
GRIT
No Reviews · 0 reviews
Screenshots





Description
Your inventory is a poker hand. Match the suits on your guns to unlock perks in a third-person Wild West battle royale: fight from the saddle, win a showdown for your Second Chance, and ride the train to stay ahead of the Calamity.
Multi-playerPvPOnline PvPCo-opOnline Co-op
Released
August 18, 2026
Price
$19.99
Platforms
Windows
Developer
Team GRIT
Publisher
Team GRIT
ActionBattle RoyaleFree to PlayMultiplayerPvPThird PersonThird-Person ShooterWestern
About
Every gun you pick up in GRIT is also a playing card. Match the suits across your four weapon slots and you stop being one more gunslinger in a duster — you become the Tracker, the Chaplain, the Merchant, or the Cavalry, and most of what you gain, your posse gains with you.
A third-person Wild West battle royale for 100 players. Ride hard, shoot straight, and hold your ground as the Calamity swallows the map.
Your Inventory Is Your Hand
- Four weapon slots. Every gun that goes into one carries a rank and suit. The higher the rank, the better the gun.
- Get two of the same suit and a perk turns on. Four of the same suit makes you something the rest of the lobby has to plan around.
- So looting a body is a question every time: the better gun, or the one that completes the hand?
Play the Hand You're Dealt
- Diamonds — The Tracker. Nobody gets to hide. Put a round in someone and he stays lit up for your whole posse; commit all the way and anyone who shoots at you gives himself away doing it.
- Hearts — The Chaplain. Everything that keeps people alive happens quicker around you. Go all in and your remedies carry to whoever's standing close, and the men you revive come back stronger.
- Spades — The Merchant. Armor is a suggestion. Your lead goes through what other men are counting on, and a full hand cuts the whole posse in on the trade.
- Clubs — The Cavalry. The horse isn't how you get to the fight, it's how you win it. Faster, tougher, and eventually something nobody can put down — while you haul teammates back up at a gallop and shoot straighter from the saddle than most men manage on foot.
Duel Your Way Back
- Getting gunned down isn't the end of your match. It's a Second Chance — a 1v1 quick-draw showdown for the right to ride back in.
- Win it and you're back in the fight. Lose it and you had your shot.
- Second chances are earned on the trigger, not handed out by whoever reaches your body first.
Ride Like You Stole It
- Multiple speeds, shooting on the move, and saddlebags for everything you can't carry yourself.
- Cut a rival loose from his horse and leave him walking into the storm.
Every Bullet Has to Travel
- Nothing here is hitscan. Lead your target, read the drop, respect the distance.
- The long shots you land are yours.
Ride the Rails
- The Calamity is the storm that eats the map, and it closes whether you're ready or not.
- The train keeps rolling through it. Board it for the loot, stay aboard to hold position inside the ring, and throw off everyone else who had the same idea.
- Everyone else is running. You're riding.
No Two Matches Deal the Same Hand
- Every match deals three Wildcards off a deck of twenty before a shot is fired.
- The Calamity might chase the train instead of closing on a circle. Second Chances might be off the table entirely. The Deathcart might be stocked with something it has no business selling.
- You find out what you're playing the moment the cards hit the table.
Solo, Duos, and Posses
- 100 players a match, around 25 minutes a round.
- Suit perks spill onto your teammates, so a posse that coordinates its hands beats one that doesn't. It's still every posse for itself.
The CattlePass
- A hundred levels of weapon skins, horse skins, parachutes, outfits, flare, and titles — and the first CattlePass comes with the game.
- Eight themed Logbooks with their own missions and rewards, plus a daily Mission for bonus XP.