Old school pixel-art scroll-shooter with tons of enemies in one screen, non-linear upgrade of dozens of weapons, hot seat play, modifications and sharing of your scores.
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Release Date:
Sep 21, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I've been working on this game for more than six years now. The engine is long finished so one can play, make mods or share your scores. However I’d like to create more levels or a fully-fledged storyline, and this entails generation of lots of high-quality content, ideally involving professionals.”

Approximately how long will this game be in Early Access?

“The game will be in Early Access for about six months.”

How is the full version planned to differ from the Early Access version?

“Full version will include a storyline with primary and secondary levels, giving access to new weapons and upgrades, various game modes and support of Steam Workshop to create mods.”

What is the current state of the Early Access version?

“As far as concerns the technical aspects the game is basically finished and just requires some finishing touches. You’ll see the gameplay and key game mechanics the way they are designed to be. The appearance, sound and amount of content though require some improvements.”

Will the game be priced differently during and after Early Access?

“There is no detailed plan but I believe the price will increase as the game improves.”

How are you planning on involving the Community in your development process?

“Mainly I will be blogging on completed milestones and updates, developing the mods system and helping people get a sense of it in parallel.
I believe a good product requires basically no advertisement, there has to be a word of mouth effect.”
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Recent updates View all (23)

March 6

New version 20180306! 🕯 → 💡

In this update there’s a lot of new things and changes, which will allow us to release three new level scenarios next week - 5, 6 and 7.

Reworked AI and pathfinding systems for NPCs and enemies. This change made the game much more pleasurable to play. Allied NPCs became really helpful and valuable companions in a difficult task of survival.

New stuff
  • New game objects:
    • Helicopter!
    • Shooting targets. Second level was reworked for them.
    • Enemy - “Fire”. Not an enemy at all, just an infinite burning fire.
    • Boss-woodsman.
  • New parameters and commands for NPC:
    • New parameter "FollowDistance" - how far NPC should stay from the target they are following.
    • New commands "Marker Add" and "Marker Remove". NPCs, which should be defended, now can be marked.
    • New parameter for NPC "MaxRetreatDistance" - maximal distance from the objective target where NPC can run to avoid enemies.
  • New parameters and commands for enemies:
    • New parameter “InfiniteFire” - if set to 1, then the enemy will burn forever.
    • New parameter “FireDamageMultiplier” - damage multiplier from burning.
    • New parameter “Ignite” - ignites the enemy..
    • New parameter “NoClipForBullets” - if set to 1, bullets and explosions will ignore the enemy.
    • New parameter “DeathSound” - sets a custom death sound. Box death sound have changed.
    • New command for Enemies.opt file and parameter "Weapon" - allows to set parameters of enemy weapons, for example: “Last enemy, Weapon Damage = 500”.
    • New ability "Aim" - allows enemies to aim their weapons instead of shooting straight forward.
  • Added new parameters for vehicles:
    • RenderSeated - renders seated characters inside the vehicle.
    • AnimationFrameDelay - sets the delay in milliseconds between animation frames.
    • AnimateAlways - plays vehicle animation regardless of whether it moves or not.
    • PlayerCanGetIn - can the player get inside.
    • MinZ - minimal height of the (flight altitude) vehicle.
    • SkewSound - engine sound distortion based on vehicle speed.
  • New command line parameter "NoHUD" - starts the game in a “beautiful screenshots” mode.
  • Added scenario command "ShootBullet" - creates a bullet/projectile.
  • Added parameter for ScriptObject, "SpawnsBeforeDestroy" - how many creatures an object can spawn before self destruction. If set to -1 function will be disabled.
  • Reworked path finding system. Significantly improved obstacle bypassing for enemies and NPC.
  • Updated AI for NPC. Now they shoot sharper and better evade enemies.
  • Changed the background game balance in main menu. Max zombie count increased 4 times and added zombie-catapults.
  • Removed parameter "ShootAngle" for NPC as they can now shoot at any direction.
  • Projectiles become more transparent when losing their HP.
  • Line between player and a crosshair became more perceptible.
  • Now you don’t have to put “Field” in “------- Players” scenario section to set parameters for players.
  • Now parameters Left\Right for “AddEnemy” command will work relatively to the maplock.
  • Fixed throwing for zombie-catapult. Now throwing animation won’t play without reason.
  • Slowing effect after being bitten cannot be stronger than max value now.
  • Triggers will be released when entering cinematic mode.
  • Fixed loading of map images. Some image formats caused blood not staying on the map.
  • When an enemy spawns another enemy, it cannot appear in impassable places. There was a bug when GodDog was able to spawn dogs behind passability zones.
  • Upgrade star icons won’t get out of borders when there’s too many of them.
  • Objects with NoClip=1 will now interact correctly with each other.
  • Fixed smoke effect for vehicles which are not on the ground.
  • If an object flies up higher than 25 pixels, it will be rendered over FG.
  • Fixed automatic distance calculation from which player can get inside the vehicle.
  • Fixed rendering for objects which are located below the screen but flied up high so they become visible on the screen.
  • Fixed loading of local mods when Steam doesn’t receive list of mods subscribed by the player.
  • Fixed obstacle avoidance for objects with NoClip enabled.
  • Fixed errors caused by loading vehicles with incomplete list of sounds and sprites.
  • Fixed game freeze when trying to fail non existing objective.
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February 19

