
GRIME
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Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About GRIME
In GRIME, fight through a surreal organic world, absorb enemies, and turn their traits into strength. Living weapons change form, while parries and absorption shape combat. Steam players rate it 85%% positive from 4,670 reviews. The Steam PC version supports the interface in Simplified Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Portuguese-Brazil, and Russian. Released August 2, 2021.
Credits
Lowest recorded in 36 months
$1.832026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
| French | Yes | Yes | — |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Languages
English, German, and other languages are supported for the interface and subtitles; full audio support is not listed.
Controller
The Steam PC version has full controller support.
03Frequently asked questions
What defines the combat?
Combat centers on parrying, living weapons, and absorbing enemies to gain strength and abilities.
Is there New Game Plus?
Yes. New Game Plus changes encounters with existing foes and includes a secret boss.
What is exploration like?
You explore an interconnected surreal world, including areas such as caves and deserts.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I am super sad to have to do this as I have *generally* enjoyed this game, and altogether I feel like it *will be* pretty solid.. But the bugginess is just not okay for me. Here's the thing - the game autosaves, so it says "trust me, I got this, we are 100% confident in our saves and won't let you make backup saves." My save is stuck loading now and I suddenly can't play while nearing the end of the game. That's a huge tick against the game, I'm not starting over at this point. And it leads well into my other issues with the game - a "difficult" game of this sort demands precision from you. That's fine, I can work with that - but then I expect precision from it in turn. GRIME, however, lacks a lot of the fine-tuned, carefully crafted polish that makes it really work. Dashes, parries, and jumps just don't register sometimes. When you fall a certain distance (even on a ladder when you can catch yourself) you just die regardless. But rather than "fully" being dead it teleports you back to a nearby spot on flat ground.. but sometimes this just kills you for real due to explosives, enemies, etc., none of which you can react to. Some flat walls you jump against you climb *into* as if it was a platform and can get stuck (usually dashing gets you out.. usually.) If you wanna make a tough, tight platformer souls-y game that's all well and good, but I expect the same amount of precision and care in the engine, controls, etc. as you expect me to put in to beat it, and GRIME is seriously lacking that right now. With some patches and tidying it CAN be fixed, but.. I'm kinda not pleased with spending 17 hours and just having a dead save all because you can't make actual saves and it's 100% auto. Far too often you're forced to platform to areas you simply can't see. Need to go down? Can't see. Up? Can't see. You simply have to die repeatedly to find the platforms and jumps and it's not really a matter of reflex, some require you to dash then jump, others jump then dash, and there's no way to tell besides repetition. Some of the bosses are just.. not very fun. Some are really well designed, intuitive, reward you for paying attention - others hit you even when you follow the mechanic telegraphs, hit you through dodges, etc., and there's just no way to tell. It's super inconsistent and, again, my exact point - if you want tight, precise dodging and parrying, fine.. but your game has to acknowledge it. Edit: I was able to start the game up several times and my save loaded, but it left me pretty nervous about moving around via the fast travel, which is what triggered it. I wish Steam didn't have a binary YES/NO system, as I'd put GRIME at a 6 or so out of 10 purely due to bugs, getting stuck in walls, enemies that don't telegraph sometimes, save bugging, etc. - if they can tighten up the technical issues and bugs it'd be a very solid game, but ultimately I'm putting this here as a warning. The game demands perfection from you but does not give it in turn, and that just never sits right with me on "difficult" games of this sort of genre.Show moreShow less
I’m not sure if the developers themselves will see this — I’m not even sure if **anyone** will see this. All I want to do is give a big thank you to the game and the devs behind it. I’m an avid fan of Souls and Soulslikes who loves a more gritty, obscured story. Not only has GRIME nailed that so far, but it’s also incorporated fantastic gameplay across the board. From combat to platforming and everything in between, this game really resonates with me. Thank you for showing me 2021 doesn’t have to be completely full with disappointing games, and for showing me that I might need to stop sleeping on the Metroidvania genre. … after another 20 playthroughs of GRIME, that is.Show moreShow less
