
Gripper is a story-driven action game with boss fights on wheels. Tear your enemies apart with a grappling hook. Rip out their metal hearts to gain abilities. Rescue your family and uncover the secrets of the collapsing world.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 3 → 0.14/day in the week after.
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.
About
Genres
Sums Steam only; GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A good game to relax from Elden Ring or in's kind :) I liked the idea of ripping enemies apart with the hook attached to your bike, and the game is not very long, so don't worry about getting bored with this mechanic.
From the trailers I thought this game would be akin to Furi+Akira, but sadly Gripper is not either of those. It clearly wears shows its inspiration from Furi however Gripper does not have the same depth or fluidity of controls as its spiritual predecessor. The best way to describe the controls as feeling inconsistent, the range of the grabbing arm, the direction an utility of the drift/sliding mechanic, the damage attacks to do to bosses. It makes the the act of fighting the bosses feel more like fighting the controls. Additionally the runner segments are really lack Cool Math Games Run-esque sections which are only broken new and unlocked mechanics are actually just quick time events. They were what i was looking forward to most and honestly I didn't wanted to skip them every time I encountered them. That being said I think the art design is really great, the sound design is ♥♥♥♥♥♥♥ fantastic, and the cut scenes with the split perspective and art style is really interesting. It is an indie game after all, and for $20 they get a lot of slack from me so they still get a thumbs up. Just know that these are my issues with the game and I wish the gameplay could be better but Heart Core still deserve congratulations for shipping their first game.
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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, Spanish - Latin America, Traditional Chinese, Simplified Chinese, Korean, Japanese*, Italian, Arabic +2 more
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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 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Стильный, но геймплейнопримитивный каршуттер. Босс батлы интересные, простые заезды - нет, фабула сюжета банальна. https://youtu.be/Qx6IInakdwQ
我记得有一个最初的试玩demo,里面包含一个大地图区域和两个boss战。正式版里只有boss战和搞得像手游骗时间的隧道冲刺,而且载具从四轮越野车改成蹭阿基拉的摩托。这个游戏绝对重构过,2小时不到就能通关正式版,剧情前言不搭后语,出场四个守卫boss没有相关描述。第一关和第三关的boss一个是虫型机械一个是钻洞冰虫我依稀记得在demo里有,冰虫boss本体的立绘也与正式版不同。为什么我记这么清楚?因为demo里击败冰虫后有一段临死挣扎的剧情让我印象深刻。 现在这个游戏完完全全是一个残次品,剧情突兀不流畅,升级系统毫无意义,只有无聊的隧道冲刺单看来像是一个完整的低质手游 有点好奇这个项目经历了什么
один из самых лучших последних игр
作为一款融合了第三人称躲避障碍赛和俯视角弹幕元素的游戏,本作的难度在两者的合力之下迅速上升,而游戏中的主人公需要挖出boss们的心脏来强化自身,获得新的能力去挑战更强的boss,来救出因为自己小时候制造的恐怖机器人被父亲毁坏而离家出走,心怀愧疚帮儿子继续研究而被自己机器人绑架的父母。游戏难度颇高,不喜欢受苦向游戏的玩家请勿尝试。 [h1]事实告诉我们有的东西真不能随机[/h1] 在游玩游戏的前两个小时之中,我在第二个boss处彻底破防,作为一个热衷于各种受死向平台跳跃游戏的玩家来说,我本不应该出现这种问题,但是多大三十多次的死亡彻底击垮了我的理智,我不知道是不是制作组的疏忽而在boss战中加入了随机这样一个在受苦向游戏中近乎于禁忌般的东西,首先简单描述一下第二个boss的设计,第二个boss是一个战车怪物,第一阶段随时间流逝会积攒怒气值,怒气值积攒满就会发动一次冲击,玩家勾引其撞上地图上的柱子可以可以增加怒气值的积累,这时候问题就出来了,第一次第二次我打这个boss时,只用积攒满一次,就会撞击然后眩晕,这时候玩家凑上去使用钩爪将其零部件拉扯下来,即可完成第一阶段,然后进入怒气只能通过撞击以及玩家捡拾地面上的炸弹向其投掷来增加怒气值。然后在第三次时我第一阶段激怒了其六次,第二阶段激怒了三次,第四次激怒了八次,之后的数量都比起只多不少,并且完全没有规律可循,这对于一个受苦类俯视角游戏简直称得上折磨一般的存在,你完全不知道地方是怎么进入眩晕状态,你能做的就是躲避,通过各种方法增加其怒气值。(PS推出游戏重进,第一次还是撞击一次就晕,第二次开始增加) 并且第二个boss和第一个boss完全不同,玩家没有任何手段可以让其掉血只能等待其愤怒然后撞击眩晕再进行拉扯,游戏中还有着因为俯视角问题,没办法显示出boss的情况,这时候制作组设计了一个小标来帮助玩家判别,如果其头像上带有静电的标识,即为进入眩晕,但是第二个boss每次撞击都会显示静电的图标,只显示一瞬间,这是骗玩家上去杀嘛? 抛开游戏boss设计的问题,本作整体操作手感场景设计等方面都做得还算不错,同时给予另外玩家多样的皮肤武器进行更换,游戏每个大的关卡都分为了前面的跑酷以及后面的俯视角战斗,跑酷中大部分情况多实验几次背板即可通过,赛车跑酷过程中有着大量QTE和十分考研玩家反映速度的突然出现的障碍,难度也并不低。庆幸的是本作重开的速度很快,不需要加载 ,大大节省了玩家的时间。 [h1]购买指南[/h1] [olist] [*]感觉显示bug的boss设计 [*]第三人称赛车躲避+QTE+俯视角受苦 [*]画面设计和配乐出色 [/olist] [h1]结语[/h1] 希望制作组可以更改这个boss设计,起码设置一个上限,或是通过对话来提示怎么才能百分百使boss进入眩晕,非酋真的很绝望! 评分7/10 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
Эта игра слишком сложная для меня. Даже после патча 1.1 с уровнями сложности. Но я знаком с историей её создания, и поэтому отзыв положительный.
Мне нравится, норм!
一个bossrush类型的游戏,但只打通第一个boss和它的挑战任务,已经消耗了我所有继续游玩的兴趣:( 至少在第一个boss的设计上,给我的最大感受就是[b] 不确定 [/b]。在一个高速游戏中,需要较为精准的指向(尤其我遵循推荐使用手柄操作)、与地面颜色过于相似的障碍物、不明确的怪物碰撞及爆炸范围、时不时被打中的子弹。在游玩中时常出现的意外状况让战况不能按规划进行,一系列不确定逼迫玩家需要空出更多的余量,再加上局内部分资源的不可恢复,塑造出一个更加偏向敌方的整体机制。 游戏内其他如关卡之间割裂、打法重复度太高等问题按下不表,只是通关后感觉是侥幸,没有啥机制技术上的理解提升的体验,已经让我确定不太适合这个游戏了。
流程好短
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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