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Demegraunt

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Demegraunt screenshot 1
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Demegraunt

Devid Sorochinsky · Published by Devid Sorochinsky

Last updated 27 Sept 2026

The two heroes are trying to escape from an abandoned planet after a shipwreck, breaking through the wild environment and automated security systems.

Free to PlayComing SoonDJCTQ 12Co-opFull Controller Support

Free

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Adventure, Indie · More free games

Embark on a perilous escape as two heroes traverse Demegraunt’s treacherous landscapes, outsmarting deadly security systems in this gripping adventure game.

About this game



Demegraunt is a platformer with two characters and a rich interactive environment. Go through your journey together with a unique partner.

Explore levels, find useful items, deal with dangerous traps, and break through to your goals.



  • Two heroes with different abilities.
  • The variety of interactive game entities.
  • Save your game whenever you want.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10
  • Processor: Inter(R) Core(TM) i5-4460 CPU@ 3.20GHz
  • Memory: 2 GB RAM
  • Graphics: NVIDIA GeForce GT 610
  • Storage: 512 MB available space

Supported Languages

English, Russian

Latest news

  • Patch NotesOfficial

    Demo is closed

    The latest demo version has been hidden.
    Read full article on Community Announcements (Demexis)
  • AnnouncementsOfficial

    Version 0.8

    Initially, it was assumed that the presence of two interdependent characters would require a multiplayer mode. However, this was postponed because a minimal game AI was created that could analyze the situation around it and perform certain offensive or defensive actions. The decision to start developing multiplayer came at a time when systems that were not essential to the game cycle began to be cut from the project without compromise. This made further work much easier, but there were still many scripts and code that needed to be translated or rewritten to work correctly in multiplayer. There is still more to fix and improve. Everything works well on the host, but clients have input delays directly dependent on their ping, and there may be audio-visual bugs related to the sequence of the multiplayer solution used. There is no server browsing or connection via Steam yet. In order to play with a friend, you will have to create a virtual private network via Radmin, Hamachi, or another similar program. In addition to multiplayer and cutting out even more unnecessary mechanics and systems, many scenes have been reworked, including locations. I've already forgotten the entire list of changes, and I'm too lazy to review all 300+ commits to remember.There are many more units, bosses, and decor elements from next missions that are not included in the demo version. However, there will be no spoilers here. Now I want to devote more time to creating more levels and content, carefully sorting through ideas for new mechanics so that I don't waste days and months on something that won't fit into the overall gameplay and will end up in the trash bin.
    Read full article on Community Announcements (Demexis)
  • Patch NotesOfficial

    Version 0.7.3

    A small list of additions that I am posting now before trying to add something complex and that will presumably take a long time. Fixed the drawing order of the laser-spinner. Both characters can charge each other. Visual indicator that a character is charged. While charged, characters deal increased damage, but consume charge time. Normal melee attack now deals damage and knocks back only one enemy. Side melee attack now deals damage and knocks back multiple enemies with some delay. There is now only one type of trigger for a charged attack executed by any character. The charged attack is triggered immediately after the charge bar is filled. Explosions shake the camera slightly for a better sense of impact. Additional visual effects for some creatures. Dynamic tooltips have been removed, instead a panel with actions is shown at the bottom (not finished).
    Read full article on Community Announcements (Demexis)
  • AnnouncementsOfficial

    Version 0.7

    ːesc_warningː This is an experimental build! ːesc_warningː The game has been rebuilt, with many things removed or redone. The goal was to get rid of most of the garbage mechanics that took too much effort to support. It was also necessary to highlight the interaction between the two characters, and focus on a single path. I decided to go with the combat. ːfire_warningː The following systems have been cut: ːfire_warningː - Inventory - Grenades - Guns - Psi-abilities - Windows Wheel - Shops - Manual saving - Mini-games - Puzzle elements - Globe as a world map - Camera zoom control - Spray ːshieldyourassː Instead, something new appeared: ːshieldyourassː 1) Both characters are now capable of melee combat. {STEAM_CLAN_IMAGE}/44600803/71d7629647ae0862b2b7fb2aaef707ffd6096a59.gif 2) Each character now has one special ability. Estli still has the shield. A jetpack has been added for Dem, which allows him to hover in the air and deal with a bunch of low enemies. {STEAM_CLAN_IMAGE}/44600803/98ad480eb3ed7a28ae72eeacee17be99e9986e57.gif 3) Dem now has a chargeable melee attack that he can use to activate certain triggers, or charge Estli's shield to fire a powerful projectile. {STEAM_CLAN_IMAGE}/44600803/cc4fc921b7cba2869d5c585ea61a29b979e8ca44.gif 4) Rocket boost up now works like a double jump, but moves strictly vertically. {STEAM_CLAN_IMAGE}/44600803/71ba31caeafabe167ad8a0c31b43f9665f349bdc.gif 5) Characters talk in some places while progressing through levels. 6) Since the items were cut along with the inventory, healing now requires interaction with a second character. The collected nanites are used to restore health. {STEAM_CLAN_IMAGE}/44600803/d0141717f4d22aa032e42eeaa2d04db1a543459d.gif 7) The game does not end when one character dies, only when both characters run out of health. The second character can revive a wounded partner. {STEAM_CLAN_IMAGE}/44600803/9e0a3bec0b54a9f81a864673364139db3863d6ad.gif Of course, locations have also been redone to reflect the new mechan...
    Read full article on Community Announcements (Demexis)
  • AnnouncementsOfficial

    Version 0.6

    Gamepads ːgamepadː {STEAM_CLAN_IMAGE}/44600803/128d7f42b045885d717a0c243d2d2c57ff88e452.gif Oh, that was quite an adventure to a certain damned place. It was necessary to change not only the controls, interface and tutorials, but also the built-in systems of the engine itself. But it works well. I tested two different gamepads - DualShock 4 and Xbox Wireless Controller. Since they have different sets of buttons and signs, I had to draw several variations of the same tutorials. {STEAM_CLAN_IMAGE}/44600803/5b6d9903ec4f2ff7fc4d64687fce4929195a01d3.gif I had to specifically rework the interface navigation system, as well as think about how best to perform certain actions in the game on the gamepad, and what button combinations to use. Spoiler: in the end, I still didn't have enough buttons. https://steamcommunity.com/sharedfiles/filedetails/?id=3406409343 There were some non-trivial problems that may have been somehow related to the build quality of specific instances, but I had to make a special component when listening to input from the gamepad, which would prevent the problem of the stick bouncing, due to which the character turned around at the end of the movement. I think this gif will explain it better: {STEAM_CLAN_IMAGE}/44600803/6be56061889cfd5826fd5470545db154695e74a7.gif (Image source: Joost's Dev Blog) And no, despite what the gif says, depending on the build, this "bounce" can take more than one frame. But that's not the point. Absolutely everything that could be done with the keyboard and mouse can now be done with the gamepad: moving and using techniques giving commands shooting moving and using items from the inventory on characters or other game objects spray painting etc. Control Tips ːRCIdeaː {STEAM_CLAN_IMAGE}/44600803/5b1cdd9aa11a37ba959b224139ca767894703ec9.png These tips are dynamic, they change depending on the state of the character and focused windows, because there is no point in showing tips for actions that cannot be performed at a certain mo...
    Read full article on Community Announcements (Demexis)

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