
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.
Modeled estimate, not a reported figure. How we estimate →
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
类银必吃榜之一,游戏性和手感都远超一代,量大管饱,但游戏后期致死量跳跳乐
一瓶血药的跳跳乐类魂银河恶魔城游戏,一玩一个不吱声。
Понравилось: 1. Игра на уровне с первой частью. 2. Добавлены интересные механики в сравнении с первой частью. 3. Интересный сюжет. 4. Бонусы от комплектов брони описаны на экипировке. 5. Наличие ячеек для косметики, можно носить один комплект, а выглядеть по другому. 6. Хорошая реализация дистанционного оружия и дополнительных эффектов оружия в целом. 7. Достаточно разнообразное оружие, что позволяет выбрать его под свой стиль игры. 8. Расходуемые предметы восстанавливают своё количество при посещении суррогата, можно расходовать смело не переживая, что к последней битве окажешься без них. 9. Под каждого босса необходимо подстраивать свой стиль игры и выбирать оружие(ближний бой/дальний бой/парирование/увороты), иногда прям во время боя(для этого имеется 2 комплекта), всех одинаково не победить нажимая две кнопки. Не понравилось: 1. Двух уровневая карта без необходимости того, тупо не удобно просматривать. 2. С платформингом перестарались, много мест которые нужно проходить "на одном дыхании", а камера не позволяет среагировать вовремя - приходится просто запоминать. 3. Моделька персонажа и наборы предметов в сравнении с первой частью на порядок слабее в эстетическом плане. Вместо чёрной дыры на месте головы у вас какая-то рука для фистинга. Вместо красивых комплектов брони какие-то несуразные комплекты. 4. В некоторых локациях задний фон выдвинут на передний план и полностью перекрывает обзор. Спасибо таких мало и в принципе это не заметно. 5. Некоторые виды оружия получаешь на более поздних стадиях игры, когда играешь половину игры с одним видом оружия, а потом получаешь что-то новое, оно просто не удобное и кажется бесполезным. Из-за этого заставляет перекачиваться для тестирования новинки, а потом перекачаться обратно, а предметы для перекачки имеют лимит и могут попросту закончится. 6. Некоторые боссы до неприличия слабы и проходятся с первого раза. Как итог игра стоящая, прошёл с удовольствием! Рекомендую любителям жанра!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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
First of all, the privacy policy on this new game is not that good, it collects analytics such as gameplay activity, device data and location, shares it with third parties, and may keep it for an open-ended time even after deletion. I have seen worse, but the first game did not have that so I'm putting it as a warning before buying this game Getting into the review, as someone who has played and 100%ed the original game, this lives up to the hype and it is an amazing game To keep it short, same style as the original grime, but plays faster, with bigger map, varied abilities both in platforming and combat and more bosses If that sounds good to you, you can skip this review and get this game, but for me, it is both a good thing and a bad thing, let me explain I'll start with the main complaint of this game, the platforming, which I kind of disagree, because I think these sections are quite good and should be praised Not only I enjoyed them, I haven't seen or had a section that was too frustrating to complete like many other games I've played, and the mechanics were pretty responsive All metroidvanias have platforming, and while this may have had more than normal it still is something I expected to face in this kind of game, I don't think it's right to hate this game for that alone And I think they were generous, especially after the ability that let's you [spoiler]ignore damage from spikes[/spoiler], to me it even made the platforming too easy and I wanted some more challenge at times I think the main problem with the platforming that justifies the comments is it's mechanics, some at times just felt unfair, unclear and frustrating Without giving too much spoilers, most platforming sections are big and spacious, you would use abilities that would make you traverse large area portions quite easily and have obstacles that require you to plan your path But other times you'll navigate between tight spots with a weird dash that would only work if you're positioned just right or handles that are just out of sight to be grabbed to get to some obscure section that you would easily miss To be more specific if the developer reads this: [spoiler]jump pads I expect to be controlled by the joystick and not by the direction you were facing, and sometimes these jump pads just instantly kill you[/spoiler] as well as the [spoiler]long and short dashes on walls that can ignore some spikes and some not, took me a lot of trial and error to understand[/spoiler] Similarly, combat to me felt a bit similar to the platforming, which is to say unclear and a bit confusing because of the 4 different ways to deflect attacks Unlike the original game, parrying now is completely optional, and you get other mechanics for combat that can only be used sometimes, which is on paper great as you would have more depth to boss attacks In practice, you would mostly just dash away from most