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Watch trailer on Steam ↗Snake: Gridbreaker
Arkadiusz Włodarczyk · Published by Gem Games
Last updated 28 Sept 2026
There is no tutorial. And there won't be. I believe in you. I couldn't escape the Grid. Maybe you can. You are snake who eats apples. j/k You want to escape the grid loop. BUT the LOOP wants to keep You in.
Action, Indie, Early Access · 2026 · More free games
About this game
There is no tutorial.
And there won't be.
The Grid does not explain itself.
It tests you.
Snake was simple:
eat apples, grow longer, avoid the walls, avoid yourself.
But this is not that Snake.
In Snake: Gridbreaker, you are trapped inside a living grid loop that wants to keep you in.
Every run is a fight to escape the old rules before the Grid adapts, surrounds you, and pulls you back.
Break the Rules of Classic Snake
Grow longer.
Get stronger.
Then start cheating the system.
Choose snake classes that twist the classic formula in different ways.
Phase through forbidden paths.
Chain speed.
Build around greed.
Survive with armor.
Turn old Snake rules into tools you can exploit.
The Grid Fights Back
The board is not passive.
Enemies hunt you.
Hazards reshape your route.
Biomes change the pressure.
Gatekeepers stand between you and escape.
You are trying to escape the loop.
Every Run Is a New Attempt
Collect upgrades.
Find strange powerups.
Adapt your build.
Push deeper into the Grid.
Reach the Gatekeeper.
Break out.
Or fail.
The Loop wants you back.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64-bit
- Processor: Intel core i3 / AMD Ryzen 3 or better
- Memory: 4096 MB RAM
- Graphics: Intel UHD Graphics 620 / NVIDIA GeForce GTX 750 Ti / AMD Radeon R7 360 or better
- Storage: 1000 MB available space
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Hidden Encounters & Rare Events Update
Hidden Encounters, Rare Events & New Builds Update Hey Snakes! This is another huge update focused on making runs more surprising, builds more distinct, combat more readable and the overall game smoother to play. The biggest additions are entirely new hidden encounters, rare mid-run events, new mutations and upgrades, a new secret-room challenge, expanded localization, rebuilt class ability presentation and a major polish pass across combat, menus and progression. NEW HIDDEN ENCOUNTERS Hidden Annexes can now appear beside eligible levels as optional side areas with their own objectives, rewards and risks. Added Treasure Vaults opened through pressure plates, containing finite Gold and Powerup rewards. Added Gold Vein - explore branching ore tunnels for additional rewards. Added Forgotten Garden - a hidden garden built around fruit collection, healing and Powerup rewards. Added Echo Chamber - solve a rune-sequence challenge for rewards. Added Golden Chase - catch a moving Golden Worm before the timer expires. Added Greed Vault - progressively unlock four treasure chests while surviving increasingly dangerous spike traps. Hidden rooms preserve their state when saving and continuing a run. Annexes use normal wall collisions and remain compatible with class abilities such as Ghost movement. Improved room entrances, pressure plates, moving walls, return routes, camera tracking and reward presentation. GOLDEN CHASE EXPANDED Golden Chase now has multiple possible layouts and behaviors. Variants include Classic, Slalom, Forks, Stops, Pulses and rare late-level spike patterns. Every Golden Chase lasts exactly 20 seconds. Slalom variants can grow additional obstacles as the chase progresses. New obstacles receive a clear one-second warning before becoming solid. Golden Worm teleports now have a dedicated collapse-and-rebuild animation with audio feedback. Improved gate closing, camera continuity and chase save/restore behavior. The first Golden Chase includes dedicated guidan...Read full article on Community Announcements (OAZA TOKSYCZNOSCI)AnnouncementsOfficial
Rare Grid Events Unleashed
Rare Grid Events, New Mutations, Extermination Protocol & 7 New LanguagesThis is one of the larger updates to the demo so far.It adds 10 Rare Grid Events, several new mutations, upgrades and curses, a new timed combat objective, new Anomaly unlocks, additional story interactions, major control and interface changes, and full support for seven additional languages.10 New Rare Grid EventsRare Grid Events can now interrupt the normal flow of a level with temporary opportunities, challenges and rewards.Each event has its own rules instead of simply adding another pickup to the board.Coin StormAn 8-coin route appears on the board.The coins expire progressively, so you need to follow the route before it disappears.Coin Storm is also used as the first guaranteed introduction to the Rare Grid Event system.Marked PreyOne reachable moving enemy becomes marked for 10 seconds.Kill that specific enemy before the timer expires to claim the bounty.Anomaly DropAn Anomaly Cache can now drop into a reachable location during a level after the Rare Event timer reaches 30 seconds.You have to leave your normal route and reach the cache before the opportunity disappears.This event is unlocked through progression rather than being available immediately.Golden EchoAfter the event activates, cells vacated by your tail temporarily turn into coins.This means the route you just travelled becomes a short-lived reward path behind you.Jackpot LineA reachable row or column of the grid becomes a temporary jackpot.The coins remain available for 5 seconds, giving you a short window to redirect your route and collect as many as possible.Time BreachEnemy actions are frozen for 6 seconds, but the level's survival pressure continues.Five reachable temporal coins also appear on the board during the breach.Coin CometA comet targets a safe location on the board.When it lands, it releases 8 coins in four directions from the impact point.You have 5 seconds to collect them before they disappear.Crown RunA crown...Read full article on Community Announcements (OAZA TOKSYCZNOSCI)Patch NotesOfficial
Mega Update - Progression, Builds & Polish