Absolutely loved the demo and bought this game on release, It's sadly a purchase I regret. Game starts off really well, has some incredibly weird atmosphere and good music. The world building is nicely done and you don't get an overly long intro or any hand holding tutorials. Combat is simplistic but it does the job, you parry enemies to regain potential healing charges which is a system that becomes obsolete a bit later as the game goes into " Sorry, no fun allowed " territory. I love the "Hunt" system in this game, where you unlock some passive/talents with points gathered from killing a set number of enemies or mini bosses. The 2nd half of the game slowly started to wear me down mentally, Most secrets I found were some needlessly precise and slightly janky platforming (One instance being a platform I had to guide through a maze, only to find out I couldn't stand on it until i quit and reloaded my game) and the rewards were never worth it, causing me to quickly become annoyed with the concept of exploring. Checkpoints are far in between and fast travel is basically pointless, or obtained at a point where it's borderline irrelevant. If i wanted to upgrade my weapon near the end of the game, I would have to navigate all the way back to the main hub, and then back. This is not fun or exciting. Bosses get glitchier, with dodgier hitboxes and enemy placement becomes an exercise in frustration. Similar games in the genre have comparable enemy placements but aren't as punishing about it or give you faster movement options to at least get back to where you died. Not being able to use items from your inventory but being required to assign them to your dpad is also something i'm not a fan of (For example for the gaining of XP based items) I did NOT finish this game, I made it to the last stretch before deciding I am just flat out not having any fun since the middle point of the game. There's incredible amounts of potential here, but it just completely misses the mark for me where the amount of frustration quickly overtakes the initial excitement I had when launching this game. I have no desire to go back and finish it and I cannot fully recommend it at this state, I do look forward to whatever the development team comes up with next. I give this a "Definitely a videogame" out of 10 Edit : I finished the game, I highly respect the devs for continuing to adres and respond to the flaws in the way they do. The last update has fixed some of the issues I have with it but not all. I do have a tendency to break games and this wasn't an exception but there was nothing game breaking, I have probably missed my calling as a Q A tester. At this point certainly, I would say that it's a game that is worth at least giving a try if the art style is pleasing to you, especially as problems get resolved.Show moreShow less
This is 100% a Metroidvania, its one large interconnected map with gated progression requiring movement and other upgrades, with tons of backtracking and looping back and hidden optional content. I highly recommend this game, the bosses are the best in a Metroidvania since Hollow Knight so far. Okay so here goes the main review after finishing the game. Light Spoilers ahead. This is a metroidvania. You gain upgrades to movement which then allows you to further progress or backtrack and explore the open map. Abilities are guarded by bosses or elite enemies. The combat in this game is more comparable to bloodborne than dark souls. Your dodge is very fast and so are most attacks. Enemies are designed and animated very well, their attacks all seem fair. There are a large number of weapons: although they still fall into distinct classes, most have a special move that is unique. The game also makes use of a VERY forgiving parry called absorb, you are required to use it at some parts for progression, but it does not take frame perfect reaction, it has a very generous amount of time. Absorbing is also how you heal, it is a play off of hollow knights heal system, where you need to damage enemies to heal, but instead of just striking them, you have to absorb their attack to gain the energy needed to perform a heal. The bosses are few in number but very well designed, all seem fair and challenging. There is also a number of sub bosses, as well as unique elite enemies, giving plenty of variety, however in the age of Hollow Knight, the actual amount of main bosses seems pitifully small, and is my one main complaint. Exploration is rewarded very well, I never found something I didn't want like the bones from blasphemous or something, and the environments are all fun AND breezy to backtrack through. Overall I give this game a 8/10 and HIGHLY recommend this game to any fan of the metroidvania genre. This will go down as one of the GREATS.Show moreShow less
Wanted to like the game but just found too many flaws in game design that go against a proper metroidvania. First off, the inclusion of beacons was the worst decision of all time and adds nothing to the game, which is something the game has that means that exploring the map in each area does not clear the map and wipe away the blackness of undiscovered areas.......yeah its as stupid as it sounds. Metroidvanias don't do this because it just wastes time and makes navigation frustrating, and can't see a single good reason for it. Then theres the thing everyone said, theres no reward for exploring and finding secrets. All you find are consumables, or a few crafting mats. Then there are the weapons and armor. Armor is almost useless as they all give same # of stats just in different order and different special skill boost eliminating the sense of progression and power creep which is an ESSENTIAL loop in metroidvanias. I changed to one other armor outside of starting armor in like 20 hrs. Same for weapons, most cant't be used due to stat requirements, and then when you get them they usually do less damage because they havent been upgraded, and even when upgraded do like the same, only have different special abilities. Then theres the combat. Stam runs out too easily and being used for