
Gris is a hopeful young girl lost in her own world, dealing with a painful experience in her life. Her journey through sorrow is manifested in her dress, which grants new abilities to better navigate her faded reality.
Most likely between $10.3M and $29.2M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $14.99 | 96% | approximately $17.2M |
| PlayStation | $16.99 | 92% | — |
| Xbox | $16.99 | 94% | — |
| GOG | $2.99 | 92% | #226 |
| Nintendo | $16.99 | — |
Cheapest copy: ≈ $0.98 on Xbox · Türkiye (−93%). Compare 47 prices in 15 markets →
Reviews
Themes across 1578 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
[h1] Меланхолия [/h1] Красочная, стилизованная, мелодичная, платформер. Как будто бы показываются психологические стадии, ощущения после горькой потери, скорбь. Воспоминания героини в проекции. Понравилась, любителям советую прожить.
This is a true masterpiece! Beautyful to your eyes, ears and heart ♥
GRIS is more than just a game—it's an experience. Every scene feels like a painting, the soundtrack is absolutely beautiful, and the peaceful atmosphere makes it easy to get lost in its world. There are almost no words, yet it tells an emotional story through art, music, and gameplay. If you want a relaxing game to unwind after a long day, this is one of the best choices. The music alone is worth experiencing.
This is a solid 9/10 game for me. The storytelling is poignant, and Berlinist did a fantastic job with the music. If you like immersing yourself in a world that shows you its story, this is a great game for you. My only complaints are the following: 1. No sprint?: The pacing of the game works wonderfully for a first time playthrough, but when you replay parts of the game looking for secrets you missed during your first go, the game can feel very slow. The whole game, I was holding my breath for a running ability (which I thought we would unlock after beating the game once) to allow for faster replays of earlier chapters, but I was sorely mistaken. This leads me to my second point... 2. Unintuitive secrets MOST OF THE TIME, I loved the way the game communicated with you. Subtle hints for those who ventured off the beaten path, small yet noticeable animations for possible interactions with objects... but I felt at times that some secrets in this game feel very... unintuive, for lack of better word. For example, when going for that Inuiki statues achievement, I couldn't help but think that the game could have made it a LOT clearer that there was a point in destroying them. The Magic Fowls give you that lovely jingle when interacting with them, and I felt like the other secrets in this game should have also given you an unmistakable sound / cue that you were progressing towards *something*. As an additional example, during my first go at level Three, I fed our little friend almost all of the apples (I had missed a single one). After having done all that, and nothing happened, I simply assumed that there was no point in feeding it, aside from simply wanting to. Imagine my surprise when I checked the achievements for this game, and I saw that there was an achievement for it! A jingle, maybe one that goes up in pitch as you progress more through finding secrets, would be a great way of letting the player know that they're on track to "completing" a secret in the game. On that note, I also really would have appreciated some way of tracking my progress when collecting stars / mementos / secrets in the game. The menu would have been a great place to have a tracker of some sort, letting you know at what checkpoint of a level you are, and if you missed something. If you couldn't tell already, I have collector's anxiety, so I feel a strong urge to find all the secrets in a game, to experience it to the fullest degree possible. Upon completing areas, I was bummed to find out I had missed secrets, and even more disappointed when seeing that I could not backtrack. (Of course, this is somewhat remedied by the chapters system, but it still implies a lot of redundancy). Now that I think about it, maybe things would have been easier if the player was faster, or if we had some control of the camera to look around, or even some in-game way of knowing if we fully "cleared" an area and found all of its secrets! These were my nitpicks for a fantastic story-driven game! Once again, I had a lot of fun with it and I simply wish that replayability was made a little more convenient for the player :) Great work on the story, the visuals, the animation, and the music! This was a very immersive game that took me around 4 hours to complete.
GRIS apesar de ser um jogo de plataforma, vai muito além disso, é uma experiência poética, emocional, um reencontro da personagem consigo mesma ao superar um processo doloroso e que todos nós iremos passar um dia. A escolha das cores marca cada etapa e a sua superação em meio à dor, o mundo voltando a ganhar cor e sentido. A música substitui a necessidade de diálogos, contribuindo para que a experiência seja imersiva e você consiga sentir aquilo que o jogo quer passar. As mecânicas do jogo são acrescentadas pouco a pouco conversam bem com o sentimentos que estão sendo transmitidos e aquelas que você usava no começo param de fazer sentido, param de ser usadas com tanta frequência, mesmo que em algum momento sinta que possam ser necessárias, ali já não cabem mais. O momento passou, a fase é outra. A jogabilidade é fluida, simbólica, não é punitiva, não tem morte.
Therapeutic, short, beautiful, precise. Loved the music and the art, screw the underwater eel chase tho.
Pretentious with no element of substance of fun. Features: [list] [*] Endless variations of the same rocky wasteland/temple ruins/scaffolding to walk through [*] Soundtrack. If you like it or not. [*] Walking. [*] Zero challenge. You may have to jump a bit and you may have to be precise about it but you will never die. [*] More walking. [*] A story. Sort of. It's mainly walking and no dialogue. [*] A guaranteed lack of fun. [*] Did I mention walking yet? [/list]
For a medium that has long been bashed or dismissed for not being a "real" art form, Gris presents a strong champion in the corner of people who see that way of thinking for what it is: outdated, insulting, and silly. GRIS is both visually and musically a stunningly beautiful game. Additionally, without even a word spoken, it manages to paint a compelling, if at times bizarre, story. And you can even beat it in an afternoon if you want!
Music: 10 Visuals: 10 Gameplay: 2 This game has amazing art style, though when it comes to gameplay it's lacking. There aren't any decisions to make, puzzles are simple, and movement is dry. You will spend considerable time just holding one direction and not much else. The game features a theme of grief and loss, though it is very abstract. Think of an art critic looking at a white canvas and saying "what a profound commentary on death"... not an incorrect interpretation (there is no correct one) but they are getting out of it what they put in. Gris is the same. It says explicitly "loss can drain life of meaning, you can find meaning again", and the rest is up to your personal interpretation. For some this game will be an instant classic, but for me there wasn't enough engaging gameplay to make it worth the time.
lindo lindo lindo