
explore dungeons, collect powerful relics, defeat monsters. Hoards of unique monsters with speciel abilities are guarding the dungeons from you. Use and combine a ton of diffrent relics and weapons to get stronger and cut through them and their bosses.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English**languages with full audio support
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Reviews
⠀
Best game ever fr fr on just like that on my momma nah but fr a great game, though I would like to see the ability to run added in future updates, but aside from that the game is very entertaining and beautifully designed. Can't wait to see how it'll evolve as time goes by. BTW the item descriptions are gold
"Grim Knight" is a badly made home project, a simple 3D low poly ARPG/brawler with no content, just algorithms, bad graphics, zero polish, and even less fun. What do you do in the game? Run around, whack stuff, laugh at the bad animations, struggle with the janky controls, then quickly uninstall. The game is really simple and unambitious in terms of implementation, more of a tech demo or one of those cases where an amateur developer spends $100 to publish something on Steam Direct to see if it's possible. Yes, obviously it's possible. A proof of concept, tech demo, or something that's less than a little blip on the radar isn't offering anything truly valuable to gamers. I'm not sure if this is an asset flip, but it's one of those cases where the assets just look much better than the rest of the quality of the game... a glaring inconsistency. There's no evidence, but as always, the biggest problem with asset flips besides the plagiarism is the deplorably low quality of the other aspects of the game, and even if the game assets are genuinely created for the game, the quality of the rest of the game is indistinguishable from that of asset flips. The developer chose not to do the job of a real game developer and create meaningful bespoke levels, narrative based gameplay progression and so on. Instead, they decided that "Procgen IS content!" and lazily tried to use procgen algorithms to create infinite, samey, repetitive, soulless levels, because that's a lot less work. As a result of this poor decision, the game gets tired and repetitive almost immediately. Developers must learn that procgen is a terrible substitute for creating real content. It should not be used as "ez-mode" for content creation, as the developer tried to do here. Now on to pricing and value for gamers. There's no initial download price, but the developer was charging $1 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is also a bit of a slap in the face to anyone who showed enough questionable judgement to pay money for this... nobody got refunded. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at [b]only 6 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. Given that this free title won't increase your game collector count, is it worth your time to add it to your library? Not this time. This isn't worth downloading. While this won't cost you any money, you get what you pay for, and sometimes, even when the game is free, it's still not enough.
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Hours played at review time, across 21 reviews with recorded playtime.
Zindanları keşfet, güçlü kalıntılar topla, canavarları yen. Özel yeteneklere sahip benzersiz canavar orduları zindanları senden koruyor. Daha güçlü olmak ve onları ve bosslarını kesmek için bir sürü farklı kalıntı ve silah kullan, birleştir, vur kır parçala.
A very fun game! Very entertaining and nicely made. The graphics are simple and charming, and ingame models are nicely designed! The controls are not complicated and the item descriptions are very fun to read. Overall a great game fr, hope it'll only get better as time goes by!
Loot is the only decent element of the game, everything else is garbage or just boring and repetative
Really fun roguelike! Very streamlined combat, almost bare bones, but fun and engaging. Quite simple gameplay loop, but in a good way. It's a shame is so short and the run ends as soon as you defeat the boss of the last zone. I'd love the game to receive further updates such as upgradable items, a shop, other types of weapons or being able to continue after defeating the last boss. Give it a try, you won't regret it
Yes
7 of 10 for what it is. 10/10 for it's possibilities, this game with some simple updates (shop space, upgradeable items, more items, more stat types (fire,ice,shadow,light,wind,earth ect for added weapon/fist damage) maybe different build types like a speed build where if i roll into someone they take damage based off my speed stat. Fun game, run around in a suit of armour and cut people up or bash em with your fists. Very simple, clean and wonderfully smooth running. I ran 2 build types, a crit build which is hilariously fun for one shotting or getting one shot, roll or die baby, and the second build was straight damage where I smashed my enemys with fisticuffs as honorable knights do. I'm a loot goblin give me more loot
Grim Knight is a compact action roguelike that combines third-person dungeon exploration with straightforward combat, randomized encounters, equipment collection, and the constant threat of losing a run. Developed and published by SUPERita, the game favors immediate action over lengthy storytelling or complicated role-playing systems. Its premise is simple: enter dangerous dungeons, fight through groups of monsters, gather weapons and relics, improve your combat potential, and survive for as long as possible. This uncomplicated structure makes the game approachable, particularly for players who enjoy roguelikes but do not want to spend considerable time learning elaborate mechanics before getting into combat. A major part of Grim Knight's appeal comes from the tension created by its single-life structure. Survival matters because death can bring a promising attempt to an abrupt end. Even relatively ordinary battles therefore have some importance, especially