
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 →
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): 1.14/day in the week to Sep 3 → 2.14/day in the week after.
About


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.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.49−70% | 6.8Kreviews | 85% | — | $835K |
| $24.99 | 1.4Kratings | 80% | — | 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 168 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Grime: The bones of a pretty good game, stretched far, far too thin. The areas are too large and labyrinthine for their own good. Wrecks the flow of otherwise interesting exploration, and wrecks it hard. Too much distance and too many ups, downs, lefts, rights, backs and forths and ups and down-agains between your revival points and the various dangers you will learn to navigate through trial and error. Dangers like one-second-respawn exploding hazards, insta-kill gnashing teeth you have to dash through by running right up to the gums, hopping onto the gums, and THEN dashing through, intermittent lightning emitters and constant lightning emitters. To name but a few. Also, monsters of all shapes and sizes that want to kill you and absolutely refuse to strike when you expect them to. Why is this a problem? Well... Because the entire game is built around parrying. If you've played Sekiro, you'll have an idea what I mean. Some things you can just smack with a weapon until they crumble (most everything in this world is made of rock, you see). The majority of enemies, however, need to be absorbed. This means parrying their parryable attacks (not their unstoppable attacks, which most enemies have at least a couple of!) with your absorb-parry ability. Absorbed enemies contribute to your "hunt" counter for their type, which grants you new passive abilities when you meet the quota for each. You need these. So you hunt things, absorb things. It kind of works, except when you yet again have to run all the way through a gauntlet of falls, obstacles, hazards and enemies to reach your previous location. In Dark Souls, running and dodging through packs of enemies not worth fighting is usually an option. In Grime, it's essentially the default! Exacerbating the problem of constant repetition of already-mastered routes is a far less justifiable design decision: The worst healing system in living memory. Oh sure, you can hunt down the rare, elusive blue gem critters for a paltry one-third of a single charge of a weak Estus Flask equivalent. Yep! The thing Dark Souls itself STARTS YOU OFF WITH, with... what, three or four charges, at least, per rest? You have to work. For. ONE. Charge. And it's not even a very good charge. Well, Grime fans may interject, that's because the refilling heal item isn't the main way to heal in Grime! You've got your Breath, which is similar to the energy vessel thing in Hollow Knight, as it allows you to cast a healing spell. Once. Then it's empty. And if you hunt down and kill three optional bosses, you can get an extra charge for this meter. Six of them and I suppose you'd get another, but I just couldn't be bothered by that point. The second charge is needed, though; literally doubles the amount of healing you can carry around with you, and the amount you can refill upon using a revive point (a newly discovered one, or the last one you visited before tragically going crunch for the umpteenth time). And the only way to refill this meter (apart from rare, expensive items that are very limited in number until so late in the game that you no longer need them)... is to parry-absorb enemies. Now, early on, it's usually a one-and-done type thing: Enemy swings at you, press absorb at the right moment, and you're done. They get absorbed, you benefit. Later in the game, they mix things up in several bad, bad ways. Enemies start walking around with two-colored health bars. Gray red gray, for instance. The gray bits need to be whittled down with regular attacks; the red bits can be "targeted" with an absorb parry. And then the last gray bit implies the absorb will [i]not,[/i] in fact, finish off the enemy; it's just a fun little optional thing you can do to damage them a little. Pretty useless! But I guess it still charges a quarter of a bar of Breath. Fill a whole bar and you get ONE heal. FOUR counters to get one single heal. Easily wasted by getting hit again once or twice. Yep. Someone came up with this absurd and player-hostile system and said "This is a GOOD idea!" Personally, I feel your mileage may vary on whether they were, in fact, correct. Hostility toward the player is really the defining feature of Grime. Yes, it has pretty - if dark - visuals. Some nice contrasts between colors, light and darkness, beauty and ugliness, explorations of these visual themes. And then the game smashes your face into a spiky wall yet again, and it rather colors the game experience as something other than the atmospheric marvel it might possibly have been. The sheer amount of stuff the game just doesn't tell you also bears mentioning: The various traversal powers you have to unlock by fighting certain boss enemies in specific places that are frequently a massive hassle to reach. Again - player-hostility. A genuinely unpleasant experience, [i]by design.