- Release Year: 2018
- Platforms: Macintosh, Nintendo Switch, PlayStation 4, Windows, Xbox One
- Publisher: CC Arts, Drageus Games S.A.
- Developer: CC Arts
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Shooter
- Average Score: 84/100

Description
Grood is an indie shoot ’em up game featuring 2D side-scrolling action where players pilot a ship or character to battle waves of enemies in a visually straightforward environment. Developed by CC Arts, it emphasizes challenging gameplay with mechanics that increase difficulty through enemy resilience and unpredictable bullet patterns, as noted in critical reviews.
Gameplay Videos
Where to Buy Grood
PC
Grood Reviews & Reception
metacritic.com (88/100): Despite being a hell of a challenge, the speed of the action combined with some awesome heavy metal music made Grood a hard title to put down.
3rd-strike.com (80/100): this high octane game is fast-paced and challenging.
336gamereviews.com : This is a challenging game with little in the way of mercy.
Grood: A Heavy Metal Shmup Forged in Machine Oil and Mad Vision
Introduction: The Orb of Contention
In the crowded ecosystem of indie shoot ’em ups (shmups), few titles arrive with as raw, unfiltered a vision as Grood. Released in 2018 by the near-anonymous solo developer Claudio Catalano under the CC Arts banner, and later published by Drageus Games S.A. for consoles, Grood is not a game born of committee design or market analysis. It is a passion project—a “spare robot parts” aesthetic fused with the relentless momentum of heavy metal, built in Unity over two years. Its legacy is a fascinating dichotomy: a title with a fervent niche following on Steam (86% positive user reviews) that met with almost universal critical derision (a MobyGames aggregate of 42% from two critics), with one outlet calling it “just a bad” shmup that mistakes “bullet sponges” and obscured visuals for difficulty. This review posits that Grood is not merely “bad” or “good,” but a profound case study in ambition clashing with execution. It is a game whose core mechanicalDNA—fast, pure, arcade-attrition shooting—is sound, yet whose artistic and design choices so aggressively assault the player’s senses and fairness that they risk utterly subverting its own fun. Grood is the sound of a developer screaming his love for the genre into a void, only to have the echo distorted beyond recognition.
Development History & Context: The One-Man, Two-Year Grind
Grood’s development history is a story of extreme independence. The credits on MobyGames and Steam list only two names: Claudio Catalano as Concept, Programming, and Graphics; and Andrew Wildman as Soundtrack. This confirms Grood as essentially a solo endeavor, with Catalano wearing every major hat. This context is not incidental; it explains the game’s most glaring strengths and weaknesses.
The vision, as stated in the official Steam description, was to “blend classic Shoot ’em up frenetics mechanics with modern low poly graphics, particles, shaders.” This was 2018, a time when low-poly art was moving from a technical limitation to a deliberate stylistic choice (seen in games like Enter the Gungeon and Superhot). Catalano leveraged the accessibility of the Unity engine to build a technically competent 2.5D side-scroller with a dynamic weather and day/night cycle—a feature that promised immense replayability through procedural environmental variety.
However, the constraints of a solo developer are palpable. The “modern” effects—heavy bloom, chromatic aberration, depth of field—are applied with a ubiquitously heavy hand. This suggests a developer experimenting with post-processing pipelines without the iterative polish a larger team could provide. The game was released on Windows and Mac in March 2018, then ported to PS4, Xbox One, and Switch in 2020 by Drageus Games S.A., indicating a small but successful commercial push. It exists outside major industry trends, a pure artifact of the “indie boom” ethos: one person’s dream, presented without filter, sold for $4.99 on Steam.
Narrative & Thematic Deep Dive: The Silence of the Machines
To call Grood‘s narrative “minimalist” is a generous understatement. The source material provides a single, vague premise from its store page: “GROOD is about fighting… Annihilate an army of machines, and afterward, annihilate their bosses—go all the way to confirm that your battle paid off.” There is no story text, no character, no exposition. The “narrative” is pure anterograde amnesia: you are an “orb-shaped murder machine” in a world overrun by “hostile machines.” Why? Who are you? What is the “battle” for? The game offers no answers.
This is a complete contrast to the other major “G” title in the source material, Grounded—a game whose entire review structure revolves around its rich, mystery-box narrative involving shrunk children, a mad scientist, and a sinister corporation. Grood has none of this. Its theme is not survival, not discovery, but pure, unadulterated conflict. The “world” is a series of environmental backdrops (woods, swamps, cities, frozen lands, deserts) that exist solely as arenas. The thematic depth is found not in plot, but in tone: the fusion of geometric, impersonal machines with the visceral, human emotion of heavy metal music. The “story” is the rhythm of the soundtrack and the escalating difficulty curve. It’s a narrative of pure, escalating violence against an anonymous, mechanistic Other, a theme that resonates in a post-battlefield, post-cyberpunk landscape where the enemy is often an amorphous system, not a person.