after acquiring useful equipment that would be frustrating to lose. This encourages a more careful approach than the game's simple combat might initially suggest. Charging recklessly into every encounter can quickly become costly, while learning enemy behavior, maintaining good positioning, and deciding when to play aggressively can significantly improve the chances of progressing farther. The dungeon structure introduces randomness to prevent every attempt from unfolding in exactly the same way. Different environments, encounters, weapons, and relics can influence how a run develops, giving players reasons to adapt rather than rely completely on a predetermined strategy. This unpredictability is important because Grim Knight is fundamentally built around repetition. Starting again after death becomes much more interesting when the next attempt has the possibility of producing a different collection of equipment or presenting threats in a different order. Weapons and relics provide the primary means of strengthening the knight. Discovering useful items gradually transforms the player from a relatively vulnerable fighter into someone capable of handling increasingly dangerous opposition. The most satisfying moments occur when several beneficial effects work together and a run begins developing its own identity. This progression provides a strong incentive to continue exploring because the next discovery could substantially improve the character's effectiveness. It also reinforces the risk-and-reward design, since becoming more powerful simultaneously means having more progress to lose. Enemy encounters complement this system by introducing monsters with different abilities and combat behaviors. Rather than simply filling rooms with identical targets, the game attempts to make players react to different threats while continuing deeper into the dungeon. Boss battles act as larger tests of accumulated equipment and combat knowledge. These encounters are particularly important because they provide milestones during a run and give players opportunities to determine whether their current combination of weapons and relics is genuinely effective. Grim Knight's third-person perspective gives its action a different character from traditional top-down roguelikes. Exploring spaces directly behind the knight creates a stronger sense of physical movement through the dungeon, while attacks and enemy confrontations feel immediate. The visual design uses a relatively simple 3D dark-fantasy aesthetic centered around medieval environments, monsters, weapons, and an armored protagonist. It is not a game designed around cutting-edge graphical spectacle, but its restrained presentation fits the modest scale of the project and keeps attention focused on combat and exploration. The simplicity that makes Grim Knight accessible can also limit its longevity. Its central loop becomes easy to understand, and players seeking extensive character customization, elaborate skill trees, detailed narrative development, complicated crafting, or a large collection of interconnected progression systems may find the experience comparatively lightweight. Randomization helps produce variation, but procedural elements cannot completely eliminate repetition when the underlying combat and content pool remain relatively straightforward. More weapons, relic interactions, enemies, environments, bosses, and persistent progression options would give the concept greater long-term depth. This distinction is important when evaluating the game. Grim Knight works better when approached as a focused roguelike built around short-term survival and repeated dungeon attempts rather than as a massive action RPG. Its enjoyment comes from entering a dungeon quickly, fighting monsters, discovering equipment, assembling a stronger character, and seeing how long that particular attempt can survive. Players who appreciate that loop can find considerable satisfaction in gradually understanding which items and combat approaches work best. Its free-to-play availability also makes its modest scope considerably easier to accept. There is little barrier to simply trying the game and discovering whether its combat rhythm is appealing. The relatively modest system requirements and small storage demands further contribute to its accessibility, allowing it to run on hardware that would struggle with more technically demanding modern action games. This makes Grim Knight particularly suitable as a lightweight roguelike that can be played without a significant commitment of money, storage space, or time. There remains a sense that Grim Knight represents a foundation that could support a much larger experience. The core concepts of randomized dungeon exploration, one-life survival, equipment combinations, increasingly dangerous enemies, and boss encounters are appropriate for the genre, but greater variety would make repeated attempts more compelling over extended play. Expanding the number of meaningful build combinations and giving players additional strategic decisions could transform its straightforward framework into something substantially deeper. Taken on its own terms, however, Grim Knight delivers an enjoyable and accessible interpretation of third-person roguelike dungeon crawling. It understands the appeal of becoming progressively stronger during a successful run while knowing that one serious mistake can erase that momentum. Its combat is easy to grasp, its randomized structure provides replay value, and its weapons and relics give players a reason to keep searching beyond the next encounter. The limited depth and potential repetition prevent it from becoming an exceptional example of the genre, but its focused design and free entry make it easy to recommend to players interested in smaller independent roguelikes. Rating: 7/10
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $553.3K | 787 | 74% | $24.99 | |
| $201.6K | 727 | 91% | $9.99 | |
| — | 14 | 50% | — | |
| — | 0 | — | — | |
| $0 | 62 | 53% | Free | |
| $0 | 0 | — | Free |