attacks, because why bother learning the precise timing of parry, grasp or dash counter when I can just dash away and hit the enemy afterwards Some would like this change, as it respected all playstyles, but it meant you don't really have one way to defeat a boss, and it did make most bosses easier than the first game as I didn't have to master a mechanic but just use whatever feels comfortable Sekiro, Nine sols and the original game forced you to parry, and if you didn't master it, they would punish you, hard, because I was familiar with the mechanic I could adapt myself to master all mechanics but many just wouldn't All of this is why I believe many decision choices were made to make bosses reliant more on a lot of projectiles, spikes and platforming than swing attacks, as it made more sense with the abilities As well as the game having more bosses than the first one, every fight did not have the same impact, like having a proper second phase (that is not indicated by the same health) or even third, with more varied attacks I think that it's also why I didn't have many memorable boss fights like the first game that had [spoiler]Shapely Fidus Gaint of eyes, surrogate vulture[/spoiler] or best of all the [spoiler]Dreamborn Terror[/spoiler] I beat the final boss on my fifth try and I didn't really feel like it was all that special or hard, for me the 2 best bosses that are very good [spoiler]Handvisage and Starserpent[/spoiler] were optional and easily missed, I beat them after I was overpowered so they just didn't really have the same effect Lastly, as for the game overall feel, yes, it feels better than the first one, you're faster, you have way more traversal abilities, and the controls are a lot more responsive Also the map and the way you use it feels right, healing is much better now and the consumables finally replenish in spawn points, these are just very good and smart design choices Death is not punishing you anymore, which I don't know if I agree with, but I'm sure most people would agree with this, never have I had the urge to go back to an area I died in unless I wanted to go there And art is definitely a step up, while I personally liked a lot more the minimal look of, say, uniform desert or the weird designs that the original had, it looks fuller and more vibrant Music is from the same composer, which is to say great, but I again, personally preferred the original, had more memorable theme and boss fights compositions, but both are amazing Overall, I would say this game feels different than the original, a lot less 2.5D dark souls and more of just a traditional faster metroidvania with varied abilities and more responsive controls If you enjoy the original and don't mind the differences mentioned, you might enjoy this one too, if you didn't like the original, look into this, I feel like it is much more likable and may please more people, even if you don't like parrying While it didn't have the same effect for me as the original it is clearly a well crafted beautiful game that I enjoyed, but please expand it more with DLCs as the ending left a lot to be desired
Проходил первую часть, вторую купил без всяких сомнений. Всё, что мне нравилось в первой, присутствует: достаточно большой мир, созданный, какой-то инопланетной фантазией авторов, куча существ, боссов, паркур присутствует (как будто больше, чем в первой части). В общем, я бы рекомендовал, а уж если вам нравилась первая часть, то вообще без вопросов.
I love the first Grime game, and this one surpasses it for me in almost every way.
The characters and environment design is cool (which is why I keep playing while not that enjoying the fights), but the entire fighting system is weird. you were told since you enter the game that you can parry attacks, while most boss moves can not be parried, some moves, including claim extra hp recovery require jump/dash which means you barely have time to do it when using range weapons because the window time is quite short. Boss hitbox is the wildest ive ever seen, I have no idea why sometimes I get hit or missed attack. Also, this game got the weirdest parabola of projectiles, it always got you when you tried to dash, and you can dodge them sometimes by just stand there and move a little bit. I love blasphemous, hollow knight, dead cells and so on, this one is just something I can not convince myself to do a full playthrough.
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.
It's more Grime. It's bigger, prettier, bigger, more character build choices, a LOT bigger. Did I mention it's bigger? Grime II is as long as Grime 1's NG and NG+ combined. There's also a story difficulty mode now, and I think the developers took that as license to make the whole game harder. Grime II feels like Grime 1's NG+ difficulty. Grinding for stats is also easier now though, so you can outlevel the extra difficulty eventually if needed. No worries about a teeth phobia this time. A lot of hands instead.
为什么设计那么多跳跳乐 我的天 大段大段,长段的跳跳乐,真的体验极差,后期越来越多的跳跳乐 真的跳跳乐设计得过多了 气的我真的骂人
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Where this game's players are, estimated from review languages.
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