
Become the stealer of forms in GRIME II, a surreal action-adventure metroidvania. Launch tendrils made of hands to absorb foes and summon molds in their shape, as you explore a bizarre lived-in-world obsessed with art.
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2/day in the week to Aug 23 → 3.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Become a stealer of forms in GRIME II, the sequel to 2021's acclaimed action-adventure metroidvania. You are a Formless - an art mimic, absorbing creatures and summoning molds in their shape.
Venture into a new and mysterious land in the GRIME universe, where danger and wonder await around every corner. Use your surroundings in tandem with your summoned molds to overcome deadly enemies and epic bosses, all the while exploring a deep world full of diverse cultures and characters.
Create your own playstyle by choosing from a variety of abilities, weapons, and mold summons. Learn the makings of your enemies as you summon their form to both aid you in combat, as well as in exploring the various secrets paths of the world.

Molds - Absorb defeated enemies, shaping them into molds which can then be used for special attacks.
Use molds to throw enemies, fire projectiles, stun, and even turn into summons.
Environmental Combat - Wherever you go, the environment provides ample opportunities to damage enemies nearby or from a distance. Be wary, for they can do the same to you!
Parry and Grasp - Send hand-tendrils to either parry enemy attacks or grasp and absorb them, drawing you closer to learning their shape.
A Lived-in World - Discover incredible locations made of painted nails and giant vases, each with its own unique civilization, culture, and deep characters to converse with.
Customise your playstyle with over 30 weapons, 60 armours and 12 abilities.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $27.99 | 2Kreviews | 87% | — | $1.1M |
| $20.99−25% | 455ratings | 84% | — | not modelled | |
Engagement
Reviews
Themes across 239 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Wish I could leave a neutral review. After all, I mostly enjoyed the game, and recognize that it's a solid improvement over the original in many ways. Better flow and pace of exploration, no more single use items, new platforming gimmicks, improved graphics, that's all great. But having beaten and platinum'd it on release, all that lingers months later is a bitter taste in my mouth, because I absolutely hated the shift in tone and narrative. [i]Grime[/i] was a game of few words, but it managed to convey unimaginable grandeur and solemnity that befitted our intractable predator protagonist, who made the world tremble with each step, a true power fantasy you rarely get to experience. Despite borrowing a lot of concepts from Souls, it bashed, clobbered, carved out its own niche and never felt derivative, while exploring themes of memory, art, and life, whether biological or metaphysical, in a way that never failed to spike your curiosity. The sequel isn't anything like that. It's more lighthearted, more wordy, and it's so much worse for it. Nearly all NPCs have some sort of sardonic or quirky way of speaking, which has been done to death by modern fantasy, with a miserable rate of success, it doesn't grip or captivate, just annoys you. The demon inside you might as well be Reptilian Brain from Disco Elysium, which is hilariously ill-fitting and something I could never take seriously while playing. The major conflict constantly referenced in the lore is pretty much an unserious slapfight between high school girls, which is completely and unnecessarily demystified in a flashback scene that I found to be just silly. The best parts of the game are the ones referencing the original title, but those are sadly few and far between. The conclusion is unsatisfying, both in terms of story, and the final duel, which is a far cry from The Final Performance and Shidra of The Worldpillar, and thematically, I found [i]Grime II[/i] to be mostly a retread of [i]Grime[/i] that doesn't feel fresh anymore. Since I mentioned bosses, while they are pretty decent, they don't quite manage to recapture the magic of [i]Grime's[/i] cast of baddies. I'd also like to bring up the visual style. Aesthetically, I found [i]Grime II[/i] to be a weaker game, trading body horror for flowing paint thingies of all kinds, though on the upside, the graphical fidelity has noticeably improved. To conclude, if you didn't play [i]Grime[/i], strongly prefer narratives that are less dark, more happy-go-lucky, or only care about the mechanics of the game, you should give [i]Grime II[/i] a try. As for me, the tonal deviation from the original simply cancelled out all the work that went into improving the formula.
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Languages: English, French, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Russian, Traditional Chinese, Portuguese - Brazil
| $27.99 |
| 73ratings |
| 86% |
| — |
| not modelled |
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.