[/i] Punishing you with boring repetition of traversal "gameplay" through needlessly large, empty areas as well as sundry death mazes and explodey monster lairs. There's the spiky walls, right? These thorny spiky barriers that cause partial health loss and return you to the last touched solid ground when you touch them. You can just use the basic (or aerial) dodge ability to zip right through those unharmed! Yeah! Intuitive, right? [i]Dodge right into the spiky damage surface![/i] Naturally. The mid-air dodge is unlocked around the midpoint of the game. The mid-air JUMP is unlocked at the very end. Earlier on you get an extremely confusing pull ability that does anything from yanking big stone blocks or grotesque giant teeth out of the ground and walls, to pulling you into a weird vortex pattern to rush through solid matter for a while and then come out the other side. Also it yanks enemies off balance, which is surprisingly useful against several bosses and some regular foes as well. The enemies and, in particular, the bosses will [i]frequently[/i] use weird, mean, overpowered and/or stressful abilities. Bosses enjoy shooting out circular ring blasts that you have to dodge through or take massive damage. The giant frigger who finally grants you the ability to warp between revive points (yes, they gated that basic quality of life feature behind a bullcrap boss fight, OF COURSE) loves to fall on his face in such a way that he emits an unlimited-range shockwave along the ground, among other shenanigans. Some bosses, granted, are fun. A challenge. Clearly telegraphed attacks that can be evaded with the correct tactics. To some extent, presumably, all of them are sort of like that. But... some of them are really weird about their moves, or hard to read, or so huge they block your view of where your own character even is if you're standing under them... and the multi-phase bosses are really tiresome, though thankfully some of the extra phases are mostly just "survive until it wears itself out". All in all, a game that should have been much better, and probably a lot smaller. Bigger is not always better, especially when you're a stingy beach about the healing, checkpoints and traversal abilities! Highly disrecommended, unless you literally enjoy unpleasant, stressful experiences. I hear the sequel's better. We shall see... (Edit) Yes. The sequel is better. SO much better! Skip the first game, play Grime II!
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Simplified Chinese, Korean, Portuguese - Brazil, Russian, Hebrew
| $14.99−40% |
| 217ratings |
| 84% |
| — |
| not modelled |
| $9.99−60% | 77ratings | 82% | — | not modelled |
| $24.99 | — | 91% | — | 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 168 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Grime is a pretty well made Metroidvania that just didn't do it for me. I did push through and finish my playthrough, and it took about 19 hours. I think my chief complaint is that the game did not feel like it respected my time. Also, combat is slow and became sort of boring after a point.
too good for how unpopular it is, this game is a great 2d souls-like metroidvania belonging in the same level of praise as hollow knight and silksong its very difficult with the parrying, but that doesn't matter too much
I'm a bit hesitant to give it a negative review, because Grime does a lot of unique stuff but I just didn't manage to connect with the game. The map is legitimately too big and getting anywhere takes forever. World traversal doesn't feel good, enemies are all sponges and I only felt strong at the very end of the game, combat itself is a big clunky due to any and every action sucking most of your stamina and it takes forever to recover. Fast travel doesn't show in the map where you're actually going other than the area name, the map itself has *no indication* of anything like NPC's, area completion, points of interest, absolutely NOTHING, fast travel checkpoints are not well placed. There is no sort option for your inventory/armor sets so they're scattered, exploration itself is not rewarding because most things you find are useless items that serve little to no purpose, and some of the worst boss fights I've ever seen in almost three decades of playing the genre. The story is unique, the OST is good and there's a lot of very crazy designs which is awesome, but the actual "game" part of Grime is just not fun, at least not to me.
Some of the best boss fights. Very challenging game.
