A high-score roguelite where you're the lowest ant at the office. The office is a cover story - you're here to strip the place for ore and get out bigger than you came in. Dig deep. Don't wake the swarm. Put your number on the global board, then go beat it.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“A colony is easier to build with the colony watching. Pissant is one person's game, and the fastest way to make it better is to put it in players' hands and listen. There's a live leaderboard in here, and the only way to balance a game people are trying to top is to watch what the good runs actually do. Early Access lets me tune the career, the swarm and the descent against real scores instead of guessing alone.”

Approximately how long will this game be in Early Access?

“Six months to a year, give or take. I'd rather punch out a finished game a little late than ship a broken one on time. Call it a target, not a promise.”

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

“More careers. The Grid is the one you can pick today - build a beam gun out of blocks on a board - and the plan is for it to be one of several, so a run starts with a real choice about what you do for a living. On top of that: a much deeper pool of blocks so a late board turns genuinely strange, more floors to dig, more elements, and a meaner late shift. The core job - clock in, dig, build your career, run from the swarm, post the number - is already here. The full version widens the whole operation.”

What is the current state of the Early Access version?

“A full, playable high-score roguelite. Build your ant in The Forge, clock in, and dig down through procedural hex floors while a living colony goes about its day around you. One career to build - The Grid - grown block by block off the ore you haul. Seven elements to pull off the floor. Royal Guards standing on the boss floors. Every run that ends posts its score to the global leaderboard, and a badge comes back with it. What's still thin is the block pool behind the board, so the wildest end-game careers aren't reachable yet. That's the main thing Early Access is for.”

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

“Yes. The price will go up when the game leaves Early Access. Buy in during Early Access and you pay the lower rate once, and you keep the game plus every update down the line through 1.0. Early clock-in, better deal.”

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

“I post here every week — what changed, what broke, what's next. The best place to reach me is right here: the Steam Community Hub for Pissant. Post bugs, ideas, and runs in the Discussions and I read all of it. I'm also on Instagram as @pissantgame. Your reports go straight onto the workbench. This is a small game made in the open, by one of you, for all of you. The colony builds the colony.”
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About This Game

THE OFFICE IS A COVER STORY

There's a floor. There are desks. There's a whole colony putting in a shift around you. None of it is yours. You walked in here to strip the place for ore and walk out worth something. Keep your head down, look busy, and nobody asks who you are.

THE GRID IS YOUR CAREER

A career is what you do for a living, and down here that makes it the thing you fight with. Careers are weapons. Yours is The Grid. You build it by dropping blocks on a round board. A hand sweeps that board like a clock, and every time it crosses a block you placed, that block launches out of you, flies the way it points, and lands as exactly the shape you drew. Big blocks hit harder. Blocks that touch weld into one shot. Fill the board and every second of the sweep is firing something.

Every haul of ore deals you three blocks. Pick one, drop it anywhere, and it's there for the rest of the run. No shop. No take-backs. Where you put it is what your career turns into. Hit Tab any time to look at the board while the floor keeps moving.

DON'T WAKE THE FLOOR

Thousands of ants go about their day around you. Fast scouts walk the floor, each one with a nose for trouble. Get too close and it screams - and the calm office turns into a mob with your name on it. Outrun the clock and things cool off. Or don't, and find out why the small ones don't last.

THE NUMBER IS THE JOB

Top corner of the screen: LEVEL and SCORE. That's the game. Every ant you put down is a point. Every floor you get down is worth thousands.

When the run ends - squished, or because you opened the pause menu and retired on purpose - your number goes up on the global board under your Steam name, next to everyone else's. Do well enough and you take a badge with it: bronze, silver, gold, platinum, and diamond for the top one percent.

Then you clock in again and try to beat yourself.

Every shift pays into your record, too. Walking new ground, hauling ore and putting ants down all bank experience, and every level you make is one hatch on the nursery wall in The Brood - a talent that stays with you on every shift after this one. Runs end. The wall doesn't.

DIG DOWN. IT GETS WORSE.

You mine Ca'Reer ore to move up, and moving up means going down. Every floor is another colony, dug hex by hex, with fog over everything you haven't walked yet. Some floors put a Royal Guard between you and your payday - nothing surfaces there until it's down. Find a crystal and take what's inside: freeze the swarm stiff, set it on fire, shock a whole line, melt armor, rout the colony, or tear straight through walls. Seven of them, one at a time, swap it the second you find better.

DRESS FOR THE JOB

Build your ant in The Forge before you clock in - body, colours, and what you're wearing to work. Necktie. ID badge. Overalls. Tuxedo, if you're that guy. More of it is buried down there: garments and emotes sit in crystals on the floors, and once you've dug one up it's yours for good, even after you get squished.

THE COLONY, AND THE RANGE

Between shifts there's a place under the office where everyone ends up. Other people's ants walk around in it with their names and their rank over their heads. There's a gate down to work, and past a red line on the floor, there's a firing range.

The range is where you draw a career without paying for it. Every block in the game, no ore, nothing permanent, and twenty slots to keep what you come up with. Build a board, step over the line, and fire it at nothing in particular until it's right. Then go clock in and earn it properly.

Wishlist Pissant, clock in, and go put a number on the board.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Pissant is built with AI-assisted code. The developer directs and edits everything; an AI assistant helps write the game's code, its in-game text, the music scores and the store and marketing text. No AI image, video or voice generator made anything in the game: every visual is drawn by the game's own procedural code, and every sound and note of music comes from its own synthesis engine. No generative AI runs during gameplay, and the game does not connect to any AI service.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: GPU with Vulkan or DirectX 12 support (Intel HD 520 / GeForce GTX 750 / Radeon R7 260 or newer)
    • DirectX: Version 12
    • Storage: 500 MB available space
    Recommended:
    • Requires a 64-bit processor and operating system
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