Gameplay Mechanics & Systems: Precision Under Siege
At its mechanical core, Grood is a competent, if punishing, horizontal shooter. The player controls a small, spherical vessel that can move freely across the screen and fire in one direction (typically right). The gameplay loop is classic: survive bullet patterns, destroy enemies, collect points (and possibly weapon upgrades), and reach the end-of-level boss.
Weapon Progression: The armament is a critical system. You begin with a Gatling Gun, a high-rate-of-fire weapon that feels powerful and forms part of your ship’s visual model. This is the only weapon that receives explicit upgrades during the campaign. New weapons are picked up as power-ups:
* Shotgun: A short-range, multi-projectile weapon. Criticisms from sources note it feels “underpowered right out the gate” and is essentially a tactical downgrade in most situations.
* Laser Beam: A high-damage, penetrating weapon that significantly slows your movement while firing. This introduces a crucial risk/reward trade-off: immense firepower at the cost of maneuverability in a game where evasion is paramount.
* Heat-Seeking Rocket Launcher: The powerhouse. It deals massive damage and auto-targets, but its intelligence is flawed; it often locks onto indestructible environmental objects or large enemies while smaller, immediate threats swarm you. It also requires rapid button-mashing to fire repeatedly, leading to physical fatigue.
This progression is linear and non-selectable, a point of design rigidity. You cannot choose your loadout; you must adapt to what the game gives you, often forcing you to use a weapon you know is suboptimal for the current threat pattern.
Difficulty & “Fairness”: This is the game’s most divisive mechanic. Grood has no difficulty settings—just “HARD, HARD, or HARD,” as one review quipped. It achieves challenge not through elegant, pattern-based bullet hell curtains (like Touhou or Ikaruga), but through what critics call “cheap” tactics:
1. Bullet Sponge Enemies: Some foes require excessive firepower to destroy.
2. Off-Screen Attacks: Enemies and projectiles spawning at the edges of the screen or from “behind” the player.
3. Unpredictable Enemy Behavior: A specific foe, the “Heart” enemy, is singled out for criticism. It “nearly teleports” to its position, making its attack patterns feel random and unfair rather than learnable.
4. Visual Noise as Mechanic: The game’s heavy post-processing effects (discussed below) are not merely aesthetic; they are integrated as a damage feedback system. As you take hits, the screen cracks, desaturates, and distorts more severely. This creates a vicious cycle: the more damage you take, the harder it is to see the incoming damage. Checkpoints are sparse (only after level 4), meaning failure often means replaying a punishingly long stage.
Progression Systems: The game features a local and global leaderboard, 30+ achievements, and a slow-motion mechanic (activated when a meter fills). Slow-mo is a vital clutch tool but is a finite resource. There is no permanent character progression between runs; success is purely skill-based and score-based.
In summary, the gameplay systems are a study in brutal, arcade purity, but one where the tools for success (clear visibility, predictable patterns) are frequently sabotaged by the game’s own design and presentation.
World-Building, Art & Sound: A Feast for the Ears, a Blight for the Eyes
Grood’s sensory presentation is its most defining and controversial feature. It is a game of stark, beautiful contrasts that ultimately conflict.
Visual Direction & Art Style: The foundation is a low-poly, geometric art style for ships, enemies, and environments. This is where the game shines. The machine enemies—floating saw-blades, cubic drones, angular fortresses—have a clean, almost toy-like aesthetic. The player’s orb vessel is charmingly simplistic. This style is well-suited to the heavy metal theme; it feels like a dystopian toy box.
The catastrophe lies in the ubiquitous post-processing effects. The main menu and in-game HUD are saturated with:
* Severe Chromatic Aberration: Colors split at the edges, creating a constant, dizzying fringe.
* Overpowering Bloom: Lights and explosions glow with a blinding intensity that washes out detail.
* Aggressive Depth of Field: Backgrounds are often blurred into smears, making it difficult to track off-screen threats.
* Dynamic Distortion: Screen cracks, warps, and fisheyes as damage is taken.
As the 336GameReviews critic horrifically noted, these effects are “an abhorrent visual nightmare” that “puts intense strain on the eyes.” They transform the game from a clear challenge into a “flashlight pointing at your face while trying to drive at night.” The intended metaphor—a damaged cockpit view—is valid, but its implementation is so extreme and constant that it becomes a primary obstacle, not an atmospheric garnish. The beautiful, simple low-poly world is perpetually at war with a simulated seizure-inducing filter.
