
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 is a relentless, atmospheric action‑RPG that thrives on tension and discovery. Its combat feels heavy and precise, exploration is unsettling yet rewarding, and every victory against its grotesque world leaves a lasting sense of triumph.
The one thing this game does that's a deal breaker on metroids for me is it doesn't let you teleport between waypoints, don't waste my time making me run back and forth, otherwise its okay, but wont be getting the second one because of the teleport thing.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
The game seems decently made but for me certain major design decisions didn't work, and the game failed to grip me the way other platformers did as a result. - Setting & art direction: The world of Grime seemed interesting/ intriguing at first, but it I quickly got bored of it as I kept coming across enemies that are just various types of rocks. The muted color palette of the game further accelerated my boredom meter, they use a lot of gray, black and this annoying shade of purple presented in many bad modern games. In short, the visuals of the game is very unappealing. -Exploration: The game doesn't have Fast Travel unlocked early. One thing I like to do in these "Metroidvania" platformers is going back to previous areas right after unlocking a new power to explore hidden secrets and get items I couldn't get to before, and not having Fast Travel prevented that; and I wasn't gonna do anymore tedious runbacks - the runbacks I had to do after dying to bosses was already bad enough for me. - Controls and gameplay: It felt a bit janky, particularly when I had to do combat near ladders. Also, I always felt my character was clunky and slow, but I'll admit I'm not a big fan of the Soulslike + Metroidvania combo to begin with - I think the stamina system of Soulslikes doesn't mesh very well. The game has a heavy emphasis on its Parry mechanic, many times I found myself just standing still waiting for enemies to attack so I could parry them - not something I liked doing too much since I prefer moving around in platformers. - Progression: The game didn't want me to feel good playing it. I beat 3 bosses and it felt like I barely got any stronger. Healing is very limited at the start yet I was still stuck with 1 heal that I had to fill to the max to use. I spent thousands of "souls" to get minimal gains like 5 points of HP, 2.5 points of stamina, 1 point of damage, etc. The game seemed eager to punish me and waste my time but unwilling to reward me when I actually did well. All in all, this is probably the weakest Platformer I've played on Steam yet.
Playing Grime for the first time was very memorable. I wrote a lot of notes for this game when I was playing, so I won't waste any time to not make this longer than it already is. Boss Design. To explain the bosses I will have to do a brief explanation of the basic combat. Most of it is what you expect, the main standout is the parry system. when you parry you do damage, except if an attack is red, or the HP bar of the enemy is grey. and the bosses and enemies have segments of their HP that are different colors. If you successfully parry an enemy it will do all of the red part of the HP until it reaches a grey part. And if there is no grey part, then you one shot the enemy. For bosses it just does a set amount of damage if the hp bar is currently red. As for the bosses themselves, I think they are great. Not the greatest of all time, of course, but still far better than you would expect. They have a great use of space. what I mean by that is area control. So if you have an attack that covers the floor with a hazard for a second, the player will jump. And if the next attack in the chain is a dashing slash upwards, the player will dash through the boss. Now there are a lot of ways or examples for this. my point with this is that to successfully avoid damage the boss and the player will move into different spots than they ended up. and you will then get an opening at the end or sometimes in the middle of a chain of attacks. now lots of great 2d platformer bosses do something, it is a tried and true formula. but with the pull ability I talked about earlier they get very creative with it. My complaint is that some of the fights are reskins of each other. I think they are handled a lot better than other games but still. one of the recurring mini bosses are the rock giants. I believe there are 4 in the game. And they do each have different moves and timings, but they still do feel quite dull. Except for one of them, the giant of eyes. they have a phase 2 and a sword which does meaningfully make the fight feel unique. but it still does feel like a shame, at least to me, because they have the same model. There is also 2 vulture fights and 2 amalgam fights. And they are so wildly different in attacks and gimmicks they are effectively new bosses altogether, rather than a harder version of the original. I'm very glad I tried out the new game plus for Grime, because the new game plus changes the bosses a lot. It's basically like new bosses altogether. some have new attacks, mechanics, or even new phases. Not to mention there is a really cool boss only in new game plus (but I won't spoil). Which all really helps for making the game still feel difficult. Because in most new game plus modes, the game just tweaks the damage and health of enemies. And those are important to do, but only doing that makes it boring. This is a metroidvania so you