Not sure I want to go on anymore. I've enjoyed other difficult games, like Hollow Knight, Silksong and Sekiro with some difficulty mods. I've spent hours on bosses in those difficulty mods, but I cannot do this game. It's not necessarily about the difficulty, it's more about the level of ♥♥♥♥♥♥♥♥. The previous area I was in had enemies with a ground attack that they could do from almost anywhere. Every four seconds there would be an attack coming from the ground at you. An attack that you cannot avoid or parry. In the current area you have enemies that have an unavoidable ground teleport attack. They can do this from offscreen and simply appear at your feet. Again this attack you cannot parry. Enemies have way too much HP. Parrying deals damage to enemies, but a basic mob takes like 6 parries to die. Contrast this to Sekiro where it's about learning what the enemies do, but when you do, getting through them is very efficient. Fighting multiple enemies at the same time is an exercise in frustration, because of animation lock on your actions. You can dodge through enemies, but enemies can simply turn around mid-attack and hit you in the back anyway. There is no feedback at all on parrying, enemy attacks or getting hit. Enemies don't seem to attack, the attacks simply happen. Judging parry windows feels trial and error. The only way I'm able to judge whether I parried successfully or not is based on whether I took damage or not. But I should be able to keep my eyes on the action to see what's happening and not have to also stare at my health bar after every action. Movement is super slow. Like, really slow. Getting anywhere takes an eternity, and then you're followed by teleporting enemies forcing to spend time fighting the HP sponges after every death. I didn't get to any real platforming sections, but the controls seem so unresponsive and the action sluggish that I wouldn't look forward to it. Weapons are nice, and different upgrade systems are nice but not very impactful (not a negative for me). Weapons have a normal attack and a special attack, and different weapons have different special attacks. Atmosphere is good. The world is grotesque.
It's not necessarily a bad game, and I've had some fun playing it, but the complete mediocrity that plagues most of the game, combined with the frustratingly bad moments, far outweighs the positives. Because of that, I have a lot to say. [h2]Pros:[/h2] [list] [*]I think the concept of absorbing (parrying) enemies to unlock abilities is very cool, although it could've been better implemented. [*]Some bosses are extremely cool to fight, but they're either late-game or can only be fought in NG+ (Yikes). There are almost no runbacks, though. [*]Some of the music is really good, while the rest is okay. It will also sometimes just randomly cut out and stop playing for no apparent reason. [/list] Now you might notice that every pro I included also has a con... Well, yeah. That's extremely common in GRIME. Anyway, here are the... [h2]Cons:[/h2] [list] [*]The level and enemy designs are extremely bland. I understand that 99% of the game is made out of rock, but you could've diversified a little. There are a lot of different types of rock, you know. A real shame, because the game shows you a handful of times that they can make beautiful artwork for areas or cool enemy designs. But most of the game is just really monotonous. [*]The weapon diversity in this game would've been insane IF the weapons actually did something different. It basically always boils down to: this weapon is slower but deals more damage, this weapon is faster but deals less damage. The fact that you need certain stat requirements to wield weapons also feels crazy superficial and 100% unnecessary. Some weapons require extremely high stats, and grinding levels is not a fast process. You can respec your stats, but this requires a limited item. [*]The stamina bar actively hinders combat. I also don't feel like it was a necessary addition. You already have to manage a lot in combat (except unique attacks, surprisingly lol), and having a stamina bar on top of that just makes combat feel worse. It also drains exceptionally quickly, so you'll have to put a lot of levels into stamina if you don't want to constantly run out. [*]The hitboxes are not always clear. At the beginning of the game, I saw enemies doing ground stomps and didn't even realize they were releasing projectiles. It's also sometimes difficult to distinguish an attack from a random animation, which you will have to learn through trial and error. Sometimes hitboxes feel too large, sometimes too small, and sometimes they start too late or too early. Enemies will also sometimes have a collision hitbox with their main body and sometimes they won't. All in all, the hitboxes felt quite janky throughout the game. [*]The Absorb/parry system is way too overtuned. First off, successful parries fill a bar that lets you heal, but sometimes you can't parry an attack at all, which is indicated by red flashing. Sometimes a parry may activate a counterattack, which you also sometimes can't parry. Sometimes enemies have gray health bars, which means your parry will only stagger them for approximately 1 nanosecond. Parrying projectiles shoots the projectile back at a random target in sight, except when the projectile is red, in which case it does nothing. And YOU MAY ABSOLUTELY NOT PARRY WHILE IN THE AIR! Combine all of this with the Absorb abilities and the janky hitboxes, and it just feels like way too much. [*]I talked about how good some bosses are, but sadly the opposite is also true. Some bosses in this game feel absolutely terrible to fight. There