You are the cursor — the last honest user in a machine built to farm your Attention. Auto-fire your way through swarms of cookie banners, tracking pop-ups, and EULAs in a fast, funny survivors-like roguelite. Draft absurd upgrades, cash in your Attention, and survive the Performance Review.

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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?

“Scrumbag's core loop is built, but its content pool is deliberately open. The three
things that decide whether a game like this is any good are exactly the things I want
players deciding with me: enemy design, weapon design, and build design.

Which enemies show up and how they behave. Which weapons exist, how they feel, and
what they evolve into. Which builds are worth chasing and which ones fall flat. Those
are design questions with no right answer I can reach alone in a room, and spending
another year guessing at them in private would be the actual mistake. I would rather
build them in the open, with the people playing.”

Approximately how long will this game be in Early Access?

“Around 12 months. That is an honest estimate for the planned content additions plus
the community iteration on them. I would rather adjust alongside players than commit
to a date I cannot keep.”

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

“The full version is planned to be substantially wider across three areas, shaped by
what players push for.

Enemies
• A miniboss overhaul. Around 14 minibosses currently function as stat walls, and
each is planned to get its own distinctive behavior
• New enemy types and behaviors beyond the current AI families

Weapons
• A larger weapon pool with new evolution recipes
• A deeper status effect economy (burn, freeze, slow, crit interactions) so weapons
interact with each other instead of just stacking

Builds
• Additional playable characters with distinct build identities
• An expanded pool of "Terms & Conditions" clauses, the run modifier system that
reshapes how a run plays
• Progression past the current cap, plus chest rewards you choose, so long runs keep
paying off

Which of these grow fastest, and which get dropped, is what I want Early Access to
decide.”

What is the current state of the Early Access version?

“The full loop is in and playable end to end. Eight sites with their own enemies,
elites and bosses. Weapons that fire themselves, upgrade drafting at every level up,
evolutions, the Attention currency, the permanent Performance Review progression
tree, and the Terms & Conditions clause system are all built and running.

It is an alpha, and it is narrow. The enemy roster leans on a small set of behaviors,
the weapon pool is smaller than it should be, and the build space is thinner than the
game deserves. That narrowness is the reason to ship now rather than later: those
three areas are where player input actually changes what gets made.”

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

“The price will likely increase as significant content is added. Players who join
during Early Access get it at the lowest price it will be.”

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

“On the three things that decide whether the game is good: enemy design, weapon
design, and build design.

• A public roadmap where candidate enemies, weapons, characters and clauses are
proposed and voted on. Players pick what gets built next.
• Build reports on the Steam forums and a Discord: which builds feel great, which
weapons never get picked, which enemies are unfair or forgettable
• Enemy behavior driven by player reports. If an encounter reads as a stat wall
instead of a fight, that is a design problem worth fixing with the people who felt
it
• Regular content updates driven by that feedback, with changelogs crediting the
reports behind each change

The content pool is intentionally open so player input can shape it.”
Read more
This game is not yet available on Steam

Planned Release Date: Jul 30, 2026

This game plans to unlock in approximately 8 days

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About This Game

You are the cursor. The last honest user in a system designed to harvest every click, every scroll, every second of your Attention. So click back. Scrumbag is a fast, funny survivors-like roguelite about fighting your way out of corporate-tech hell. Your weapons fire themselves — your job is to dodge the swarm, grab what drops, and get strong enough to outlast the next Performance Review.

Survive the feed

  • Bullet-heaven combat. Weapons auto-fire; you weave through crowds of cookie-consent banners, tracking cookies, pop-ups and EULAs that want a piece of you.
  • Draft your build. Every level-up deals you a hand of upgrades — stack Scope Creep, chain evolutions, and turn a weak cursor into a screen-clearing menace.
  • Eight sites of hell. From the Home Keep to the Throne of Skulls, each level has its own creatures, elites, and bosses — including sweeping-laser eyeballs and a beam-firing mothership.
  • Attention is the currency. Bank it, then spend it in Performance Reviews — a permanent upgrade tree that makes every future run start meaner.
  • Original soundtrack. A full score with composer contributions by Andy Rehfeldt, reactive to the on-screen chaos.

One more run

Weak at level one is the whole point — the power fantasy is earning it. Die, unlock, come back sharper. Escape corporate-tech hell one absurd build at a time.

AI Generated Content Disclosure

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

Paste this for the "how" description:

All AI-generated content in Scrumbag is pre-generated — baked into the build and curated by the developer, not generated live during play. This includes the game's artwork (character and enemy art, UI, icons, and store/marketing images) and its music (AI-generated arrangements and remixes based on songs by Andy Rehfeldt). AI tools were also used to assist development. All shipped content is reviewed and selected by the developer before release.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: Integrated w/ WebGL2 (Intel HD 520+)
    • Storage: 1 GB available space
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Quad-core 3.0 GHz
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU (GTX 1050+)
    • Storage: 1 GB available space
    Minimum:
    • OS: macOS 11 Big Sur
    • Processor: Apple M1 or Intel Core i5 (dual-core)
    • Memory: 4 GB RAM
    • Graphics: Metal-capable (Apple GPU / Intel Iris)
    • Storage: 1 GB available space
    Recommended:
    • OS: macOS 13 Ventura or later
    • Processor: Apple M1/M2 or Intel quad-core
    • Memory: 8 GB RAM
    • Graphics: Apple Silicon GPU / dedicated
    • Storage: 1 GB available space
    Minimum:
    • OS: Ubuntu 20.04+ / SteamOS (glibc 2.31+)
    • Processor: Dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: OpenGL 3.3 / WebGL2, integrated
    • Storage: 1 GB available space
    Recommended:
    • OS: Ubuntu 22.04 / SteamOS 3 (Steam Deck)
    • Processor: Quad-core 3.0 GHz
    • Memory: 8 GB RAM
    • Graphics: Vulkan-capable dedicated GPU
    • Storage: 1 GB available space
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