So… Are We Finally on the Right Track? The First 2026 Update Is Live!
Hello Grinders, As promised, in 2026 we will bring Swarm Grinder to the place it truly deserves. Thank you for trusting us up to this point. This will be a long update post.
In this update6
Full notes
Full Swarm Grinder update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix3 additions1 change1 removal
Gameplay
Performance
UI and audio
addedHello Grinders,So I am actually a player of this genre as well. On top of that, I spent the last week reading all the reviews. Because of this, I believe I now have a very clear understanding of what needs to be done. Let’s move on to what we changed in our first update ^^
addedBalancingWe increased the power of some abilities. In addition, all limits in the meta upgrade blocks have been completely removed. You can now unlock all upgrades within a block. One of the core expectations of VS like games is the feeling of becoming overpowered, and we believe we are delivering that feeling much more strongly now.
removedQuality of LifeThe permanent upgrade reroll cost has been set to zero. Rerolling no longer requires any resources. This system felt more punishing than strategic before. Now you can freely shape your build the way you want.
fixedBug FixThere was a bug with the Gatling Gun that appeared in a rare build, and yes, I personally encountered it while playing. When there are no enemies, it no longer reloads immediately. It now waits for 3 seconds, and if no enemies appear during that time, it reloads. This bug, which occurred when reducing the Gatling Gun’s range with purple upgrades, will no longer appear in the game.
addedFPS OptimizationAfter killing enemies, their corpses used to remain in the game, and once there were thousands of enemies, this caused FPS drops. Enemy corpses are now managed with a pooling system. When the corpse count reaches 300, existing corpses are reused instead of spawning new ones. This change aims to significantly reduce FPS drops during long runs and high enemy density scenarios.
changedSo what next?This is only the beginning. All of these changes were determined directly based on your feedback. Throughout 2026, we will continue to make regular progress on balance, game feel, UI, and performance. If there are things that still feel problematic, improvements you notice, or areas you think need more attention, please share them with us in the comments.
Swarm Grinder changes
addedSo I am actually a player of this genre as well. On top of that, I spent the last week reading all the reviews. Because of this, I believe I now have a very clear understanding of what needs to be done. Let’s move on to what we changed in our first update ^^
addedWe increased the power of some abilities. In addition, all limits in the meta upgrade blocks have been completely removed. You can now unlock all upgrades within a block. One of the core expectations of VS like games is the feeling of becoming overpowered, and we believe we are delivering that feeling much more strongly now.
removedThe permanent upgrade reroll cost has been set to zero. Rerolling no longer requires any resources. This system felt more punishing than strategic before. Now you can freely shape your build the way you want.
fixedThere was a bug with the Gatling Gun that appeared in a rare build, and yes, I personally encountered it while playing. When there are no enemies, it no longer reloads immediately. It now waits for 3 seconds, and if no enemies appear during that time, it reloads. This bug, which occurred when reducing the Gatling Gun’s range with purple upgrades, will no longer appear in the game.
addedAfter killing enemies, their corpses used to remain in the game, and once there were thousands of enemies, this caused FPS drops. Enemy corpses are now managed with a pooling system. When the corpse count reaches 300, existing corpses are reused instead of spawning new ones. This change aims to significantly reduce FPS drops during long runs and high enemy density scenarios.
Hello Grinders,
As promised, in 2026 we will bring Swarm Grinder to the place it truly deserves. Thank you for trusting us up to this point. This will be a long update post.
First of all, I recently joined the team, and I have personally seen how much the team cares about this game. I am a hopeless rogue like and action rogue like player, and I usually do not quit a game until I 100 percent it. And yes, I have also completed Swarm Grinder today with all achievements unlocked.
So I am actually a player of this genre as well. On top of that, I spent the last week reading all the reviews. Because of this, I believe I now have a very clear understanding of what needs to be done. Let’s move on to what we changed in our first update ^^
Balancing
We increased the power of some abilities. In addition, all limits in the meta upgrade blocks have been completely removed. You can now unlock all upgrades within a block. One of the core expectations of VS like games is the feeling of becoming overpowered, and we believe we are delivering that feeling much more strongly now.
Quality of Life
The permanent upgrade reroll cost has been set to zero. Rerolling no longer requires any resources. This system felt more punishing than strategic before. Now you can freely shape your build the way you want.
Bug Fix
There was a bug with the Gatling Gun that appeared in a rare build, and yes, I personally encountered it while playing. When there are no enemies, it no longer reloads immediately. It now waits for 3 seconds, and if no enemies appear during that time, it reloads. This bug, which occurred when reducing the Gatling Gun’s range with purple upgrades, will no longer appear in the game.
FPS Optimization
After killing enemies, their corpses used to remain in the game, and once there were thousands of enemies, this caused FPS drops. Enemy corpses are now managed with a pooling system. When the corpse count reaches 300, existing corpses are reused instead of spawning new ones. This change aims to significantly reduce FPS drops during long runs and high enemy density scenarios.
So what next?
This is only the beginning. All of these changes were determined directly based on your feedback. Throughout 2026, we will continue to make regular progress on balance, game feel, UI, and performance. If there are things that still feel problematic, improvements you notice, or areas you think need more attention, please share them with us in the comments.