
Exploration is King. Swing your sword, jump, slash the Dinos, break the game, shrink and enlarge, jump again, explode and recombine yourself in order to learn more about the Grizzled Planet!
Modeled estimate, not a reported figure. How we estimate →
About
A true open-world setting.
Old-school Quests with no pointers.
An opportunity for genuine Exploration.
Secret areas.
Various Skills, Items and Passive abilities.
Unique opponents and epic battles.
A real human being behind the screen.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Portuguese - Brazil, Korean, Spanish - Latin America, Polish, Slovak
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Fun little game to 100%. Since this is a small game the only help for the achievements you can get is from the discussion section, and if you ever need more help the developer is very fast to respond. It's refreshing to get forced to almost fully 100% a game on your own since there aren't any guides for the steam version with all the extra achievements.
This is a perfectly enjoyable metroidvania as long as you can stomach the incredibly frustrating attack cooldown. Swinging your sword feels like it has 2 full seconds of cooldown, and there were several times when it felt like there was literally no way to defeat an enemy without trading hits as a result. I could definitely see the combat being a dealbreaker for a lot of players. Otherwise, it's a pretty fun game. Music is good, though there's only one song for like 90% of the gameplay. Exploration was my favorite part, with a few miniature sidequests, a lot of well-spaced-out lore collectibles, and plenty of easter eggs to reward more adventurous players. Unlike most of its peers, optional exploration does nothing to improve your character, it really is just story content and easter eggs. The story itself is simple but not bad, I had fun slowly piecing it together as I gathered more journal entries. Really short, though. Took me about 5 hours to get 100% achievement completion.
Grizzland est une bonne surprise qui sera ravir les fans de metroidvania. Bien que peu varié (seulement 4 musiques différentes), celles-ci ne sont pas lassantes et retranscrive plutôt bien l'ambiance du jeu. La difficulté est juste et le gameplay, bien qu'un frustrant au début, devient vite plus agréable avec l'obtention de nouvelles compétences. Les niveaux sont variés malgré l'absence de couleurs, chacun à son lot d'énigme, de mécaniques et d'ennemis différents. Le jeu a encore quelques petits bugs mais aucun qui ne vous empêche de finir le jeu à 100%.
无中自行配合机翻可完,鼓励性好评。cn plz. 202309,fanatical,steam,steam掉卡抵扣,indie gala,daily indie game,t a o宝,支付宝红包,hxxxx,杉果,它处自定义包入的本体约9元。爱人如己,目前就这,看以后追评。有中文的游戏请耐心自研体验乐趣,攻略指南尽量不用。不建议使用外挂,插件,作弊之类的,游戏都要这样搞,那现实里那更是如此了。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
Sehr schönes kleines Jump and Run Game. Die Grafik ist sehr interessant, aber man gewöhnt sich sehr schnell daran und ich liebe sie. In dem Spiel steckt mehr als man es zu erst denkt und es hat wirklich spaß gemacht, es zu spielen. Zu dem ist das Spiel sehr günstig. Wer etwas Ablenkung sucht und sich nicht von der Grafik abschrecken lässt, wird sicher seine Freude dran finden.
There's some ideas here that had potential, but at its core, Grizzland is neither fun nor particularly interesting. Some abilities and area gimmicks were amusing, sure, but this game just lacks a spark that would make it distinct. In contrast, there's a lot of issues about it. Everything is way too slow, primarily the attacks, which make for a very tiresome experience. The enemies are not visually distinct at all, so I'm constantly confusing them with background elements or NPCs, getting hit as a result. And speaking of NPCs, I have no idea what anyone of them is saying, nor do I have the patience to sit through them speaking nonsense two words at a time. And, though the music is unoffensive, it gets old and grating real fast. I got this at its lowest pricepoint, so I don't mind the few cents I gave to get it. But I still would not recommend you buy this, as there's barely anything to play here.
It's okay, but the controls feel so very, very muddy. There's a huge delay on attack that personally I had a hard time getting used to, so fighting is much more a matter of timing/dodging than skill and positioning.
