America, Traditional Chinese*languages with full audio support
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Игра просто бомба! С кентом поехали на лифте разбирать к xyям дома пенсионеров, попутно лутая с них золотишко для очередной швабры, чтоб подмести в своей халупе. Любезно уeбaли с двух ног добрейших роботов, которые нас приютили, попутно обустраивали их подвал для своих утех. Сгорали на солнце, пока бежали обносить другие дома, сгорали от того что на локации сраный душегуб тащил наши жалкие искры в собачьи eбeня, пока по нашим беззащитным телам xyярила лезером какая-то башка. Позже к нам в дом по сюжету пожаловал старый дедок, которого мы любезно хyйнули с двух ног на солнце, как только он вышел на крыльцо. Бедолаге в магазине досталась участь сидеть окружённым телефонами и громофонами, слушая наши с кентом вопли. Ещё и маленькую девочку скинули в пропасть, с чего катались в слезах по полу около двух минут. Как только выбили 2X золота на уровне, мгновенно вынесли под чистую всю мебель у клятого душегуба, оставив долбoёбa с одними только лампами на потолке ( приварил походу урод, не смогли депнуть ) и разбитой самооценкой, ещё и друг сжёг какую-то торгашку в магазине на уровне. Просто великолепная игра, ждём обновлений.
그동안 그 어떤 멀티겜도 항상 싱글로만 즐겨왔는데, 이 게임을 하면서 생전 처음 친구 없는 서러움을 느껴봤습니다.. (참고로 혼자하면 개무섭고 어려움)
Welcome to the Outpost of the Scorch. GRAIN ROT is a co-op horror extraction builder from Beck & Branch where you play as a little wooden puppet with one simple goal: survive the scorching desert and its merciless sun. And trust me, you really don't want to spend too much time standing in direct sunlight. Being made of wood doesn't exactly make you particularly heat-resistant. The basic idea is pretty simple. You need to protect yourself from the sun while exploring an old, run-down house sitting in the middle of the desert. If you want to repair and furnish it, you'll need scrap. And where do you find scrap? Deep underground. Of course, that's not all you'll find down there. The depths are also crawling with nasty creatures that would very much like to turn your little wooden body into firewood. Thankfully, you have a variety of weapons and items at your disposal. There's just one small problem: they cost gold. And where do you get gold? You guessed it. Down in the depths. So what are you waiting for? Get down there! This is where the extraction gameplay comes into play. You venture into the depths, search for valuable resources, grab whatever you can find, and then try to make it back out in one piece. The further you go, the more dangerous things get, so you're constantly faced with that one important question: Do I keep going, or is it time to get the hell out of here? And honestly, that's where playing with friends really shines. Exploring the depths together, watching each other's backs, collecting resources and trying to make it home alive creates some pretty fun moments. Once you're back home, there's more to do than just patching up the place. Every room provides different stats, and you can upgrade them with furniture and decorations. So your house isn't just there to look pretty. That creates a pretty satisfying gameplay loop: head into the depths, take risks to collect better resources, make it back home, upgrade your character and your house, and then head out again. Overall, GRAIN ROT is a pretty unique mix of horror, co-op, extraction and base building. The setting alone gives it a lot of character, and the idea of playing as a tiny wooden puppet trying to survive an unforgiving desert is... well, certainly something. If you're into horror games, extraction mechanics and playing co-op with friends, I'd definitely recommend giving it a shot. Cheers! [quote] If you enjoyed the review, check out our curator page! [url=https://store.steampowered.com/curator/46293325-The-Players%27-Table/]The Players' Table[/url] [/quote]
AMAZING GAME!!! So fun if you like Building, Looting, and REPO this game has it all. Very Fun Single player to grind, I haven't tried multiplayer yet.
Absolutely took my be surprise. Friends or not, this game is fun to play. I couldn't help but to finish all available content alone because I couldn't wait for my friends to get on this one. I can't wait to see what the devs have in store for the future. Please add achievements!!
The game has some cool ideas and then doesn't do anything interesting with them.
[h1]TL:DR[/h1] Wait until further Major Updates roll in or skip it entirely. This [b]Early access[/b] game has a lot of potential and places to develop to make it way better than R.E.P.O but kicks you in the nut with a VERY short questline, missing content and pretending it's a full released game on Steam. [h2]Yes, Early Access.[/h2] Despite the developers labbing it as a full released game, if you speedrun "the story" [b]you would be done in about 3-4h[/b] or less with an ""ending""/""Conclusion" that felt super jarring and not something you'd expect out of an "Fully released game". [b]It is not a good sign when we had to google about the story & 3rd floor still being closed in a finished product, only to find out it's coming in Another update... in October.[/b] [h2]Gameplay[/h2] While i liked the gameplay loop both solo and with friends, the story/Npc objectives are the critical point that made it enjoyable as we were farming/destroying/adventuring to progress through it and potentially unlock i don't know... another floor, mechanic or maybe even expand further beyond the HQ??? Furthermore, while i enjoyed the gameplay loop, things such as Elite enemies had as far as i know only given you a blueprint (which you'd get all of them by just playing the game) which gave me no reason to engage with them. The weapons were alright, some clearly better than others and aside from the weird way the colision would sometimes hit and not hit the enemies, i have no real complaints. but with no objective and a downright disapointing conclusion as the cherry ontop, it has essentially become modded R.E.P.O with a coat of paint and permanent stats with nothing else to do. Imo, needs to be addressed as the gameplay is fine just needs a goal. [h2]My main gripes & feedback:[/h2] - Unlock the 3rd floor (Should've been done already by release but y'know...) - Give more purpose to Elite enemies besides blueprint drops or legendary ones like a buffs that lasts until death - Have the option to expand beyond the hotel and create a little colony with materials gathered (since we are "making our own history") - Being able to customize or even change your body proportions with each body part/vesel giving you Up's and Down's (Such as being tanky and some fighting capabilities but unable to build or pick valuables without doing damage to it or being skinny and mobile but unable to fight without high risk). There's so much you can do to make this game better with or without my suggestions, just give the player SOMETHING to work towards to! But as of right now, i'm expecting this game to be forgotten in 1-2 months if they don't address the elephant in the room.
If you play solo do not buy this game devs made it impossible. but with friends its fun for the price.
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