Progression, Builds & Polish Update Hey Snakes! This update brings a major pass across progression, class builds, shops, objectives, UI, accessibility, controls, loading and performance. There are also plenty of smaller fixes and quality-of-life improvements throughout the game. NEW CLASS BUILD OPTIONS Tank - No Retreat - added a new Cursed Mutation. Tank - Tempered Plate - added a new run upgrade. Tank - Aegis Overflow - when your Shield is already at full capacity, Shield pickups found on the board can instead grant temporary Invincibility. Tank - Full Plate Doctrine - added a new class-specific mutation. Shield Bash - Salvage Plate - added a new uncommon Tank upgrade tied to Shield Bash mastery. Shield Bash kills have a 20% chance to leave behind a Shield pickup. Balanced - Field Research - added a new mutation that rewards performing varied clean actions during a level with an additional reward choice. Field Research progress is visible directly on the HUD and in Snake Scan. Clarified the mechanics and description of Protocol Override. ANOMALY TRACK & PROGRESSION Rebuilt the Anomaly Track presentation with a clearer progression rail and reward cards. The Anomaly Track now focuses the next relevant reward when opened. Improved reward previews, progression feedback, tooltips and controller navigation. Redesigned Gridbreak multiplier displays into clearer vertical meters. Adjusted several progression unlocks: Anomaly Caches now unlock at Anomaly Level 9. Cursed Mutations now unlock at Anomaly Level 9. Risk Chambers now unlock at Anomaly Level 12. Fire Tail now unlocks at Anomaly Level 13. Tempo Chain now unlocks at Anomaly Level 16. No Retreat is integrated into later Anomaly progression. Improved progression guidance around locked systems and upcoming unlocks. PERMANENT UPGRADES & CLASS MASTERY Completely redesigned the Permanent Upgrade screen. The upgrade tree now has clearer branches, connectors, selection states and upgrade information. Replaced 31 Permanent U...Read full article on Community Announcements (OAZA TOKSYCZNOSCI)AnnouncementsOfficial
Deeper Into the Grid - Level 6, Signal Roulette & Risk Contracts
Deeper Into the Grid - Level 6, Signal Roulette & Risk Contracts Hey Gridbreakers! This is one of our biggest updates yet. The demo now goes deeper into the Grid with Level 6, while Anomaly Caches and Patch deals have been completely reworked. Permanent progression is easier to understand, reward screens and the HUD received a major visual overhaul, and we've added a new cursed mutation, Ukrainian localization, accessibility improvements, controller polish, performance improvements, and a long list of gameplay fixes. NEW CONTENT & PROGRESSION The demo now extends through Level 6. Added a new cursed mutation: Endless Burden. Endless Burden grants x4 regular score, but your exact Snake length now follows you between levels. Permanent progression has been reorganized into clearer Upgrades and Calibrations trees. Newly unlocked Calibrations are now marked as NEW until you visit them. Upgrade states, dependencies, effects, maximum levels and refunds are now much easier to understand. Several class mastery and upgrade unlock positions have been adjusted. Added dedicated music for meta screens and the Options menu. ANOMALY CACHES - SIGNAL ROULETTE Anomaly Caches have been completely redesigned around a new 5-option Signal Roulette. Opening an Anomaly Cache now pauses the action while available signals cycle. The selected signal locks in before the cache opens. The entire presentation has been rebuilt with new visual feedback and sound. Improved controller navigation. Better support for different screen sizes and aspect ratios. PATCH RISK CONTRACTS Patch's Contraband system has been redesigned into physical Risk Contracts. Rewards and risks are now clearly separated. Accept and Refuse states are much easier to read. Purchased contracts clearly show their acquired reward and current state. Improved controller navigation and action hints. Improved the Patch Deal reward reveal. HUD, OBJECTIVES & REWARDS The gameplay HUD and reward presentation received one of their largest red...Read full article on Community Announcements (OAZA TOKSYCZNOSCI)Patch NotesOfficial
Bonk & Blaze Update - Wall Bonks, Fire Tail Fireballs & Combat Control
Bonk & Blaze Update - Wall Bonks, Fire Tail Fireballs & Combat Control Walls now hit back with considerably more personality, while Fire Tail has evolved into a fully fledged ranged weapon. This update introduces a complete boundary-bonk recovery system, automatic Fire Tail fireballs, improved combat contact animations, clearer direction buffering, major controller and UI improvements, balance adjustments, and a substantial performance and stability pass. Wall Bonks Have Been Rebuilt Boundary collisions now use a dedicated bonk sequence instead of immediately continuing normal movement. Surviving a boundary collision now starts a short recovery period. A standard recovery lasts 0.70 seconds and can extend to 0.80 seconds when Snake is moving quickly. Boundary bonks remain damaging and can still be lethal. The base collision deals 1 damage before other defensive or build-specific rules are applied. During recovery, you can select either direction perpendicular to the wall. Your selected escape direction is displayed with a cyan direction indicator. When recovery ends, Snake immediately moves in the selected direction. If no escape direction is selected, Snake attempts to continue forward, potentially causing another bonk. Successful movement resets the consecutive-bonk counter. The presentation has also been completely redesigned: Snake's head and nearby body segments now compress against the wall before recoiling. Consecutive bonks escalate through three visual tiers. Repeated impacts produce stronger squash, recoil, dizzy stars and impact feedback. The first, repeated and third consecutive bonks have different sound profiles. Dizzy-star audio now arrives after the initial impact instead of competing with it. Patch can react to repeated and third consecutive wall bonks with new voiced story events. Reduced Motion uses a much smaller displacement while retaining readable feedback. High Contrast mode provides clearer stars, outlines and direction indicators. More Cont...Read full article on Community Announcements (OAZA TOKSYCZNOSCI)






