
You have to escape Granny and Grandpa...You have five days...
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 2.2Kreviews | 95% | — | $260.2K |
| Free | 1.3Mratings | 86% | — | $179.3M |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 217 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
worth playing it, first game where grandpa appears (my favourite character)
The game where the hot husband appeared.
grandpa raped me
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $260.2K | 264 | 70% | $19.99 | |
| $260.1K | 2.7K | 88% | $2.99 | |
| $260K | 502 | 95% | $19.99 | |
| $260.5K | 1K | 90% | $9.99 | |
| $259.7K | 1.5K | 97% | $6.99 | |
| $259.6K | 272 | 94% | $44.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $179.8K | 1.5K | 92% | $7.99 | |
| $1.3M | 10.9K | 94% | $7.99 | |
| $3.8M | 3.4K | 87% | $34.99 | |
| $128.3K | 299 | 72% | $19.99 | |
| $39.4K | 166 | 65% | $9.99 | |
| $86.4K | 291 | 85% | $16.99 |
Hours played at review time, across 217 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I kill Slendrina's child every playthrough even if it doesn't help me escape.
what a greeat game granny and grandpa were so cool with amazing graphics like the oppisite of mobile. WOULD RECOMMEND
wow, what a great game. This game IMO was as good if not better than Granny 1, The stuff you can do with this game ids crazy, just go on game jolt and u will find a lot of mods for this game. so yeah this is very worth it if you like Granny and horror games.
Pretty Good, having 2 threats at once can be hard but the stun gun is your best friend.
Best granny game
i watched a thinknoodles video on this game and i thought i whould like it i bought it and i was the best in runs good on my low end pc some lag spikes but those rarely happen and i love this product will be buying the other 2
As this is sort of a follow-up on my Granny 1 review, I'll preface this review by saying that I've written this after completing both Granny 1 and Granny 2 on extreme, and that I'm evaluating these games off of their strategic gameplay rather than their horror. My reviews are also based on playing on the games' highest difficulties available. There are three factors I think are key for fair & fun strategic gameplay: 1. Agency - The existence of player choice(s) and a gameplay dynamic to learn that is fun amidst the other two factors. 2. Mastery - The existence of reasonable skill floors and ceilings, priority for skill over luck within the game's design. Clear & well designed mechanics that make it easy for players to reflect on their mistakes. 3. Tool Providence - The existence of mechanics that enable the player to enact their agency satisfyingly, reliably and in creative, discoverable ways. With my criteria out of the way, here's my breakdown of Granny 2 (of which I have a lot more to say here than in my Granny 1 review): Agency: The map design seen in Granny 1 has devolved into large open spaces with barely any spots to hide in. While player choice still exists in the sense of picking an escape route, the choices involved in dealing with the game's threats, such as luring, no longer apply to Grandpa, making a sole reliance on the luring mechanic discouraged, since it introduces a luck factor of hoping Grandpa doesn't intercept your chosen route once you've lured Granny somewhere with a plan in mind. It's a player choice, but a false, unpredictable one based on luck rather than skill. And you can argue that the player can always wait to get hints on Grandpa's location before acting, but with the amount of moving around the game demands, that's a tedious demand. Whilst Grandpa can also be lured by certain means such as the iron maiden and his favourite vase, these greatly restrict the player's available strategies and overall influence over the threats since they'll then need to pick a spot to keep the vase and the iron maiden is out of the way from the rest of the map, and not easy to return to reliably, making the risk higher than the reward for resorting to it. With no reliability or variety in how the player may exert their influence- due to the existence of Grandpa- the game loses a lot of points for agency and mastery, as any strategy that doesn't ensure Grandpa is dealt with becomes a luck-based decision. The weapon is the only exception aside from the aforementioned methods that are either unreliable or restrictive to the player. With the weapon being the only reliable way of dealing with both grandparents at once, this dynamic is complicated. It is still technically skill-based, since the game seemingly makes the stun gun weapon easy to obtain by design. Choosing not to immediately acquire it is a player choice, based on skill, and you spawn next to the iron maiden which immediately gives you an option to start your run with a search for it. The issue here is that in doing so, the only true reliable way of navigating the house safely (due to the lacking map design and Grandpa's unpredictability) is to juggle the stun gun around the house with whatever other items you are trying to move around. This dynamic is not only stupidly easy, but also tedious and not fun in the slightest in comparison to the cat-and-mouse dynamic of Granny 1. Mastery: Granny 1 excelled because Granny herself was a predictable threat amongst a house ripe with options. Grandpa, not participating in the same rules (as will be repeatedly stated in this analysis) forces the player to adapt to a new dynamic since the environment and core mechanics of luring, offer you no advantage against him. The core game loop is ruined in favour of weapon reliance, making the only elements of mastery the player's ability to retrieve the stun gun quickly, memorise the item pre-sets and juggle the items quicker per run. Granny's bear traps are negated since you're often navigating the house whilst the grandparents are knocked out, and the map design's preference for open spaces make them a non-threat. In addition to this, the item pre-sets can still be learnt and planned around, so there's skill in optimising runs for different pre-sets and playing more efficiently. Granny 1's only true lesson was its dynamic of luring Granny. Since this promoted a skill-based dynamic, lessons were easy to learn and mistakes felt like the player's fault. As repeated a few times now, Grandpa's existence ruins this. Being intercepted by Grandpa after luring Granny is a luck-based outcome unless you want to argue the patience game- which as stated earlier, is a tedious demand for a game all about strategic exploration. To avoid this luck, the game inadvertently teaches you the stun gun dynamic- to which mastery falls out of the window and the only mistakes the player can make are aiming poorly or getting impatient with the item juggling and taking a risk to save time. Tool Providence: The sole mechanic that enables the player's strategy in Granny 1 was the sound mechanic, since the game's dynamic was built around it. Weapons also existed, but they were never necessary against Granny herself. Here, both mechanics carry over and switch priority. The weapon is necessary and more important than the luring mechanic. Not to mention, the game's luring is often inconsistent due to unexplainable quirks with the grandparents halting in their rush towards a source. Not to mention the environmental clues that are meant to help hint at the grandparents' locations, which prove more a nuisance at high-level play when they begin ruining your already limited strategies. Either way, the only tool of actual use (the stun gun) is both a crutch and in promotion of a tedious game loop that is not fun, nor providing of a well designed challenge. My Conclusion? The takeaway from this game is that added complexity and artificial difficulty doesn't make a game more fun or well designed. Where these three factors have a beautiful dynamic in Granny 1, Granny 2 fails to evolve the core game loop in any beneficial way that doesn't shatter what made the original enjoyable or reasonably challenging. And I would cut the game some slack if it allowed me to play extreme mode without the deaf bastard I've spent this review complaining about, but it doesn't, so I'm holding the game strictly to its addition of him since it's clearly the intended game design. The first game may be easier at its core, but at least it is tense and fun. I'm just disappointed by Granny 2's willing depreciation of the core game loop Granny 1 masterfully set up. This entry does try to compensate for it too, with things like audio clues, the grandparents being seemingly slower on extreme than in Granny 1 and the weapon being easier to obtain, but it changes nothing. Grandpa fundamentally takes the strategy out of what should be a strategic game and breaks its back over his ♥♥♥♥♥♥♥ knee. I don't like this game. It disappointed me.
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