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Box Grinder

Box Grinder

by TwoWizards

Price N/A
Avg Players 0
Released Q3 2026
CasualClickerCollectathonColorful

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About this game

Latest updates

Demo #2

8 days ago
{STEAM_CLAN_IMAGE}/46030483/ed93a79f38c2af5e93d487f8b65a20a1d423dda5.png Thanks to your feedback, we've gained a clearer picture of the direction the game should take — which required rethinking and reworking quite a few things. This version of the demo implements part of that. Thank you for your feedback! Key changes: - Backgrounds now grant bonuses; they need to be unlocked and can be selected at will. - More chests (now 6); rarity distribution across chests has been rebalanced. - Collection rewards reworked - stat bonuses removed; all rarities now unlock mechanics instead. - Objectives replaced with Achievements; tracking functionality is preserved. New mechanics: - Once you complete your first collection, duplicates of that item will lower its drop chance - passively increasing the odds of finding new and rarer items. - Auto-opening for unchosen chests, at half speed and without the ability to receive new items. - Active abilities that grant a timed bonus, activated at a resource cost. - Copy synergy - if 2+ identical items drop from a single chest, they combine and multiply the item's reward (e.g. 3 copies = ×9 reward). New upgrades: - Guaranteed lucky chest every X openings. - Chance to receive an extra item per copy (after unlocking Copy synergy). Ability duration. More: - Full rebalance of upgrades and costs; Storage rebalanced. - Added option to show the resource cost of upgrades. - Added option for chest drop sound volume. - UI improvements. This is a significant overhaul of the core gameplay loop, so unfortunately save progress from the previous demo version could not be carried over.

First Demo!

41 days ago
{STEAM_CLAN_IMAGE}/46030483/6596024c88ff54a14bd1305fa691463fb809f11c.png Hey everyone! We've released the first version of the Box Grinder Demo — and this is an important step toward shaping the game into what it's meant to be. We really need your feedback: leave a review on the demo page or join our Discord. This is a very early version, and the second Demo will bring a lot of changes. Based on the first wave of feedback, we're already adjusting our direction. Our vision in a nutshell: a game about collections, with a short total playtime and everything built around chances that's comfortable to play both actively and as an idle game. What's currently in the demo: 40–60 minutes of gameplay (depending on luck) 3 chests 9 item rarities 250+ items Supporting mechanics: lucky chests, resource conversion, excess chest recycling, chest purchasing, item type focusing Bonuses for completing a full rarity collection Objectives list — a temporary replacement for achievements What's planned for the full game: 5 hours of gameplay (plus optional time for achievements) 10 chests 13 item rarities 500+ items Active abilities (and their automation) Selectable backgrounds with bonuses Shine items New supporting mechanics: auto-opening for inactive chests (not just the selected one), item copy synergies, chests from chests, and more ways to manipulate chances Achievements with progress tracking (like the current Objectives) More transparent self-irony Thank you for your interest in the game! If you'd like to support us - leave some feedback and don't forget to Wishlist!

Posts come from Steam's official announcements feed.

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