Hours played at review time, across 240 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Занадто. Я не можу написати повноцінний розгорнутий огляд, оскільки кинув гру, але можу назвати речі, які змусили мене її покинути. Мені справді подобається, що в цьому соулслайку ти не втрачаєш душі після смерті, або що витривалість замінили смужкою, яка підсилює твою атаку, або що тут немає шкоди від доторку. Втім... Я любив першу частину Grime і вважав її однією з найкращих ігор у жанрі. Однак післярелізні патчі залишили в мене якесь почуття оніміння. Grime 2 виявилася ще гіршою. У цій грі занадто багато всього і немає реального балансу. Персонажі та NPC говорять у 5 разів більше, ніж у першій частині, а сам лор і світ не такі вже й цікаві — ні візуально, ні з погляду тексту. Сама гра виглядає добре, але нічого не чіпляє око. Мене не полишало відчуття, що розробник робить Grime 2 у такому стилі не через обмеження, а через те, наскільки легко робити гру з неоднозначними на вигляд скелями та абстрактними структурами. Я знаю, що перша гра була приблизно такою ж, але тепер це «приблизно те саме» вже вдруге поспіль! Локації в грі в 1.5–2.0 рази більші, ніж мали б бути, а система шарів (layering system), як не дивно, не приносить нічого нового, окрім ще більшого роздування дизайну карти. Я не зовсім розумію рішення все ще використовувати систему сетів, яка дестимулює експерименти з екіпіруванням предметів, натомість надаючи величезний бафф за «повний комплект». Так само я не розумію рішення повністю блокувати зброю за суттєвими вимогами до характеристик. Крім того, мені здалося, що баланс зброї тут бісівсько кривий: звісно, ти можеш використовувати якусь зброю просто тому, що вона крута, але це гра, де «швидка» зброя завдає незрівнянно більше шкоди на секунду (DPS), ніж «середня» та «повільна» — через поганий баланс та швидкі атаки босів, які вимагають постійного парирування й ухилянь. Дехто казав, що атаки босів нечитабельні (ambiguous), і я схильний погодитися. У всій грі був лише один бос, який мені сподобався як візуально, так і з погляду ґеймдизайну. Була ще парочка хороших із точки зору ґеймдизайну. Але далі за сюжетом форми босів стають усе більш абстрактними, з довгими замахами та затримками атак, які завдають підлих ударів хітбоксами та кінцівками, про атакувальні можливості яких ти навіть не здогадувався. Я був справді розчарований тим, що ця гра відчувається як «рядова метроідванія», де ігровий світ сприймається як набір бойових кімнат, а не як екосистема, де розробник змушує тебе читати нудний лор у величезних обсягах, а ґеймплей не пропонує геть нічого нового. Я справді не думаю, що Grime II варта вашого часу. Можливо, не мені про це судити, враховуючи, що я пройшов лише чверть. Тож вам неодмінно варто почитати інші відгуки. Я лише скажу: я людина, для якої важливі лор та сюжет, і якби GRIME 2 мала цікаву історію та світ, я б дойшов до кінця за будь-яких обставин.
Отличное продолжение первой части, наикачественнейший метроид. Мир игры все еще представляет собой невероятно стильную "грязь" и сюрреалистические образы. Знатно бустанули боевку, теперь это нон стоп экшон где постоянно надо следить за индикаторами на враге чтоб вовремя парировать, делать силовые дэши и "вытягивания". Очень много оружия, брони, скилов и оболочек. Учитывая что поверх носимой брони можно поставить скин другой брони то каждый сможет щеголять в образе который ему больше нравится. Можно упороться в билдостроение, но я с середины игры просто взял мамонтовую секиру и ломал лица через силу. Очень приятные платформенные секции, жаль нет каких-нибудь движущихся препятствий типа дисковых пил или типа того. Потрясающая идея с предметами для крафта запрятанными на заднем фоне. Из минусов могу назвать только не слишком большое количество врагов на локациях, и чем дальше по игре тем больше платформинг превалирует над сражениями. А так же, наверное, самую всратую реализацию двойного прыжка.
