
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.
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): 1786.14/day in the week to Jul 25 → 17.57/day in the week after.
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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 96.4Kreviews | 96% | — | $19.7M |
| $16.99 | 11.5Kratings | 92% | — | 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 1497 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1][b]Strongly recommended:[/b] GRIS[/h1] If you're an indie developer, it seems there's an unwritten rule that at least one of your games has to be either an emotionally charged, allegorical adventure or platformer, or a hyper-violent, surreal action game. Nomada Studio seem to have gone with the former, bringing us [b]GRIS[/b], a story of love, loss, and the pain that inevitably comes with them. The game follows Gris, a young girl dealing with the death of a loved one. Navigating her fractured world, with the levels representing the different stages of grief, Gris will slowly learn new abilities as she figures out how to move forward from her painful experience. Gris's journey is presented as a wordless, allegorical experience, with minimal UI and intuitive controls. As such, it works as a beautifully haunting meditation of grief, depression, and acceptance. This is helped in no small part by the stunning art direction. The gorgeous watercolor graphics and hand-drawn animations create an incredibly detailed and evocative world for Gris to traverse. And while there's virtually no voice acting, the sound effects and ambient music play perfectly with the game's somber tone. The level design is another strong suit. Throughout the game, the environments are crafted so they provide a consistent level of challenge, while still being simple enough to navigate intuitively. Each level is themed around the new ability you can unlock, with the puzzles design asking you to leverage this new ability while combining it with the ones you already have. However, not everything is perfect. There are a couple of elements that work to the game's detriment, both of which, I think, stem from the expectations and conventions of this being a game on Steam. The first has to do with ambiguity. While it isn't immediately apparent that it's the death of someone close to Gris that sets the events of the game in motion, this does become clear as the game goes along. However, we aren't really told who this person is to Gris. You could argue that it doesn't really matter - the game works as a broad allegory for grief caused by a loved one's passing, and as such, the specifics of the relationship aren't that important. And I would tend to agree, if the answer wasn't actually included in the game and locked behind a series of collectibles. Which brings us to the second pain point - achievements and collectibles. Throughout the game, you can find memory fragments Gris can collect. Collecting them all unlocks the "secret ending", giving you a short cutscene that contextualizes the events of the game by letting you know who exactly it is that Gris is mourning. Hiding such a vital piece of information behind optional collectibles strikes me as a very odd choice. I would compare it to Journey - there, you also have collectibles in the form of cloth fragments, but these are actually completely optional since they only influence the gameplay, and not the story. And I get that this is probably just me, but if you put collectibles and achievements in a game I'm playing, it's damn near guaranteed to light up that part of the monkey brain that screams "must get all the shinies". I think I would much prefer if Gris went a completely different route, eliminating collectibles and achievements altogether, and I could just immerse myself in the experience without feeling the pressure to consult a guide so I can 100% it. Even so, GRIS has more than enough going for it to deserve a definite recommendation. While it may not pack quite the same emotional punch as Journey or To the Moon, it's still an exceptionally well-crafted game, with such a universal subject you'd be hard-pressed to find anyone that won't be able to relate.
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Every market we collect.
Stats
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, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil
| $16.99 |
| 3.2Kratings |
| 94% |
| — |
| not modelled |
| $2.99−80% | 918ratings | 92% | #239 | not modelled |
| $16.99 | — | — | — | 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 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Es precioso. Probablemente uno de los juegos más bonitos que he visto. La música y la ambientación son de 10/10. El problema es que casi nunca sentí que estuviera jugando. Entre cinemáticas, caminar y un gameplay que nunca terminó de engancharme, terminé más aburrido que entretenido. Parecia más un "simulador de caminar" Si buscas una experiencia artística, seguramente te guste. Si buscas un juego por su gameplay, yo pasaría.
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!
叙事是没有一点文本的让人感到是深奥的人玩的深奥的游戏,画风很好看,音乐很好听,玩法是简单的跳台和小解谜。 以上基本就是我玩这游戏的主要感受,说实话我对这游戏讲了啥根本没头绪,买它也只是因为电子ed以及生活不顺想找点治愈的东西玩玩而已,我已经很努力的在动脑想要知道制作组究竟想传达些什么东西,但这游戏就如同只给部分玩家写的情书一般,我能感到这是好游戏,玩法轻松设计讲究寓意深奥,但我就是玩不懂,只能大概猜出主角是遭遇情感挫折随后自己努力走出的故事。我向来是不喜欢看攻略的,怕影响自己对游戏最真实的理解和感悟,但通关之后对我剧情理解最有帮助的竟然是游戏商店页面下的“关于此游戏”,我的想法可以类比看评测的大部分玩家,我只想暂时逃离苦逼压抑无趣的生活来寻找一点点治愈,大部分玩家看评测也只是想知道这游戏到底咋样,我实在不想在我这种情况下再费劲巴拉理解剧情以及寻找细节和设计,就像在看评论的你们不会想看我倾倒生活中的苦水。但我就是按我说的做了,但感受到的就跟不去感受差不多,所以对我来说玩这游戏下来真的很累,刚好赶到无聊到差不多要退出游戏的时候通关。我不想浪费我的钱,所以把它大致打通了,仅此而已。结果下来跟我在学校做了一套英语试卷一样烦闷。主角逐渐获得的四个能力肯定有对现实生活的哲理这方面,推进剧情的提示也仅仅只是给你看起来就很有设计感感觉富含寓意的图案让你知道自己要找几个光点而已,关卡设计比较巧妙但总感觉自己有一万条路没有去探索以致推进剧情的时候总怕自己会漏流程但实际上根本没有,会有大概是象征什么负面情感般的东西会象征性地来追你或妨碍你,大半夜的说实话还是有点心里恐怖在的。结局的bgm听感很震撼,但我的心里就是没有那种对我电波的游戏所能带给我的“咔嚓”一样的感觉。流程四五个小时左右不算长,对却我算不上什么调剂生活的小甜品,我对不上这游戏,仅此而已。 如果你像我一样电子ed想来寻求治愈轻松体验的,我不推荐这游戏;但如果你是抱着认真欣赏第九艺术的心态来的,那说不定这游戏会带给你非常棒的感受。我的评价纯主观,我不喜欢这游戏,但它从游戏质量上来说确实是好游戏。或许我是个随波逐流的小鬼,但我自己已经无所谓了 大概事麻木了罢(悲)
Beau jeu avec de belles couleurs et émotions.
tudo no jogo é muito bom. Desde a arte ate a musica. A historia me impactou muito.
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.
Gris is a game that captures the journey of healing very well. The game depicts of a girl, Gris, singing at the beginning but losing her inner voice not long after. Her world/self becomes shattered and colorless so her inner self goes on a journey to bring back colors and repair what's been broken aka her healing journey begins. But listen, [b] THE ART AND GAME PLAY ARE GORGEOUS, STUNNING. [/b] Overall the game portrays all the stages and progress of re-finding one's voice so well. I love, love it. Highly recommend.
JUE GA ZO
Realmente un juego hermoso en todos los sentidos, visual, música, mensaje del juego. En cada momento tuve que tomar capturas de pantalla y los tengo de fondo de pantalla :3
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.
Related
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