Price History of GRIT

GRIT

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.

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RELEASE DATE:
2026-08-18
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About GRIT

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 suit.

  • Two of a suit switches a perk on. Four 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.

SYSTEM REQUIREMENTS

SUPPORTED LANGUAGES

Language Interface Full Audio Subtitles
French
German
Korean
English
Italian
Russian
Japanese
Spanish - Spain
Simplified Chinese
Portuguese - Brazil
Traditional Chinese