
Destroy... Absorb... Grow... GRIME is a fast and unforgiving Action-Adventure RPG in which you crush your foes with living weapons that mutate form and function, and then consume their remains with a black hole to strengthen your vessel as you break apart a world of anatomical horror and intrigue.
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): 1.14/day in the week to Sep 3 → 2.14/day in the week after.
About


Parting Shade - Face the grueling platforming challenges of the Abandoned Opus, a new Area which lies at the top of the Weeping Cavity.

Tinge of Terror - NG+ Mode added, along with Major modifications to existing Bosses, and an entirely New Boss, Music & Weapons.

Colors of Rot - Explore Childbed, a massive new interconnected Area. As well as 3 New Bosses, New Music, New Abilities, New Weapons Traits and more.

Destroy... Absorb... Grow... GRIME is a fast and unforgiving Action-Adventure RPG in which you crush your foes with living weapons that mutate form and function, and then consume their remains with a black hole to strengthen your vessel as you break apart a world of anatomical horror and intrigue.
An unusual material collapses in on itself, the world shudders and contracts, and suddenly you are squeezed into existence.
What awaits you is a world unknown, alien in its own familiarity, and you must survive what terrors you face. Explore your surreal surroundings, absorb the many enemies you encounter, and use their own traits against them as you let yourself become far more than you once were.
GRIME lets you play to your preference, upgrading only those traits you feel most suited to your unique style. You’ll find there is more than one way to break open an enemy as you move through a variety of evocative environments, meet their inhabitants, and discover the source of their madness.

