BeastLink Preview: Rampage-Like Indie Lets Humans Fight Back

BeastLink Preview: Rampage-Like Indie Lets Humans Fight Back

I was crouched behind a crumpled taxi as a skyscraper folded into gravel across the street. You can feel the smallness of your avatar when a creature the size of an office block stomps past. For a ridiculous second I wanted to throw my controller and then throw myself at the monster.

I’m the kind of person who chews on kaiju chaos for breakfast, so BeastLink landed on my radar the instant Grove Street Games posted its Steam page. This isn’t the studio’s usual port work on ARK: Survival Ascended or the controversial GTA Trilogy: Definitive Edition; it’s an original idea that sells one thing loud and clear: everything can fall apart.

BeastLink monsters fighting in a destructible environment.
Image via Grove Street Games

The skyline keeps collapsing every minute — why the destruction system is the show’s headline

Grove Street calls it “SuperDestruction”: a claim that every object can be ground to dust across wide maps where 32 players clash. That promise is the hook. When environments matter as much as player loadouts, matches become choreography between architecture and carnage.

The technical pitch is simple: humans, vehicles, and towering beasts share the same playground and can remove any chunk of it. On paper that sounds like Rampage energy with a twist — you can fight back. The trailer markets this tension; the Steam page sells the risk-reward loop: gather serum, Link with a Beast, and change the balance.

What is BeastLink?

BeastLink is an online multiplayer arena where up to 32 players alternate roles as human soldiers and massive kaiju. The core loop mixes ground-level skirmishes with moments when a player can Link into a Beast and swing the match. It’s a mash of class-based combat, vehicle play, and destructible urban theatre, hosted on Steam and slated for consoles.

The street-level chaos feels familiar — and there’s a reason the comparison to Rampage sticks

Watching a monster flatten a boulevard is a cultural shorthand; we all know that spectacle sells. But here the comparison matters because BeastLink hands agency back to the people on the pavement. Vehicles like cars, helicopters, and tanks are part of the toolkit, so human squads can snipe, ram, or bait a Beast at moments that flip the match.

The monsters change the tempo; the city is a sandcastle while they play. That dynamic is what will make or break the game: if the human tools feel useful and the Beasts feel distinct, matches will crackle. If one side turns into a constant stomp, matchmaking and balance will have to work overtime — and Grove Street’s pedigree raises honest questions after their port-heavy resume.

When does BeastLink go into early access?

The Steam page lists an early access launch later this year, with a beta test opening May 8 for selected players. You can apply on Steam if you want a shot at the beta; given the PvP focus, early testers will shape balance and server behavior. Keep an eye on the page and community hubs for keys and announcements.

A helipad shredded into debris tells you how the multiplayer will feel — chaotic and social

Multiplayer destruction is a social amplifier. Matches that let you toss a tank into a skyscraper, or call an airstrike that unravels a plaza, create ridiculous stories you retell to friends. The beasts are freight trains when they charge through market streets, and that visceral momentum makes for memorable rounds.

That said, social design matters: matchmaking, party invites, and server stability will shape whether those memories are fun or frustrating. Grove Street plans console releases too, so crossplay and input parity are questions worth watching as beta feedback arrives on Steam.

Can you play as humans in BeastLink?

Yes. The game explicitly splits roles: humans fight to collect serum and use equipment and vehicles, while linked players become towering Beasts with unique abilities. That switch keeps tension high; you’re never just a victim or a god for the whole match — you might be both in a single round.

I’m optimistic because the concept swaps helpless destruction for an active tug-of-war. I’m cautious because building a convincing, performant system where “everything can break” is expensive and fiddly. Grove Street has done big ports; making a live, balanced PvP sandbox is a different beast entirely.

If you want in on the beta, apply on the Steam page starting now and hope for a key on May 8. Will the game become the next multiplayer guilty pleasure or another overpromised experiment — and who will you blame when the city disappears under your feet?