
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 →
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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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 63 reviews with recorded playtime.
Reviews
Themes across 63 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
olumpio
Un metrovania con un arte, musica, peleas de boses y exploracion fenomenales. Corre exelentemente.
Solid game.
这游戏有意思
总体算是不错吧,8/10,优点是弹反判定宽松,难度相对比较低,吞噬获得能力的设定挺好,美术和演出也有独到之处,战斗本身只能说中规中距吧,boss交互设计不错但是人物的唐比攻击动作又弥补了这一点,缺点就是前期不能传送而且太残疾,留了大量的能力锁小垃圾在前面的地图,指引也非常之弱,很容易不知道去哪,地图不显示联通的隐藏是否太弱智了,还有就是太缺绿,一直到通关也没啥太好的解决办法
打击感比较烂,boss战总体难度不高,也算是各有特色,熟悉了招式以后都能轻松应对,武器种类也很多,还有吸收拉扯这种特色系统,跳跳乐难度不高,画面很有自己的风格,地图设计还不错,各个地方互相连接,就是有些隐藏墙壁和地板藏得太阴了,不看攻略谁找得到啊,总体还可以,喜欢类银的可以一试。
有bug,网络不好的时候打开游戏,存档没了。估计是云存档的问题
好游戏 就是美术有点糙 地图设计略有问题
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.
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.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Simplified Chinese, Korean, Portuguese - Brazil, Russian, Hebrew
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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