A new version 20180219! 🔥🥊

This update is aimed at improving quality of life and making this game more fun to play. Now you can dash through enemies. Enemies will slow down under your bullet hell, or even get knocked back after that juicy sawed-off shot at point-blank range. Also there won’t be annoying medpack drops from bosses when you have 99% HP. It will drop only when it’s really needed 😄

The next update will be released at March 5th and will contain three new levels for main scenario!

New stuff:
  • Bullets and projectiles now have an impulse which can knock enemies back on hit. Also there’s a new parameter “BulletImpulseMultiplier” - it will allow you to modify this effect.
  • Added a new weapon parameter “Piercing” - how does bullet act when colliding with enemy.
  • Added new parameters for enemy spawning, which will allow you to spawn them at the top and the bottom of map.
  • Player can now dash through enemies.
  • Player will not longer get stunned after taking damage.
  • Level tasks will be sorted now. Completed - at the top, failed - at the bottom.
  • Window mode can now be toggled using Left Alt too.
  • Medpack will now drop only if some player is hurt for at least a third part of a medpack power. For example, if player has 90 HP of 100, then a Large Medpack (100 HP) won’t drop from a boss. It will drop only if some player has less than 66 HP.
  • Enemy spawning is now animated. Fading in from the black color.
  • Now bullet will become more transparent when losing its HP (after hitting enemies).
  • Enemies which should be spawned at the map sides will now spawn behind the map borders.
  • Added a sound when changing key bindings.
  • Gamepad image in the gamepad settings menu is more visible now.
  • Gamepad buttons are renamed to the format of XBox gamepads. Instead of "Joy 1" or "Joy X-" there will be "A" and "LStick Left". Unfortunately, controls on different (non-xbox) gamepads may not work correctly so we advice rebinding all your controls.
  • A new rendering driver was installed. This should fix the black stripes on the screen in fullscreen mode for some users.
  • Fixed a bug, where leaderboards for a level were empty if the player didn’t submit their score yet.
  • “Scores” button in scenario menu will become disabled, if leaderboards is unavailable for some reason.
  • Enemies won’t turn back and forth when colliding with an obstacle anymore.
  • AK-47 won’t pierce enemies when using incendiary ammo anymore.
  • Fixed a bug, which caused the game to use 25 times more memory to load the level.
  • Very long names of mods and maps will get narrowed if they do not fit in the list window.
  • If some player changes or upgrades a weapon, a help tip won’t disappear for other players.
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About This Game

*** Old school pixel-art scroll-shooter ***

Sometimes the enemies will rush you in hordes wave by wave. It’s about time to grab a machine-gun (flamethrower, chainsaw or bazooka?) and make mincemeat out of them.

This old school pixel-art shooter offers an unusual weapon upgrade system. Damaging enemies will give you points that can be spent to upgrade your primary or secondary weapon, which you can choose from about 40 different items. Upgrade is not limited with changing of parameters – you can replace materials, ammo or attack type for your weapon, each having a unique upgrade list.

The game offers hot seat to play with your friends using just one computer, as well as full joysticks support, making it so comfy and familiar as if you're back to your childhood years.

Flexible modification system will allow you to create your own maps, enemies, weapons and upgrades. You will need just a plain text and image editor to add whatever you want to the game and share it with your friends.

System Requirements

    • OS: XP
    • Processor: Intel Atom Z2760 1800 МГц
    • Memory: 2 GB RAM
    • Graphics: PowerVR SGX545
    • Storage: 35 MB available space
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