
Grim Clicker is an IDLE/RPG clicker where you will find your own strategy to explore the lost worlds. Inspired by games such as Diablo, Grim Dawn, Dark Souls, etc., the game features a complex character development, many unique items, active and passive playstyle.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English, Russian
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Kinda like a slightly better versions of those brainrot mobile games. Don't be deceived from my 65 hours of gameplay, because most of it is from AFKing overnight just to get a few upgrades to do it all over again. Would be more understandable if it was just a mobile game, but for steam this is just lame. 15/100
Very long grind for almost no improvement. Upgrades you get dont feel like upgrades but rather punishments as the cost rises more than the damage. Gear you get is either bad, takes forever to get or you pay for it. Frequent freezes on high end PC also feels really bad.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Grim Clicker isn't an entertaining idle clicker game because you have to play active to click, collect gold and resources, hit the rare flying creatures which only give rare resources you need for the game features, upgrade your characters, cast spells and do other in-game tasks. Besides, there isn't offline progress.
Every negative review is spot on Every positive review is left by someone who would positively review ANY idle game same cookie cutter copy paste floor system ok-ish sprite art overall bare bones incremental desert of a rewards system horrid afk bonus gains and while this game probably has 5 dollars worth of content in it, it has a payment system that can charge up to 100 bucks for a pack gems. -Spoiler, gets you far less than you'd expect and is very easy to misuse if you don't understand the several systems that barely aid in your progression. Something to know about this game that differs slightly from other incremental idlers is that it has a soft reset, where you can use points gained from killing bosses to buy upgrades for that realm, and a chubb reset, where you lose everything and go to a new galaxy where you accrue points a lil bit faster... theres a troll option to visit old galaxies, but why? doing so destroys your current progress and your old galaxy progress was also reset due the initial move. RE: the chubb reset, keep some low level equipment. The way equipment works in this game is that every weapon starts with a base damage of 0 and every item with a base effect of 0... The difference between a strong item and a weak item is the stats gained per level and the exponential increase in cost of in-game currency the stronger that item/weapon . Its a lesson you learn early on but very easy to forget after you've spent a long time in 1 galaxy. So Basically, if you go into a new galaxy after dismantling all of your weaker equipment (funneling the resources into your higher grade equipment) you'll very quickly find out the only weapon you can reliably upgrade beyond a base power of 0 for several hours is your garbage starter item, which you still have b/c it can't be dismantled. this game really brings the pain element from dark souls
Убивалка времени и твоих врагов!
its really fun
Grim Clicker is fun! Sprite artwork is neat, the nodes seem like they make sense, and with a little experimentation, you can see the pathways forward. Multiplier nodes seem to be the key (ie. March coupled with Flame Flow). Lots of nodes I haven't even touched yet and I'm 120+ hours into the game because I leave it open. I'll keep playing to discover what all the nodes do. Exploration comes before efficiency in this game. So the achievements all make sense too. Lots of neat weapons to try based on RNG, or save-scum your way to the ones you need. A few notes... Some nodes don't seem to perform how they are described. For example, an early node (Flame Flow) claims to add an extra pyre per point spent, however, after 5 points being applied, no additional animations pyre are added, which is misleading - is the extra point and damage being applied? This also seems to affect the damage, as any points beyond the first 5 pyres doesn't seem to affect damage. Perhaps I try another build outside of Flame Flow that might be better... but when players hover over any locked nodes, no tooltip is revealed - in other words, players can't see foresee how these locked nodes function! This makes planning and strategizing difficult, unless I use the costly point return. I'd prefer to devise a plan, and not blindly grind to a node which may be useless to my run's build, thereby forcing me to reset. Also, I wish players could save their builds since you may need to grind towards your "wall" a few times to unlock your next upgrade - again, seeing locked nodes ahead of time would be better. Finally, all player stats and synergies could be clearer. I'd suggest itemizing all stats and node powers into an easily-read menu so players can quickly identify synergies and form faster plans without as much experimentation. Just my take. If you're into idle games that can be played as actively as you'd like, try this. It's rewarding without requiring a huge time commitment, and fun enough that you can stay active for quite a few hours while hanging out online.
Super grindy and character development stagnates hard once you start getting into other galaxies.
Küfür edecem ama artık he böyle clicker oyunların alayına
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.