
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 | $7.49−70% | 6.8Kreviews | 85% | — | $835K |
| $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 168 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Эта игра буквально Blasphemous и Dead cells в одном флаконе, только с чуть более красивой графикой. Вооооот
Глиномес в деле ) Наконец-то руки дошли ) Метройдвания приятная, но я её брал на сим дек, а в итоге она очень требовательная к ПК ( В целом это хорошая игра, хоть мне жутко и не понравился визуальный стиль. Денег своих стоит, но не для слабых ПК )
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Every market we collect.
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.
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
| $14.99−40% |
| 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 168 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I just spent the last two weeks or so playing GRIME and I need to talk about. I’m shocked this game doesn’t have more reviews or a larger fan following. The game isn’t perfect, to be clear, but it’s still firmly an A tier game for the designated genres. If you’re a fan of metroidvanias, 2D platformers, and souls-likes, then GRIME will undoubtedly be up your alley. That much I am sure of. I’ve read a bunch of the negative reviews on here and on other websites, and I have to say, I think most of their hate is unwarranted. This isn’t to say the game shouldn’t be criticized, because there’s definitely aspects that I have issues with. But I think it would be a huge mistake to write off the entire game just because you might’ve struggled with it in the beginning. Level design, graphics, and combat are all immense positives. The menu interface for leveling up is very simple and intuitive. It lacks the kind of polish you’d expect from a Team Cherry game, but this is a minor quibble. I must also shout out the music. There are several amazing pieces in this game—typically during epic boss fights—that deserve lots of love and praise. The overall aesthetics of this game are some of the best I’ve ever seen for a metroidvania, and I cannot recommend it enough simply on those merits. I will admit that it’s very easy to get lost in this world, and there were a few times I wished the map interface was a little more helpful in pointing things out or explaining early on what certain landmarks signified (but you can always google it, at least). Most of the problems I have with the game come down to a lack of clarity, because there are a few important things that are genuinely never explained at all. (Very From Soft coded, if you will.) Time for my BIGGEST complaint with this game, and to be clear, everything else I’ve mentioned thus far is negligible in comparison to this issue: the “pull” mechanic (orange/yellow light that you use your R stick to _pull_ objects and enemies in certain directions), is *deeply inconsistent.* I want to be clear about this because there are a few different special abilities you gain regarding the pull mechanic; one of them is concerning orange/yellow objects & enemies, while the other (much later in the game) is regarding orbs you use in the air to slingshot yourself around. The ability you use to slingshot yourself around with is totally fine and I have no problems with it. But the orange/yellow pull mechanic is going to cause a certain amount of frustration for each player, which is just very unfortunate. Perhaps the biggest example of what I mean can be found during the Misbegotten Amalgam boss fight (I’d argue it’s the hardest fight in the entire game, but your mileage may vary). There’s a part of this boss fight where you see the orange light signaling that you need to pull down on it in order to stun the boss, allowing you to get lots of punishing hits in before the next cycle of attacks. For reasons I was never able to understand THIS WAS VERY HIT OR MISS and would sometimes just straight up NOT do anything, (even if you did exactly what you’re supposed to do). _This happened to me over and over and over again, throughout the entire game regarding this mechanic._ I started to wonder if my steam deck’s right analog stick was busted or something, but no, it’s fine. It’s the pull mechanic that is fickle. So just be aware going into this game that you will probably have some inconsistency regarding this particular aspect of the game. At its worst, I was crashing out and genuinely wondering how the game got through play testing in development, but when it DID work it was fine and I thought nothing of it. (NOTE: to be EXTREMELY clear I spent *hours* of my time in this game just testing around with this pull mechanic to see if I could figure out what worked and what didn’t, and never came away with a legitimate answer. Regardless of how I moved the R stick differently, the outcomes were extremely difficult to control. I eventually beat the game so I was able to get it working at probably a 60% rate, but man, that other 40% was always super frustrating because missing those windows during boss fights means you’re going to take a lot of damage you shouldn’t.) Overall the game was a pleasant experience though, and I found the parry mechanic awesome. I built my entire character around being able to heal every time I blocked or parried an attack, and it just felt awesome (especially against bosses). To me the best boss fights were: Surrogate Vulture (my favorite by far), Giant of Eyes, and of course Shidra of the Worldpillar. I hope more people play this game and have as much fun as I did. The fact that I had such an annoying time with the pull mechanic but still came away with a very positive attitude towards my time with the game should tell you just how strong the best parts of this game are. I hope this was helpful for any prospective players. Cheers. *8/10*