Grizzland, developed and published by Kiepska Spółka, is an exercise in minimalism and atmosphere that manages to achieve a sense of scale and mystery far greater than its simple presentation would suggest. Built entirely in a resolution of 128x96 and limited to five colors, it is a starkly designed Metroidvania-style exploration game that proves ambition isn’t tied to graphical fidelity or budget. It is a love letter to a time when imagination filled the spaces left by limited hardware, but it also stands on its own as a modern experiment in restraint and discovery. Beneath its rough, lo-fi aesthetic lies a carefully constructed world filled with secrets, danger, and a quiet melancholy that lingers long after the final scene. The story unfolds on a dying planet where nature is fading and the last traces of life struggle to survive. You play as a lone wanderer armed with a sword, guided by vague directions and cryptic remarks from the few remaining inhabitants. There is no exposition or cutscene-heavy introduction—Grizzland begins without ceremony, letting its setting speak for itself. As you explore its interconnected environments, you piece together fragments of lore that hint at what went wrong. Each region tells a subtle story through its design: ruined cities swallowed by darkness, lifeless forests where corrupted creatures roam, and decaying machinery that hums with forgotten energy. The world is sparse, but every object feels intentional, and the absence of overt storytelling gives the game a contemplative tone. It is not about understanding every detail but about feeling the weight of desolation and the faint hope that something might still grow in the ashes. Gameplay is the backbone of Grizzland, and it blends exploration, platforming, and combat with precision and purpose. The controls are responsive and immediate, a necessity given the game’s focus on tight platforming and deliberate swordplay. Movement is fluid, allowing players to jump, climb, and dash across the sprawling environment, while combat demands a measured approach. Each strike of your blade comes with a moment of vulnerability, so you must learn timing and positioning rather than rely on button mashing. Enemies, though simply drawn, are relentless and often unpredictable, darting and dodging in ways that keep you on edge. Boss encounters punctuate the experience with dramatic difficulty spikes, testing not only your reflexes but your patience and adaptability. Despite its simplicity, combat in Grizzland carries a certain weight—it feels tactile and risky, rewarding players who approach it thoughtfully rather than impulsively. Exploration is where the game truly shines. The world is seamless, and every corner invites curiosity. There are no map markers or glowing guides to lead you—progress relies entirely on observation and intuition. Many of the most satisfying moments come from stumbling upon hidden paths or unlocking shortcuts that loop back to familiar areas. Secrets abound, from optional upgrades and lore snippets to entire hidden chambers waiting to be discovered. The design encourages experimentation; sometimes, simply revisiting an area with a newly acquired ability reveals previously inaccessible spaces, reinforcing that quiet Metroidvania rhythm of progress through understanding. The game trusts the player to find their own way, and that trust makes each discovery feel earned. Visually, Grizzland’s five-color palette is both a limitation and a triumph. The lack of detail forces the imagination to fill in the gaps, turning the abstract shapes into convincing landscapes and architecture. The minimalist art style creates a mood of otherworldly isolation, and the contrast between light and shadow gives each frame a sense of mystery. The limited visuals are complemented by a subtle and haunting soundscape—soft ambient tones, the distant hum of machinery, and the occasional melody that drifts in at just the right moment. Together, the visuals and audio produce an atmosphere that feels meditative and alien, as if you are exploring a half-remembered dream. Grizzland’s narrative, such as it is, remains intentionally ambiguous. The fragments of story you uncover never form a complete picture, leaving players to interpret the meaning of the planet’s decay and the protagonist’s role in it. Some may find this lack of clarity frustrating, but it fits the game’s design philosophy: Grizzland is not about resolution or revelation but about experience and introspection. It invites you to linger in its strange world, to draw your own conclusions from its silence. The lack of hand-holding extends beyond story into every part of its design, and while this can occasionally make navigation confusing, it also gives the world an organic sense of mystery that few games achieve. Despite its strengths, Grizzland is not without flaws. Its combat can at times feel stiff, particularly when surrounded by faster enemies, and the limited variety of foes means encounters can become repetitive. The same can be said for the environments, which, while atmospheric, occasionally blur together due to the uniform art style. There are also moments when the game’s minimalism works against it—certain objectives or progression paths are too obscure, leaving players to wander aimlessly until they stumble upon the solution. Yet these frustrations are fleeting and often overshadowed by the satisfaction of discovery that follows. In the end, Grizzland is a remarkable example of how creative constraint can foster innovation. It transforms its simplicity into strength, offering a world that feels both ancient and intimate, mysterious and personal. Its blend of exploration, challenging combat, and minimalist storytelling captures the spirit of old-school adventure while infusing it with a modern sensibility. It is a game that rewards patience and curiosity, and though it may be short, it leaves a lasting impression through its mood and vision. For those who value atmosphere and exploration over spectacle, Grizzland is a small but resonant gem—a haunting journey across a dying world that feels alive precisely because of its emptiness. Rating: 7/10
A gem of a game. Just a real enthralling experience.