have extra movement options that fundamentally change the fight. so even with extra damage and HP sometimes new game plus can feel easier than the originals. Suffice to say I think Grime avoids those issues with the new moves on the bosses, accounting for the added movement options. Level Design. The level design is kind of odd. I felt that the game can be slow at times, and I thought at first It was the combat. but when i thought about it more, i think its the level design. it is very big with lots of ways to get to places, similar to hollow knight, but I didn't have any problems with it in that game. then I realized it was the prevalence 3 things. First is how there are sometimes just some dead end areas without anything, like just a hallway and then that's all. it servers no purpose except to make the map look bigger and fuller. but it just makes some confusion about where to go, and checking to find if there is a secret. and paired with the darkness of some of the rooms... Second is the one way level design. now there is one times where you are meant to go somewhere and not be able to come back which is a good use of that level design. but so often the level design is very vertical or horizontal, and there are like 4 paths you can go and despite the fact that all of them lead to the same general area, when you take one of them, you have to find either a save point or a teleport spot. I find it to make exploring sometimes tedious and require me to go to the same spot just to see where the other path went, only to be the same general spot, and a piece of armor. there was no reason to make it a one way trip. Lastly, is the beacons you have to find to reveal the map. half of the time the beacon is at the very end of the area or halfway through it. and these are very big complex areas with lots of secrets. And once it was behind a hidden wall (granted it's still not too hard to find). Plus one of them is only after you beat the major story boss for the area, when you have most likely explored most of the place. I noticed those placements happened more in the early game. When you combine all these things I'm sure you can imagine how they exacerbate the problem. despite the fact the well hidden secrets is a positive in my eyes, it becomes a negative when paired with everything else. Now these issues primarily make people prone to exploring or 100 precenting metroidvanias at a disadvantage. So if you don't care too much for exploring, then it won't affect you much (though I have to wonder why you are playing a metroidvania in the first place). Story. One moment late into the game that really stuck with me was the cenotaph city. the cenotaph are the only place in the game where you are not attacked. but instead they celebrate you and their death, and it feels twisted, with the triumphant music. And they only want to be remembered after they are gone. Keep in mind this was like 20 hours into a game that I thought I knew what to expect from. it really made me wonder about the games story and instantly pulled me in. and makes me question if the player is the "bad guy". From what little I was able to parse from the lore, is that the player character is essentially doing something cruel out of mercy, something that has to be done but no one wants to do. not that there is any real "good guys" either. It makes the story feel bittersweet and still morally ambiguous in a good way. I can't say I've seen a game where the last area is a celebration before the end of the game. And for the whole point of the cenotaph to want to be remembered, I think the developers did a excellent job at making it something memorable. Conclusion. Overall I was impressed with this game, it wasn't quite what I had envisioned this game to be, in my head. I think this game is definitely worth getting. What a memorable experience this was. And I cant wait to see what my thoughts on the sequel are when i eventually play it. my final verdict: 9.0-9.1 /10. Thank you for reading.
You should play Grime NOW
It's like if Afterimage and Nine Sols had a baby, and that baby had cooler graphics
Глиномес в деле ) Наконец-то руки дошли ) Метройдвания приятная, но я её брал на сим дек, а в итоге она очень требовательная к ПК ( В целом это хорошая игра, хоть мне жутко и не понравился визуальный стиль. Денег своих стоит, но не для слабых ПК )
STOP ADDING PLATFORMING SECTIONS WHEN YOU HAVE MADE A GAME WITH QUESTIONABLY MEDIOCRE MOVEMENT MECHANICS. This should apply to your game as well as to so many other titles that, unfortunately, have picked up this horrible habit. You are NOT Hollow Knight, where the fluidity of movement makes it perfectly clear that every single mistake is entirely the player's fault. You aren't even Aeterna Noctis, which is certainly even more punishing than Hollow Knight but boasts exceptional movement mechanics where you never feel frustrated by errors that aren't objectively your own. Your game is clunky, with rigid movements. It is perfectly fine for the slow-paced gameplay you intentionally designed around, but the Abandoned Opus section has NOTHING to do with the core of your game. It is frustrating, poorly designed, and not a single time did I actually feel like I had proper input control. I'm sorry, but for me, this design choice is so fundamentally flawed and must be penalized to such a degree that it drags the game down to a failing score. Without this section, it would be a solidly passing, good game. I sincerely hope that GRIME 2 does not suffer from these exact same issues.
