An isometric tactical horror RPG. Fleshgrinder is a virus that causes an extinction-level event, harvesting DNA samples and trying to digitally accelerate evolution in the so-called Genesis Chamber after taking over the minds of the augmented population.

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Planned Release Date: Q4 2026

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About This Game




EVOLUTION WITHOUT WAITING


That was SynTech's slogan. By 2053, seventy percent of humanity had bought it — neural

interfaces, cognitive amplifiers, full-body Convergence systems, all held together by a

SynTech bonding agent called NexuGel. Flesh and machine, seamlessly married. Progress

you didn't have to wait a few million years for.

Dr. Eliza Chen was the first person to step inside the Genesis Chamber. Within

forty-eight hours she could distribute her own consciousness through quantum

entanglement and simulate the future with uncomfortable precision. What came out of her didn't spread

blindly. It moved wirelessly, through the augmentation protocols themselves, and it

waited — striking at the exact moment its models said would work best.

That was six months ago.


THREE KINDS OF SURVIVORS

PURISTS 

Refused the technology back when there was no reason to. Being right

about the largest question of the century has not made most of them pleasant company,

and they have little patience for anyone who had to be cut clean.

DISCONNECTED



Augmented, until somebody took it out of them. Gutters worked

out of abandoned buildings and makeshift labs with salvaged instruments, charging whatever the desperate

could pay. Most patients survived. Most came out crippled. One man's implant had fused

to his Broca's area; when they cut it free they took his speech with it, and he has

understood every word spoken to him since without being able to answer one. He'll tell

you it was worth it. No more Signal whispering in his skull.

IMMUNES



Rare, and alive by accident. A manufacturing defect, an illegal

modification, an implant that never worked properly to begin with. The virus reached for

them and found nothing to hold onto.

THE SPECIALISTS


         Butchers hold the line.                              Hacksmiths keep the gear running.                    Mindrippers fix people.



BUTCHER — Ex-SynTech security, veteran of the Resource Wars, long since used

to being torn apart and stitched back together. A laser fried his neural implant and

melted part of his brain along with it. It's a wonder he can still do simple math. His

shotgun doesn't require any.

HACKSMITH — An engineer who has spent his whole life inside other people's

machines. He runs on gadgets, internal and external, and turns enemy systems against

their owners. His problem was never competence. It's that he genuinely believes he's the

smartest thing left alive.

MINDRIPPER — A therapist whose years in the field left her psychotic, and

whose tumors — mercifully non-lethal — left her able to alter physical reality. She

found out on a patient hiding a pirated implant, and the room was still raining blood

when she caught herself laughing. Push it too far and her own head goes the same way.

TAKE THEM APART

Damage is tracked per body part. Put enough trauma through a limb and it comes off —

while the thing it belonged to is still alive and closing in on you. Headshots burst.

Explosions take several at once. Severed parts are thrown with real force and stay

where they land, permanently.

Over 30 weapons within 7 categories

Pistols, SMGs and assault rifles — the reliable spine of any loadout

Shotguns — close, loud, and the fastest way to remove a limb

Machine guns — including spin-up gatlings that demand you commit to a firing

position before the barrels are even turning

Sniper rifles — up to an experimental antimatter platform

Energy weapons — the largest category in the game, salvaged from Quantum Arms Incorporated

research: lasers, plasma, electrical, and a singularity cannon that folds space where it

lands

Explosives and flamethrowers — for when the corridor matters more than the target

Friendly fire at 50% on Fleshbuilder, 100% on Apex difficulty. At the top, your

own rounds are exactly as lethal as theirs. All NPCs can be killed at any time.

Penetration mechanics — rounds pierce multiple targets based on caliber and

material, with damage falloff

Seven armor slots with 100+ different armor pieces — flat and percentage reduction applied against the body

part actually hit


NO TWO DROPS ARE THE SAME

Every weapon, armor piece and augmentation is generated randomly when it drops. Base

item, rarity tier, then a randomized set of attributes pulled from deep stat pools —

eighteen for weapons alone, more for armor — with no duplicates on a single item. Two

rifles of the same model and the same rarity is near impossible to have the same stat line.

PUT IT BACK IN

The world ended because of augmentations. You'll be bolting them back in anyway. Endo

implants integrated through NexuGel, Exo grafts fused to the frame — targeting optics,

cortical accelerators, servo filaments woven through your tendons. More slots unlock

through the skill trees. The best ones carry real drawbacks: sharper criticals for a

narrower field of view, until you're lethal and half blind.

WHAT'S LEFT OF EVERYONE ELSE

Eleven enemy types, in the order the virus built them.

First wave: Zombies and Sprinters, still walking toward the processors on their

own - or chasing you.

Harvested — what comes back once the flesh has been taken.
Fleshdrones that flee on

sight, after mapping you from above.

Second wave: Metaleaters with near-diamond bones and saliva that oxidises steel.

Fleshbots, corrupted pets with acid sacs that howl for the pack. Cyberskeletons that see

through walls, read memories and answer in voices you recognise — they share a mesh

network, so if one reads you, all of them have.
Third wave: Fleshbuilders, designed to build and maintain the infrastructure of the virus.

Operator Wyrms that have assimilated into the buildings they once administered.

Suspended Devourers, failed experiments wired to their terminals, snapping at nothing.

Apex



A nervous system distributed through the whole body, so dismemberment

doesn't stop it, and genetics that analyse incoming rounds and keep whatever proves

useful.


THE DEMO

A tutorial and the first two mission areas, and the full combat, loot,

augmentation and progression systems. Fleshgrinder is in active development with

no release date yet.

FLESHGRINDER: Evolution Without Waiting. Extinction Without Mercy.

AI Generated Content Disclosure

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

All artwork, character art, animation and audio in Fleshgrinder were created by human artists — the use of generative AI for art was contractually prohibited on this project. Generative AI was used to translate the game's text into its ten non-English languages, and to draft a portion of the in-game item descriptions and dialogue. No generative AI runs while you play; nothing is generated at runtime.

Mature Content Description

The developers describe the content like this:

Fleshgrinder contains excessive graphical violence including dismemberment, with severed limbs and bodies torn apart by firearms, energy weapons and melee. Blood, viscera, corpses and body parts accumulate in the environment and remain there.
Enemies are body-horror depictions of infected humans — flayed, skeletal, partially harvested, or fused with industrial machinery — and the story deals throughout with forced bodily transformation and the loss of self.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i3-4130 / AMD FX-6300
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1050 Ti / AMD Radeon RX 470, OpenGL 4.2
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Sound Card: DirectX compatible
    • Additional Notes: Requires an OpenGL 4.2 capable GPU with 4 GB VRAM (BC7/BPTC texture compression). Requires Microsoft Visual C++ 2015-2022 Redistributable (x64)
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel® Core™ i3-9100F
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX1660 S
    • DirectX: Version 11
    • Storage: 8 GB available space
    • Sound Card: DirectX compatible
    • Additional Notes: Requires an OpenGL 4.2 capable GPU with 4 GB VRAM (BC7/BPTC texture compression). Requires Microsoft Visual C++ 2015-2022 Redistributable (x64)
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