[h3]Evoluzione di un grande Metroidvania[/h3] [b]GRIME II[/b] torna inaspettatamente, ma meritatamente perché già il primo era un titolo tra i più riusciti nel suo genere. Grande atmosfera, grande direzione artistica, ottime colonne sonore, e un solido gameplay di stampo [i]souls-like[/i]. Tutte queste cose tornano in un sequel decisamente più grande e più dinamico. Il gameplay richiede sempre grande precisione di esecuzione, ma la stamina non è più un vincolo tra attacco o movimento. Ciò nonostante, senza studiarsi bene le statistiche di gioco, si rischia (come me) di rimanere bloccati di fronte a certi muri di difficoltà che il gioco presenta. Ho visto che "spalmare" punti per equilibrare un po' tutte le statistiche non portava da nessuna parte. Per fortuna, grazie a qualche imbeccata della community ho visto che puntare tutto sul "parry & destrezza" mi ha cambiato completamente l'esperienza. Ammetto che senza questo aiuto, avevo già accantonato il gioco per qualche mese. Altra cosa su cui ho avuto difficoltà è stata la mappa. La mappa, similmente a [i]Silksong[/i], si apre in modo quasi incontrollato, facendo crescere di riflesso un certo senso di smarrimento che va saputo gestire. L'esplorazione è comunque appagante. Si vedono aree bellissime, si scoprono potenziamenti interessanti, e ci si imbatte in un gran numero di nemici pericolosi. Il platform continua a essere parte integrante del gioco. Grandi sessioni di movimento sono attentamente posizionate per alternare il ritmo con le fasi di lotta. Nulla di particolarmente difficile, anzi, sempre molto piacevole. Il lato artistico è nuovamente degno di lode. Si passa dal contesto roccioso/minerale del primo gioco, a un qualcosa di più organico e pittoresco. Sembra di attraversare delle dimensioni ultraterrene. Il tutto accompagnato da una colonna sonora ancora una volta magnifica. Senz'altro lo consiglierei, soprattutto a chi è piaciuto il primo. Attenzione però, non è un gioco da prendere troppo alla leggera. Bisogna saperci entrare per goderselo bene e non rimanerne frustrati.
I wanted to like this game. I loved GRIME; the environment, the parrying, the ambiance, the soundscape and music tracks, the world building and characters were all incredibly memorable. A world clearly built and sculpted by the beings living there, while also hinting at something much larger and older, shown by the environment, or described by the oldest/wisest of the beings. I replayed GRIME several times and loved it each time. But GRIME II just feels like an extremely bloated version of everything. Map and Movement: The map is excessively huge and mostly empty. Movement is frustrating and tedious; maybe if the map was smaller, or less arbitrarily maze-like it wouldn't be so frustrating. Because the map is so large and sprawling, it is very difficult to recognize where you need to go, where you are even able to go Fighting: All Enemies have a dozen different moves, the attacks are very slow, and they all look very similar. Makes it extremely difficult to predict what they are actually about to do next. Too many attack methods: Parry isn't very effective because of above. Add in multiple different types of pulls, and also a dash type attack that cannot even be used because it's only used by enemies that are taller than us.... It's a lot to have to try to keep up with. Miss any of the enemy attacks and the enemies can spam attack you and kill you in just a few hits. Too many enemies stacked on top of each other: Once you've struggled through the brutal platforming and long empty hallways, you find yourself in a small area with at three tall and large enemies that can all kill you in just a few hits. GRIME II feels like I'm fighting the game at all times rather than exploring or sparring with enemies.
Excellent game 10/10 sequel. Please play both you will not be disappointed. Honestly rivals silksong in terms of best metroidvania sequels I've ever played. Big glaze ik but i gotta live my truth ♥️
Я играл в первую часть GRIME, поэтому как узнал ,что будет вторая часть сразу отложил в избранное. Первая часть мне понравилась, но она была для меня таким хорошим, средним платформером, поэтому я не стал брать по предзаказу вторую часть и решил дождаться первых отзывов, которые были очень хорошими. Поэтому я ее купил (а цена даже без скидки прям очень приятная) и действительно не пожалел об этом. По сравнению с GRIME 1, вторая часть для меня просто следующий уровень. Локации стали более красочными и яркими, появилось гораздо больше диалогов, которые стали больше погружать в сюжет игры. Боевая система стала более точной и удобной, а движения ГГ более плавными. Исследовать мир очень интересно, много доп. боссов которые дают всякие полезные плюшки после победы над ними. Каждая локация уникальна со своими мобами и боссами. Я прям получил удовольствие от прохождения даже больше, чем от Sil;song наверное. И как будто бы разработчики вдохновлялись 33 экспедицией, потому как я ощутил много отсылок на эту игру. Если разработчики будут развиваться дальше в этом направлении, следующая игра я думаю будет просто шедевром. Есть конечно и минусы. К которым я бы отнёс большее количество лута который спрятан в секретных местах, но в основном он бесполезен. Игра залочена на 60 фпс, что тоже не очень удобно, особенно, когда важна скорость реакции. В общем и целом игру я рекомендую однозначно. Советую вам даже начать сначала со второй части, а потом пройти первую, потому как сюжетна вторая часть игры как бы предыстория первой игры.
♥♥♥♥ all them droids in the comments crying about too much text and it not being like first game, good ♥♥♥♥ grime 1 with their soulslike stamina gameplay, if you're scared of some reading then watch the game on youtube so you won't ♥♥♥♥♥ about lore.