Sound Design & Music: This is Grood’s unalloyed triumph. Composed by Andrew Wildman, the soundtrack is a wall of relentless, high-quality heavy metal. It is not background music; it is a driving, narrative force. The chugging riffs and blast beats perfectly match the game’s breakneck pace, creating an adrenalized, empowering feedback loop. The sound effects—the crunch of the gatling gun, the thwump of rockets, the shattering of glass on damage—are punchy and satisfying. The Steam store even sells the soundtrack separately, a testament to its quality and fan appeal. The audio creates the intended “hardcore” atmosphere flawlessly.
Atmosphere & World-Building: There is no world-building in a traditional sense—no environmental storytelling, no lore. The “world” is a series of 2.5D scrolling planes defined by their weather and time of day. The dynamic weather and day/night cycle is the game’s most clever environmental feature. A forest stage will look radically different under a rainy dawn, a blazing noon sun, or a snowy night. This procedural variation is a brilliant way to extend engagement and visual novelty without creating entirely new assets. However, its effectiveness is neutered by the overpowering visual filters, which make appreciating the different lighting conditions a struggle.
Reception & Legacy: The Cult of the Masochist
Grood‘s reception is a perfect Rorschach test for player tolerance of “artistic” difficulty.
Critical Reception (2018-Present): Critics were almost universally hostile or lukewarm. MobyGames aggregates a 42% score based on two critic reviews. The available reviews paint a clear picture:
* Video Chums (Xbox One, 60%): Called it “a capable indie although it doesn’t do all that much beyond the very basics of the genre.”
* eShopper Reviews (Switch, 25%): A scathing takedown, labeling it “just a bad one” that creates difficulty through “bullet sponges,” inaccurate fire, and off-screen ambushes. This review encapsulates the “unfair” critique.
Critics praised the tight core shooting, the great soundtrack, and the clever environmental variety but were unified in condemning the self-sabotaging visual design and unreliable, often unfair, enemy behaviors. The game was seen as a rough draft of a great idea.
Player Reception: In stark contrast, Steam user reviews sit at 86% positive (36 of 36 reviews at the time of data collection). This divergence is telling. Players who persevered past the initial visual shock and learned the game’s grueling patterns found a rewarding, arcade-perfect experience. The high difficulty became a badge of honor. The Steam achievement data supports this: only 8.4% of players reached the final boss, creating an elite club. The global leaderboards, while likely small, fuel competitive replayability. Players seem to embrace the “masocore” aspect, accepting its flaws as part of its punishing charm.
Legacy & Influence: Grood has had no discernible influence on the wider industry. It is not cited as an inspiration by major studios. Its legacy is purely cult and cautionary. It serves as a benchmark for:
1. The limits of solo development in a genre requiring extreme polish.
2. The fine line between “challenging” and “unfair” in shmup design.
3. The powerful, subjective role of visual clarity in game design. Its greatest asset (the heavy metal aesthetic) is tied to its greatest flaw (the oppressive visual effects).
It will be remembered, if at all, as a fascinating oddity—a game that is technically functional but aesthetically hostile, loved by a small cadre of players who enjoy having their vision and patience assaulted.
Conclusion: A Flawed, Noisy, Glorious Artifact
Grood is not a forgotten classic, nor is it a broken disaster. It is a deliberate, uncompromising artifact. Claudio Catalano successfully built the core loop of a great arcade shooter: fast, weapon-diverse, boss-focused, and score-driven. The soundtrack is exceptional and perfectly suited. The dynamic environments are a smart, under-utilized feature.
However, Grood is ultimately brought low by a catastrophic failure of practical game design. The decision to saturate every frame with extreme post-processing effects is not a stylistic choice but a fundamental design flaw. It actively harms the core gameplay of pattern recognition and precision movement. Coupled with enemy behaviors that feel random rather than challenging, it creates a experience where success feels like surviving a glitch, not mastering a system.
Its place in history is that of a noble failure. It demonstrates that passion and technical competence in engine use are not enough. Game design requires empathy for the player’s perception and comfort. Grood asks too much of its players’ eyes and patience while giving little narrative or mechanical reward in return beyond pure, adrenaline-soaked attrition. For the masochist with a high pain tolerance and a love for noisy, chaotic shmups, it is a curious, punishing gem. For everyone else, it is a frustrating, visually painful lesson in how not to use your graphical toolkit. It is a heavy metal album recorded with all the amps turned to 11, rendering the music itself indistinguishable from the feedback. In the pantheon of indie shooters, Grood is not canon. It is a raw, distorted bootleg tape—interesting to collectors, but painful for the untrained ear.
Final Verdict: 2.5/5 – A technically sound shooter completely undermined by its own aggressive, confusing visual presentation and often-unfair difficulty spikes. A cult curiosity for the determined few, but an actively unpleasant experience for most.