日本語でのレビューが無かったのと、現時点でいまいちちゃんと評価されてないのでは感が強かったので書かせて頂きます。 当方、8時間ほどプレイしてエンディング3つ回収、実績37個中33個まで取得した状態です。 端的に言えばモノクロ&粗いドットの短編~中編程度、近接戦闘メインのメトロイドヴァニア。 ゲームがうまい人が収集要素など気にせずやれば初見でも3~4時間で一周クリアできるかと。 ゲーム機版は日本語にローカライズされてるみたいですがsteam版は現時点で日本語は無し。話を理解するには中学~高校程度の英語力があれば十分と思います。 グラフィックは抽象的な上に話はノートを収集していかないとわからない、後述しますが攻撃のテンポが独特などピーキーな部分はありますが、 メトロイドヴァニアとしては定価(500円前後)分及第点以上の作品だと思います。私はとても楽しめました。 どうやら以前(PS4版?)は実績/トロフィーがとても少なくクリア前(中盤くらい)に全実績が取得できたようで、そのトロコン云々といった評価や紹介が多く見受けられたのですが、 さすがにそれは可哀想だと思うくらい楽しめたので長文で失礼しますが以下に色々書いていきます。なお、現時点でsteam版の実績は上記の通り37個、エンディング関係の実績もあるのでトロコンは良い意味で時間がかかるし歯応えがあるかと… ゲームの流れはマップ上に散らばる水を収集、マップ中央にある木に水をやると木が大木になり、その状態で木を調べると一つ上の階層に移動できる。その階層でも水を収集し…の繰り返し。 マップ自体は全体がシームレスに繋がっており、能力を手に入れ以前のマップに戻ってはじめて行ける場所や取得できるモノもあるとしっかりメトロイドヴァニアです。前述の水の取得場所がそのままチェックポイントと回復ポイントになる(何度も使える)ので、配置が独特ですがチェックポイント自体はそれなりにあります。 キャラクターはATARI2600レベルのドット絵だがぬるぬる動く、木や背景のドットは微妙に細かかったりする…というグラフィックで描かれます。話は各地に散らばるノートを集めて判明していく感じ。 基本の武器は剣。連続で入力する事で連撃が繰り出せますが、この動作がモッサリしているのと「攻撃をやめた直後」にかなりの硬直時間があるので独特な立ち回りが要求されます。 この点と前述の木を中心とした進行からか、ソウルヴァニア/ソウルライクみたいに言われる事もありますがその要素は薄いです。でも一部の敵やボスはソウルヴァニアな立ち回りが必要。 弓も手に入りますが最大まで強化しても矢が四本しか持ち運べない(壁に刺さった矢を回収とかは可能)。 若干ですが強化要素&店要素もあります。 サイドクエストもいくつかあり、NPCの趣きや音楽も含めてどことなくラブデリック作品、「moon」のような味わいもあります。 シークレットルーム等もあり。怪しい壁はとりあえず通り抜けられるか確認しましょう。 良かった点(独断と偏見含む) ・メトロイドヴァニアとしてしっかり楽しい。とくに終盤、壁をすり抜ける能力を手に入れてからは「いままでのマップの壁の隙間とか、あれ行けるんか!?」というワクワクを覚えてすごく良かった。 ・音楽が良い。ボス戦の音楽がとくに好き。水中に入るといちいち曲調が変わるのも良い。 ・しっかりマップがある、メニュー画面ではサブクエスト等も表示されるのでその点はわかりやすくて良かった(ただしマップについては不満点もあり)。データのクリア率の表示やスピードランモードの説明とか細かい点は(惜しい部分もあるが)丁寧に思う。 悪かった点(独断と偏見含む) ・マップがボタン一つで表示できない。これが煩わしかった。メニューを開いてマップを選択しないと見れない。せっかく探索も楽しいのに。惜しい。 ・グラフィックや表現が抽象的過ぎる。メトロイドヴァニアにはレトロ調の作品も多いがちょっとやり過ぎ…というよりわかり辛い。「いつの間にかサブクエストを受けていた」「いつの間にかアイテムを持っていた」が頻発するのでグラフィックではなく表現全体の話か…そういう趣きにしたかったのでしょうが… ・上記の通り剣の振りと挙動が独特な一方で敵はけっこう素早く戦い辛い、避けて通るとしても画面を越えて追いかけてくるタイプもいる為丁寧に処理せねばならん場面も多い。せめて剣を振り終わった後の硬直がもうちょい短ければ「そういうもの」として受け止めるのだが… ・ボス戦がミニゲーム的というか、弾を避ける→本体に攻撃するみたいなバリエーションが多い。音楽が良いのでもっとガッツリ戦ってる感が欲しかった。鳥頭の剣士、巨大魚、ラスボス戦などはそういう要素があっても楽しかったので作りの問題と思うが。 不満点の方が文章量が多くなってしまいましたが良い点がそれを補って余りある出来だと思います。 何度も言いますがメトロイドヴァニアとしてしっかり楽しい。このジャンルが好きなら試してみる価値はあるかと。セール時ならとくにおススメ。
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Linebound | $4.1K | 124 | 85% | $1.89 |
| Soup: the Game | $4.1K | 61 | 56% | $1.99 |
| Anime Artist: Tiffy’s Notty Secret | $4.1K | 162 | 92% | $1.99 |
| Anime Artist 3: Harem | $4.1K | 81 | 86% | $1.99 |
| SurvivalZ | $4.1K | 318 | 60% | $0.69 |
| 重装无限·Metal Infinite | $4.1K | 86 | 62% | $1.99 |
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Palworld | $279.6M | 445.8K | 94% | $20.99 |
| Clair Obscur: Expedition 33 | $263.7M | 178K | 95% | $47.99 |
| The Forest | $254.8M | 678.5K | 96% | $19.99 |
| Ready or Not | $238.1M | 338.9K | 78% | $49.99 |