Grime - образцовая метроидвания, стоящая внимания каждого любителя жанра. Начну с того, что на нее у меня были огромные ожидания и они частично оправдались на все сто. Но, разумеется, Grime - не шедевр, в ней есть как объективно замечательные решения и их реализация, так и огрехи, которые портят общее впечатление. Первое, что бросается в глаза - уникальный визуальный стиль. Чтобы какое-то представление творчества имело смысл, оно должно придерживаться заранее продуманного цельного дизайнерского ядра. И Grime его всю игру придерживается. Сеттинг каменного живого мира, где стены наблюдают, полы трясутся, потолки рушатся. Ощущение неестественности и искусственности наполняет игрока всё прохождение. Как нарисованы враги, нпс и боссы - показатель того, что автор понимает свою идею и умеет грамотно ее представить. Локации отличаются своим видом и локальным вайбом, но все до единой соответствуют сеттингу - нет откровенно выбивающихся из общей стилистики картин. Каждая история и ее подача связаны с тем, в какой среде они находятся. Сюжет подается не напрямую, как завещал маэстро, поэтому все основные смыслы мы узнаем через разговоры с персонажами и описания предметов (что в меньшей степени информативно, так как менее не понятно). Мне очень понравилась задумка произведения - каждый из нас стремится к собственному идеалу, которого не достичь, и в итоге жизнь превращается в бесконечную попытку превратить себя в нечто другое, забыв что можно любить себя таким, какой ты есть. Сюжетный твист в моменте удивляет, но потом ты понимаешь - ты догадывался до этого всю игру. Нарратив через окружение - мой любимый аспект этого жанра, поэтому Grime получает огромный респект. И вот мы тихонечко подходим к самим аспектам метроидвании. Первый - это исследование мира. Безумно важно награждать игрока за нахождение секретного прохода за хрупкой стеной или хрупким полом, за внимание к деталям, за остроумность и любопытность. Здесь с этим проблем никаких нет - бэктрекинг не душит, все места запоминаются визуально, а если с этим все плохо, то существует небольшое кол-во пользовательских меток разного цвета. Но есть проблема - лвл дизайн уровней в самих локациях примерно на среднем уровне за исключением некоторых. В меру запутанные коридоры в совокупности с безразличием развилок между собой создают игроку ситуации, где он, свернув не туда, должен обходить пару соседних локаций, чтобы вернуться обратно. Или, например, попал случайно игрок в платформинг-секцию, а назад выхода нет, и ему нужно всю ее проходить, чтобы попасть обратно. И такое случалось не раз, и не два. На нг+ такой проблемы нет, так как с нуля доступен весь арсенал способностей. Давайте поговорим о них. Второй аспект метроидвании - траверсал механики и прогрессия персонажа. Основные и самые важные для прохождения игры механики выполнены просто великолепно. Каждая из них пригождается не один десяток раз на всей карте (а она немаленькая), к тому же некоторые используются и в бою против обычных врагов и даже боссов. Но есть и откровенно непонятные способности, выглядящие как костыль. Например, почему игроку сразу не дать возможность притягивать предметы, после того, как он научился притягивать врагов. Или зачем давать отдельную способность на бег, если можно ее дать тогда же, когда и рывок в воздухе (как было в Silksong). Также зачем тратить у игрока выносливость при беге вне боя, это лишь замедляет бэктрекинг и само исследование. (Да, был один платформинг-момент, где нужно было менеджить выносливость при беге, но это является следствием существования данного ограничения). Что удивление, в умениях есть открываемая способность на медленную ходьбу, которая нужна в паре мест, и это реально круто. А, еще существует урон от падения - бессмысленная, на мой взгляд, вещь, которую нужно удалить из игры (способность парения в этом плане - костыль). Самое сладкое в этой игре - это боевая система и прокачка. Система парирования и лечения - вместе они образуют очень вариативные и в меру сложные сражения. Да, игра будет непростой для новичков, потому что нужно следить и за таймингами парирований, и за выносливостью, и за здоровьем, которое восстанавливается не моментально, а даже медленно. Вообще поглощение (парирование) - это основа геймплея в Grime. С помощью него ты и умения открываешь новые, и дыхание восстанавливаешь, чтобы лечиться, и заметное преимущество получаешь при битве с боссами, а враги именно требуют его использования. Все атаки читаемы и контролируемы, заучивать тайминги практически не приходится. Дизайн врагов выполнен шикарно - против каждой особи есть свой контр-плей. По мотивам соулс-лайков тут нужно качать 5 статов - здоровье, стамину, силу, ловкость и резонанс (не качайте резонанс, оно вам не нужно...). Самые важные в игре - это стамина и сила, потому что с выносливостью тут будет всегда беда, а оружия на силу - самые сильные по дпс. По поводу умений - четверть просто бесполезны, половина максимально ситуативны и еще четверть жизненно необходимы. Но даже так, вариативность прокачки большая - огромный ассортимент различных прикольных штук. Отсюда выходит одна проблема. В игре за один ран очень мало очков умений, из-за чего ты стоишь голодный как будто в огромном магазине еды, а у тебя постоянно ни гроша в кармане. Также почему-то респек и перераспределение очков умений небесплатны, а за кончаемый ресурс, который находится обычно в секретках. Из-за этого всего какое-то билдостроение (само