are also repeat bosses with almost the same design and attack pattern, except maybe a little faster. [*]The map is pretty useless most of the time. [*]The warp points in this game are ♥♥♥♥♥♥♥. Some Nervepasses are way too well hidden and too far away from the general area you need to be in. The elevators are okay, but they only connect a few areas together. Ultimately, these two sources of transportation don't even matter that much because after defeating a certain boss, you unlock fast travel between checkpoints, which you should've had from the start. The whole system just makes backtracking more tedious than it should be. (To my understanding, the ability to fast travel between checkpoints was added later.) [*]GRIME also has its own hardcore parkour section! It's extremely frustrating, and the reward is extremely mid! [*]The story is told in a way that makes it feel like you're supposed to know things that are impossible to know. You can read item descriptions and bestiary entries, but they mostly consist of pretty boring flavor text. It could've been a good story, but not like this. None of the NPCs are particularly interesting either and are mostly there for flavor. At the end, it doesn't really explain anything. [*]Unlocking Double Jump as the last unlock in the game (before the final boss) is probably the dumbest decision I've ever seen in a Metroidvania. [*]Locking content behind NG+ is just a no-go for me. [*]And now the saddest part: the game has some pretty significant bugs. To the point where even the credits are visually bugged. It really took away from the experience. I got stuck in walls and had to off myself, and apparently I died at the same time as a boss because when I went back, the boss wasn't there anymore. The amount of bugs I encountered was pretty nuts. [/list] And to top it all off, the game isn't even that difficult, just sometimes very frustrating. Now, I know I've been extremely negative, but the game isn't necessarily bad. That's almost what makes it more frustrating. There's a lot here that I really like, but nearly every good idea is accompanied by a design decision that makes it worse. The game shows multiple times that it can make beautiful areas, cool enemies, and great bosses, which makes the mediocre parts stand out even more. I usually love Metroidvanias and Souls-likes, and I really think GRIME could've been good. For a playtime of about 20 hours, I don't think it's worth €21. I'd pay €10 max. Will I play the second game? Probably lololololol. It piqued my interest enough, I guess, and I've read that it's better than the first installment.
Я казуальный игрок и с соулс лайками не дружу. Слишком сложно для меня, не хватает усидчивости, но эта игра смогла меня зацепить, в первую очередь своим сеттингом. Это первая соулс лайк/метроидвания мною пройденная. Мрачная атмосфера, разнообразие противников, уникальные боссы, которые открывают новые способы передвижения и прокачки, куча секретных мест, которые невозможно найти без гайдов и конечно же местами крайне сложный платформинг (сложно сосчитать какое количество смертей мне понадобилось, что бы добраться до Меч-Косы). В итоге игра пройдена два раза на все ачивки, на это потребовалось 537 перерождений. НГ+ оказалась не менее интересной в прохождении так как с самого начала у вас доступны все умения для перемещения, боссы имеют новые паттерны атак или новые фазы. При втором прохождении планировал пройтись только по обязательным боссам для ачивок, но было так интересно, что я повторно убил всех боссов в игре и собрал все ихоры необходимые для прокачки. Боссы, которые при первом прохождении давались мне с 20-30й попытки, в этот раз отъезжали с 1-5й попытки, что приносило неописуемое удовлетворение :) НГ+ можно пройти всего с одним оружием и комплектом брони, мне больше всего зашли Шлифованные Ногти и броня Лепесткового Самоцвета.
COUNTER: the game.
English review: I do not recommend it, but this is mostly because the game did not work for me personally. I usually like metroidvania and platform games, but this one felt strange to me. I did not really like the character, the combat, or the overall design of the game. It is hard to explain exactly, but the style simply did not appeal to me. I barely played it, and to be fair, I did not buy this game directly. It came in a random key bundle, so even though I technically got it, it was not something I chose specifically. From what I played, I did not notice any technical problems. The game seems to work normally. My issue is really with the design, the style, and the way it feels to play. In short: it may appeal to some players, but for me, it is the kind of game that will probably just stay in my library without being played. Análise em português: Não recomendo, mas isso é mais porque o jogo não funcionou para mim pessoalmente. Eu geralmente gosto de jogos metroidvania e de plataforma, mas este aqui me pareceu estranho. Não gostei muito do personagem, do combate e nem do design geral do jogo. É até difícil explicar exatamente, mas o estilo simplesmente não me agradou. Joguei muito pouco e, sendo justo, eu também não comprei esse jogo diretamente. Ele veio em um pacote de chaves aleatórias, então, tecnicamente, eu comprei, mas não foi algo que escolhi especificamente. Pelo pouco que joguei, não percebi nenhum problema técnico. O jogo parece funcionar normalmente. Meu problema é realmente com o design, o estilo e a sensação da gameplay. Resumindo: talvez agrade alguns jogadores, mas para mim é o tipo de jogo que provavelmente vai ficar parado na biblioteca.
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.
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