• Eye-Popping Surrealism - Uncover mysterious secrets in weeping caves and face-covered deserts. Meet otherworldly characters in distinct civilizations across an organic, interconnected world - all rendered in unearthly 3D. Face foes born of the world itself, and swallow them whole.
• Death-Defying Combat - Punish enemies by parrying their attacks, smash them from the ground or even airborne, and absorb them to grow your strength as you wage war on a living world.
• Living Weapons - Seamlessly swap weapons made of living creatures that mutate form during combat, from clawing swords to centipede whips.
• Unique Skill Progression - Hunt down and absorb challenging monsters to improve your skills and bring true customization to your play style.
• Challenge Menacing Bosses -Defeat creatures dozens of times your size. Adapt to their strategies, withstand their assault, and consume them to gain game-changing abilities that affect both combat and traversal.
• New Game Plus - Old foes challenge you in new ways. Surpass your limits and upgrade weapons and traits with infinite progression. Find and fight a formidable secret boss.
• Ever-Evolving Expansions - Return to the depths of GRIME with 3 DLC expansions that mutate the world around you. New abilities, bosses, enemies, and undiscovered truths await you in this writhing, growing, desolate deathscape.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 6.8Kreviews | 85% | — | $2.4M |
| $24.99 | 1.4Kratings | 80% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 175 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
8/10
Bom jogo.
Игра года, каждую минуту вспоминал мастера Бабазаки, хоть и игра не схожа с его творениями! Желаю каждому испытать это удовольствие!!! Хоть и рука мастера не касалась данного творения, но чувствуется, что создатели испытывают огромную любовь и привязанность к мастеру
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Simplified Chinese, Korean, Portuguese - Brazil, Russian, Hebrew
| $24.99 |
| 217ratings |
| 84% |
| — |
| not modelled |
| $9.99−60% | 77ratings | 82% | — | not modelled |
| $24.99 | — | 91% | — | 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 175 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Классная недооценненная игра, единственный минус для меня -- слабый эмбиент (за исключением боссов начиная с 3 и последних двух локаций). Для меня игра несложная, боссы убивались за 1-3 трая, за исключением ласта. Шикарный нг+ в игре, обязательно стоит к прохождению если вам зашла игра, новый босс + измененные мувсеты всех мобов + оставляют все умения за боссов. Ачивки закрываются достаточно легко, пропустить вроде как нельзя, я неплохо исследовал мапу и в конце игры оставалось пару арморов и оружий найти, левелдизайн в игре отличный, боевка крутая и динамичная, платформинг суперклассный, сюжет ну слабо в принципе не ради него играл, геймплей 10/10, 0 раздражающих механик Вообщем игре ставлю 9/10 за слабый эмбиент, но это имхо, всем любителям метроидваний советую попробовать
不親切さが辛くてギブアップ。序盤の印象のみなので、後半どうなるかは知らない。でもこの手のゲームで大きく改善されることは稀だと思う。 最近の親切メトロイドヴァニアで育った身にはキツい。不親切によるストレスと時間の無駄を許容できるかは重要。 他は楽しそうだっただけに残念。 ■戦闘バランス ・ソウルライク志向の強いメトロイドヴァニア。難易度は良いと思う。難しいけど、楽しい。ボス戦はちょっとしかやらなかったけど、雑魚のほうがキツいかな。 ・雑魚が強い。一撃が重いのでワンミスが致命的になり得る。敵の超反応もあり、落下した先の雑魚による着地狩り、視認限界ギリギリからの投擲や飛び込み等もある。 ■探索まわりは不親切 ・まず、3Dベースで作られたグラフィックの視認性が悪い。その中を、マップも表示できないまま探索させられ、ビーコン(マップを表示させるために発見する必要がある)を見逃したのか?戻るべきか?などと考えながら、大量の行き止まり、分岐に晒される。 ・プラットフォーム・ゲームの要素も強い。トゲ・電撃等、タイミングを測りながら突破する仕掛けが序盤からある。他にも細かい飛び石や、ジャンプしながら足場引き寄せなど。これからも増えるのではないかと思う。 ・ファストトラベルはポイントが限られ、移動先も僻地だったりする(2個しか開けてないけど) ・セーブポイントもまばらで、ボスのリトライ性も良いとは言えない。そもそも道が入り組んでおり、ボスへの道中ではなく少し逸れたところにあるので、見逃したままボス戦に入り、大きく戻されることもあった。
最初は面白さがわからなかったけど、段々と操作に慣れていくのと能力が解放があって面白いと感じるようになり最後ま楽しく遊ぶことができた。 死んでチェックポイントに戻されてもアイテムは獲得したままだったり、仕掛けの解放をした状態などはそのままなので優しい。 能力強化に使うポイントは敵やオブジェクトを倒して貯まり、自分が死んでもそのままなので繰り返していればレベルを上げられる。 BGMも様々なタイプがあり変化があって良かった。 戦闘はパリィが基本になっているけど、普通にいろいろな敵がパリィ不可攻撃を使ってくるので気持ちよくはない。 移動が地味。 中盤ぐらいからできるようなる空中アクションは自分がうまくなったような感じになれて楽しい。空中の仕掛けを使って移動できる場所は決まっているけど。 自分が下手なのもあるが移動中に罠でやられたり、下が見えない状態で下に降りる必要があったり、敵に先制攻撃をされてじわじわと体力が減って奥まで進んで目的地にたどり着く前にやられて、チェックポイントからやり直すことが多かった。 進むと嫌がらせのようなダメージ地形や落下する地形などが増えていく。 こちらの能力が上がっても無双できるタイプではないので無警戒でいると道中にいる敵にあっさりとやられる。 隠し通路は本当にわからないので攻略情報を見て進んだ。 日本語翻訳は多分問題なさそうだが、独自の世界観と独自の価値観でストーリーはほとんど理解できなかった。
Oyun yapısal olarak kötü bir oyun değil. Mekanikleri düzgün. Gelişme hissi, zorluk vb. bunlarda bir problem yok. Parry mekaniği var, o da fena değil. Problem olan şey oyunun sıkıcı olması. 2 tane boss kestim, 2. boss dışında canlı bir şey kestiğimi hatırlamıyorum. Kaya kesip, kaya fırlatıyoruz. Muhtemelen oyun boyunca kaya kestirecek. Görsellik olarak çok iç bunaltıcı bir atmosferi var. Gördüğümüz sadece iki şey var; karanlık ve kaya. Hikaye ise, konuşan kayalar bir şeyler anlatıyorlar ama çok önemseyemedim. Kendimi ne kadar zorlasam da oyun bende devam etme isteği uyandırmıyor. Hollow Knight nasıl sıkıcı bir oyunsa, bu oyun da Hollow Knight kadar olmasa da sıkıcı. İkisi de özünde kötü oyun değiller ama sıkıcılar.
GRIME is a game hailed as the 2nd best of all time by one of my friends, and I must say it is an enjoyable experience, with it’s Metroidvania gameplay, intriguing world, and amazing visuals. But I feel it is held back by a middling early game, strange gameplay decisions, vague story, and un-prominent OST. But through building yourself up as you go, it becomes a carved together classic. [Gameplay] While I like the gameplay quite a bit in the late game, the early game is pretty insufferable with the low Force (Stamina) you have to begin, and the game feels like you’re punished for attacking at all in the early boss fights unless you’re parrying everything. But after that, the game opens up quite a bit and it’s pretty simple and rewarding to win against bosses. Backtracking is rewarding and fun to do once you’ve unlocked new abilities, and often leads to you finding new areas or optional boss fights that give upgrades such as more healing or other abilities. The Upgrade system is a smart way of forcing players to really think about where they are allocating their resources, as the material is not infinite or grindable (As far as I know), and gives players another way to spend their Mass (item gained when defeating enemies). The game’s platforming