оно крутое) и тест других оружий не представляется возможным, если не идти в нг+. Оружий достаточно, чтобы найти что-то свое, но будьте готовы использовать два-три оружия за всю игру. Броня раньше имела только косметический характер, но с обновлениями завезли каждому сету бонус, что безумно радует, спасибо за это. Отмечу отдельно платформинг и моменты насчет нг+. Все платформинг-секции задизайнены хорошо, некоторые прям идеально. Все механики утилизируются в полной мере, а секретный босс длс (мой самый любимый в этой игре вместе с Верным Форме заодно) вообще имеет целую фазу с прыжками по светяшкам, ну офигенно же! Я любитель этим заниматься, а тут этого достаточно, то есть не мало. В нг+ все боссы изменены, добавлены новые атаки, а порой даже и у врагов, что меня поразило. Все стало заметно сложнее, поэтому дело это, знаете ли, не для простачков. В целом, один из самых проработанных нг+, в которых я играл вообще где угодно. Подводя итог, хочу сказать, что данный тайтл незаслуженно потерялся среди других релизов того времени, его как будто все пропустили. На ютубе дай бог наберется 5 прохождений, гайдов толком нет, а вики какое то недоделанное. Люди просто не заметили этот гем на фоне других посредственных игр, которые получили больший охват. И это печально, ведь игра стоит своих денег и потраченного времени. Правда от некоторых достижений задушитесь, но это ладно, не всем оно надо. Поддержите авторов, поиграйте в Grime)
一般来说,这种游戏玩完多少都会有点成就感和满足 但这个游戏做到了从头到尾只有折磨,甚至结局前还要给你一段漫长的跳跳乐破坏心流 角色位移手感非常奇怪的情况下,还要硬搞跳跳乐,制作组真是无敌了
Very solid, absolutely recommended for fans of souls-like and metroidvania games I have been seriously challenged by a couple of the bosses, especially because there is a decent amount of freedom in how you want to explore the map. And that sometimes leads to fighting later game bosses earlier, but it's doable if you learn their attack patterns The parry window is decently forgiving, and it can be upgraded to give more time to parry. There is a good variety of weapons and playstyles Platforming is also quite nice, they didn't just focus on combat and leave it at that. You have a dash, double jump, and a hook that pulls you toward the object and resets your dash and 2nd jump (movement abilities unlocked by defeating bosses) The free DLC area, The Abandoned Opus, has a pretty brutal platforming section. But they were nice enough to give safe points and heals during it
Tedious. That's the best way to sum it up. Probably half of my playtime so far was just backtracking. First of all, you can't fast travel between surrogates (this game's bonfires), only between some very sparsely placed dedicated fast travel points. Then there aren't even that many surrogates in the game in general, so if you die you often have to spend several minutes just walking back to where you died (that's without engaging with any enemies on the way). Then there is the worst aspect of the game: the extremely limited amount of healing you get. The main method of recharging your heals is by parrying enemies, but only when they CAN be parried (some segments of their healthbars are unparryable). You only get a max of one heal at the beginning of the game, so you have to traverse these huge areas with just that unless you get to parry enough enemies to gain another heal AFTER using your first one. But the enemies are often not even the most dangerous part, it's the environment and the platforming. And a lot of platforming in this game is just trial and error, so you're guaranteed to take damage. This makes deaths frequent without it feeling like it was your fault, you just can't heal yourself an inevitably die, then you have to backtrack over and over again. And on top of all of this, you don't even have a proper map most of the time, because you need to find beacons in order to unlock the map of the area you're in, which is sometimes literally unreachable before you completely clear the area or access it from some hidden path in another area. And most areas are basically labyrinths with tons of tiny paths. AND ON TOP OF AAAALL OF THAT, SOME PATHS ARE ONE-WAY AND YOU CAN'T KNOW BEFORE IT'S TOO LATE AND THEN YOU SPEND EVEN MORE TIME BACKTRACKING. This design choice I genuinely cannot comprehend, there is no reason to not allow you to jump up a ledge again to get back to where you came from while exploring some mundane sidepaths. The worst case for me was having to go back to the f*cking hub area because I took some wrong path that accidentally lead me to an area I couldn't explore because I was missing traversal abilities for it, but I couldn't go back to the area I was meant to explore. Either block that area off or give me a way to climb back up, just WTF were they thinking? The boss fights are the only thing I was able to somewhat enjoy so far, but not even those are great because of the abysmal stamina management in this game. I could write another huge paragraph on that, but to cut it short: you're constantly out of stamina and just have to stand there next to enemies waiting for it to regen, it completely breaks the flow of combat. I don't want to hate this game, I want to like it and appreciate it, but it feels like the game hates me. I played and 100%ed Nine Sols just before this (on console), so I can confidentally say that Grime isn't challenging, it's just tedious and punishes you for exploring.
Интересные боссы, интересный сюжет. Очень понравилось дополнение незаконченный труд.
Красивая грустная история
когда убил своего брата и сьел его
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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