一瓶血药的跳跳乐类魂银河恶魔城游戏,一玩一个不吱声。
Overall it's a recommend, though mixed. Worth playing yes, it has some amazing enviornments, good characters, decent story, and sometimes good gameplay. The exploration and such side of the game is particularly good, for those who like exploring through an open world and finding hidden things or getting lost into new areas. Unfortunately, the gameplay design can be kinda mixed, and there are a number of bugs that crop up, so while there's plenty of good and enjoyable moments, there's also plenty of frusterating moments that crop up, especially during some of the boss fights, so it's not all high moments by any means, still, overall well worth playing for most I'd say. Especially at the price. Pros - Visuals/enviornments. The general art for the world is amazing, quite varied, and for the most part very nice to explore and experience. Each biome is also not entirely the same few tiles copy pasted, they do have some variety among rooms and areas within each biome itself, so overall this side of the game is pretty good, and there are a few of those just amazing vistas you'll see in a few places that I love when exploring a world. -Worldbuilding. The general setting is based off of the first games, still a bit abstract and odd in a few ways but sufficiently interesting and unique compared to many games, while still being grounded within it's own rules to enough of a level you can understand for the most part (the ending is, if you haven't played the first, a bit more confusing if still sort of understandable in broad parts). -characters. Many of the characters you find are interesting, have good and funny dialogue, and make you like (or sometimes dislike) a given character. Overall, good writing for the most part. Definintely a big part of the game compared to many Metriodvanias. Cons -bugs. It's not horrible, but there are quite the number. From doing a jump as you die causing you to spawn up in the air oddly, or cases of managing to both parry an attack, yet still take damage from it... to unreliable input queueing in some cases, to some mechanics not working reliably, or just good old collisions not always matching visuals, there's a lot of issues honestly, not enough to fully ruin the game or anything, but for what at times feels so polished, especially visually, there are also many moments the game really feels rushed or slapped together as well... Mixed - gameplay. Combat, it's a mixed bag. When it works well, it works well... but it doesn't always. As the game goes on you start having more cases of enemies making attacks that you can't parry for no visible reason, sometimes literally the same animation done during one part of the fight, parry is the only/best counter, done during another that move now is unpariable and dodging is the only option... A certain end game fight has very contrived finishing moment that means after a long two phase fight against a dual boss setup, you now have a special ending to finish it... but it's not what you'd expect, till now this type of moment is one you just dodge to wait out till an opening appears in some other fights. That isn't the case here. There is a moment one boss will do a drop attack, matching a previous one you could parry visually, you can't parry it now... there are small stars left behind you must tether... despite all the stars they shoot at you during the fight till then not being tetherable, the visual indicator for tethering is a glowing light effect, something ALL the star visuals already kinda have going anyway. Sometimes, the game's just random feeling on what is parriable, dodgable, etc... and you just guess, and if you guess wrong you die, and do that several times till you guess right several times in a row to figure out all the rules for a fight. It's not a case of everything being clearly layed out from the start, or just learning the moves and timings, it's this guessing part that sometimes kills you with no viable way to know the answer before you die from it that's just so frusterating. Not every boss has a bunch of this, but a few do... When the combat worked, it's awesome, but sadly sometimes it's very much a case of die a couple times just to learn this bosses arbitrary logic so you can then do the fun skill based dance, but by that point... it's kinda ruined for some of them already. -exploration and story breaking. I like being able to explore a world, and not have it be linear. That is the case here... unfortunately, the first "quest" you get do do a delivery... I managed to explore almost the entire world map minus the final 4 zones or so before finishing it. Multiple times I encountered characters that talk about something I've never heard of and don't know anything about, acting out a story I have yet to get too. The game doesn't have even flags that if you haven't triggered, wont trigger many of the dialogue in areas, so you can kinda break the flow of time in this game by exploring more than I guess they wanted you too? No glitches required (yes there are several btw for movement/getting around) in order to do this exploration either, mostly it's just using the ground slide jump to get a bit of extra distance to make it through areas I think you were supposed to have air dash for... Also moments like walking up to a gatekeaper, and he's non killable, or interactable, oh well, run past him, and suddenly he announces he'll keep you from enterign and closes the way behind you (I came from behind him, probably not the direction they thought I'd come from I guess...), so ya, several areas that if you explore not how the devs want you to, you'll break some story or events or stuff. Could use some polish in this regard, so be warned if you do (like me) explore everything you possibly can before continuing the main quest, you might mess with the story a bit, it didn't break my playthrough or anything, just had some interactions/dialogues out of sequence and stuff. Overall, good game, but has some mixed parts, still can recommend for most people though.
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