is pretty fun to do and pull off successfully, pretty easy to enter flowstate while exploring. The armor system felt not fleshed out at all and is hopefully improved in the sequel, as in this game they only served as small stat buffers that gave a benefit when 3 of a set were used together. The weapon swap system and the requirements for weapons were good, as it restricts a player with no build direction and has them focus on what their weapon needs. Although in regards to weapon swapping, I can’t recall a single fight where I actually swapped between the 2 to be more effective, I simply stuck with one for the whole fight and just kept a secondary that had a different speed attribute (If I had a slow weapon in slot 1, then slot 2 would be fast and vice versa). Parry timing in this game is more generous than some other soulslikes, but with the way enemies are animated, it is very easy to parry too early thinking an attack was coming. When parrying you absorb your opponents, but only if their health bar is red, as if it is gray, it does nothing. I also believe that absorbing enemies gives Breath (your healing), but for some reason bosses don’t give any at all unless they summon mobs of some sort, just wanted to note that cause I thought it was strange, as it causes the first 2 Breath upgrades to be useless in most boss fights because it doesn’t give you enough for a second charge. Some slight annoyances aside from the early game feel was that the game felt like it’s upgrades were just taking away basic things you would normally start with, but just stripped you of them as some sort of progression, most common in Prey Skills using Hunt Points, and the Surrogates (Checkpoints / Campfire) not being fast travelable until beating an optional boss. Another one is that you cannot open your inventory while in a Surrogate, and this slows down the flow of the game if you’re trying to use the Husk pieces that let you claim Mass while at a Surrogate. I also ran into a bug where I got shoved into the walls at one point, and had to click the ‘Destroy Vessel’ button. [Story] The world is pretty interesting, but not enough to make a full story off of if your protagonist is silent and you have to read item descriptions to understand further backstory of the place (it is also very vague most of the time, and connections have to be made by the player most of the time, notably in Pale Sky). Yon and Shindra were basically the only characters to have story roles aside from the silent protagonist, Yon was interesting enough, as he begins worshipping you and eventually rising up in the world, only to begin to believe that their existence is pretty much meaningless because of the way they obsess over appearance, and that they won’t find happiness in this idyllic pursuit. Shindra basically just wants to keep the world going while a good majority of it’s resident just wanna die, so in a way you’re kind of the villain of this game, but you’re an emotionless alien blackhole that exists only to consume, so not much is done in that regard. [Controls] Overall good, but some small hiccups along the way. Sometimes my controller would disconnect and then not reconnect until I went back to the main menu and back in game for some reason. Sometimes when trying to dash midair it wouldn’t work if you were positioned close to a wall. And sometimes it would feel clunky fighting enemies (sorry for the vague wording, but that’s the only way to describe it). [Audio (Sound Effects, Sound Design, OST)] OST wasn’t prominent enough for me to really like it, goes for a orchestral and choir combo like most Soulslike games, which is good for the games esthetic, but has always felt a little boring to me. Though a prominent OST was the Whispering Mother’s boss fight, where I feel the OST for that fight really makes the fight for me. Rock crumble sounds and the like make for good sound design, menu’s didn’t have loud buttons, so pretty good. Only problem was that I set the games Music volume to 100% and Voices and SFX to 70%, and both of them still seemed to be louder than the music. That, or the music is just really quiet and does not want to be heard. [Value/Bang for your Buck] The game has quite a bit to do, including a proper NG+ mode with an exclusive boss included. There are about 6 optional bosses across the map which give minor upgrades once beaten. The amount of weapons was satisfactory, but for some reason I thought there’d be a lot more then I ended up finding, but I probably just missed them. Armor is about a set of 3 per area, usually better to run a set than to mix and match though. Game gives a solid 8-12 hour first playthrough, and even more if you do everything and a NG+ run and experiment with weapons you may not have used in other playthroughs. For $25 or less if on sale, it’s definitely a good steal, although if you’re not gonna do all the optional stuff and not interested enough for a NG+, than you’d only end up getting about 8-12 hours of value from it. [Visuals] One of the things I was actually most impressed about in the game, I really loved the background areas when the camera gave us a good look at them, and the overall look of the game was very good for an indie game. The camera typically always worked to the players favor, however in the final boss fight, for some reason it starts to act up when it summons it’s mobs and that lead to me dying at least once. [Conclusion] Overall I enjoyed the game and plan the play the sequel, but I admit I got mad plenty of time fighting bosses and having to do 2 minutes runbacks to fight the boss. Or dying in a complicated area and not having reached a checkpoint yet, but I do like the way it looks and the bosses were way more fun in the second half than in the first half. Only took me about 8 tries on the final boss, so it’s not that tough. We are Griming it up. Now I am become Endgiver, destroyer of worlds. 7.1/10 Final Rating: Gameplay: 15/20 Story: 13/20 Controls: 8/10 Audio (Sound Effects, Sound Design, OST): 11/20 Value / Bang for your Buck: 15/20 Visuals: 9/10 Total: 71/100
Stone drinks every blow Ash becomes unyielding strength Life grows through decay
fun
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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