Эта игра буквально Blasphemous и Dead cells в одном флаконе, только с чуть более красивой графикой. Вооооот
I just spent the last two weeks or so playing GRIME and I need to talk about. I’m shocked this game doesn’t have more reviews or a larger fan following. The game isn’t perfect, to be clear, but it’s still firmly an A tier game for the designated genres. If you’re a fan of metroidvanias, 2D platformers, and souls-likes, then GRIME will undoubtedly be up your alley. That much I am sure of. I’ve read a bunch of the negative reviews on here and on other websites, and I have to say, I think most of their hate is unwarranted. This isn’t to say the game shouldn’t be criticized, because there’s definitely aspects that I have issues with. But I think it would be a huge mistake to write off the entire game just because you might’ve struggled with it in the beginning. Level design, graphics, and combat are all immense positives. The menu interface for leveling up is very simple and intuitive. It lacks the kind of polish you’d expect from a Team Cherry game, but this is a minor quibble. I must also shout out the music. There are several amazing pieces in this game—typically during epic boss fights—that deserve lots of love and praise. The overall aesthetics of this game are some of the best I’ve ever seen for a metroidvania, and I cannot recommend it enough simply on those merits. I will admit that it’s very easy to get lost in this world, and there were a few times I wished the map interface was a little more helpful in pointing things out or explaining early on what certain landmarks signified (but you can always google it, at least). Most of the problems I have with the game come down to a lack of clarity, because there are a few important things that are genuinely never explained at all. (Very From Soft coded, if you will.) Time for my BIGGEST complaint with this game, and to be clear, everything else I’ve mentioned thus far is negligible in comparison to this issue: the “pull” mechanic (orange/yellow light that you use your R stick to _pull_ objects and enemies in certain directions), is *deeply inconsistent.* I want to be clear about this because there are a few different special abilities you gain regarding the pull mechanic; one of them is concerning orange/yellow objects & enemies, while the other (much later in the game) is regarding orbs you use in the air to slingshot yourself around. The ability you use to slingshot yourself around with is totally fine and I have no problems with it. But the orange/yellow pull mechanic is going to cause a certain amount of frustration for each player, which is just very unfortunate. Perhaps the biggest example of what I mean can be found during the Misbegotten Amalgam boss fight (I’d argue it’s the hardest fight in the entire game, but your mileage may vary). There’s a part of this boss fight where you see the orange light signaling that you need to pull down on it in order to stun the boss, allowing you to get lots of punishing hits in before the next cycle of attacks. For reasons I was never able to understand THIS WAS VERY HIT OR MISS and would sometimes just straight up NOT do anything, (even if you did exactly what you’re supposed to do). _This happened to me over and over and over again, throughout the entire game regarding this mechanic._ I started to wonder if my steam deck’s right analog stick was busted or something, but no, it’s fine. It’s the pull mechanic that is fickle. So just be aware going into this game that you will probably have some inconsistency regarding this particular aspect of the game. At its worst, I was crashing out and genuinely wondering how the game got through play testing in development, but when it DID work it was fine and I thought nothing of it. (NOTE: to be EXTREMELY clear I spent *hours* of my time in this game just testing around with this pull mechanic to see if I could figure out what worked and what didn’t, and never came away with a legitimate answer. Regardless of how I moved the R stick differently, the outcomes were extremely difficult to control. I eventually beat the game so I was able to get it working at probably a 60% rate, but man, that other 40% was always super frustrating because missing those windows during boss fights means you’re going to take a lot of damage you shouldn’t.) Overall the game was a pleasant experience though, and I found the parry mechanic awesome. I built my entire character around being able to heal every time I blocked or parried an attack, and it just felt awesome (especially against bosses). To me the best boss fights were: Surrogate Vulture (my favorite by far), Giant of Eyes, and of course Shidra of the Worldpillar. I hope more people play this game and have as much fun as I did. The fact that I had such an annoying time with the pull mechanic but still came away with a very positive attitude towards my time with the game should tell you just how strong the best parts of this game are. I hope this was helpful for any prospective players. Cheers. *8/10*
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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