everything including running, jumping and dodging which leads to you taking damage because you can't dodge after only attacking like 2-3x which is like 5% of bosses health. It tries to force you into using parry because it is the only way to restore healing stats and is the only way to get enemy upgrade hunt points and it doesnt use stam for some reason, but it can be finnicky reading attack animations. Then theres the lack of healing potions, and how consumables aren't easily gotten, so if you use them up on bosses they are just gone. Then theres the bosses that have multiple phases but you don't know until you've used up a bunch of consumables only to find out that's only half way. And it takes forever to kill bosses while you die in 2-3 hits. They dont provide proper fast travel till like end of the game and you get double jump with like 5% of the game left, one of the dumbest decisions ive ever seen. Too much forced backtracking due to poor game design. The platforming itself is solid and the combat, although not deep at all, isn't bad. The story is almost nonexistent but the visuals are cool in a gross gritty and original way. I understand its hard and although I dont like spending an hour on a boss learning all attack patterns and repeating it, if the game design that supported it was better and it didn't ruin most of the metroidvania aspects of the game, then I would recommend it. Also if you like Dark-Souls like games you'll enjoy it even more but that has little to do with most of the reasons I didn't like it. But it still isn't terrible for all its flaws. 5.5/10.Show moreShow less
I'd never even heard of GRIME until I chanced upon it while browsing the Steam winter sale, but it has quickly become one of my best games of the year. It's in the crowded genre of 2D metroidvanias with Dark Souls-like combat, but rises above its peers. The game's most striking feature, and the thing that first made me pause my Steam scrolling, is its visual aesthetic. Unlike many other Souls clones, GRIME manages to recreate the underlying horror and unease of Dark Souls without copying its rotting medieval aesthetic. Instead, GRIME chooses to creep the player out with uncanny valley and body horror. Everything in the game lies somewhere in the triangle of carved stone, wild vegetation, and too many human body parts in all the wrong places. It's gross and unnerving in the best possible way. On the other hand, GRIME's story is very obviously trying to copy the vibe of Souls games. It covers the main points of a world malformed and decaying, and you the protagonist attempting to shake things up by killing a bunch of grotesque monsters and gods. Overall, the worldbuilding is decent, but not as good as the Souls games. However, something about seeing misshapen rock creatures willing to be cut, carved and crushed to attain perfect human body proportions speaks to body confidence and dysmorphia issues that are haunting at an unconscious and primal level. However, it is the game's combat that is its best feature. It's standard Souls stamina-based combat, but stamina costs and regeneration speeds are much more brutal than Dark Souls. Dodges have good i-frames, but you won't have enough stamina to dodge everything while attacking. What you do have is a parry that costs no stamina, does not interrupt your stamina generation, and will become the key component in the game's combat system. Enemy health bars in this game are divided into red and grey segments. If you parry an enemy while their health is grey, it becomes a Repel and they get interrupted for a short time. But if you parry while their health is red, it becomes an Absorb, which is much more powerful. By Absorbing an enemy, you immediately deplete that entire segment of their health bar, and four successful Absorbs will give you a heal, this game's version of an Estus Flask. Essentially, skilled parrying functions as defense, offense, healing and stamina management all in one. Later on you get a force pull that you can use on enemies after they use attacks that leave them off-balance, stunning them and leaving them open to attacks. There are also unstoppable attacks that cannot be parried at all and must be dodged. This creates an engaging defensive game of parry/pull/dodge, similar to the deflect/mikiri/jumpkick/dodge system that is found in Sekiro. Combat in this game revolves around switching between attacking and absorbing to deal with grey and red health respectively, all while making sure to choose the correct option between parry, pull and dodge to avoid incoming attacks. I cannot stress this enough: this game will feel awful if you try to dodgeroll through everything the moment you feel like you're in danger, you need to recognise what attacks the enemy is using and respond accordingly. Another cool combat feature is the game's weapons. Every weapon archetype has a light attack combo that they all share, but each individual weapon has a their own heavy attack with its own unique mechanic. For example, two scythes in the game might have the same attack pattern for the light attack, but one of them has a heavy attack that reaches out and pulls enemies closer to you, while the other has a heavy attack that is a counter slash that deals bonus damage if you get hit during the windup. This means that choosing between weapons of the same type is more meaningful than just seeing which one has the bigger number, and it really encourages you to try many weapons to see their special gimmick instead of just immediately settling on one thing. The one part of GRIME that is somewhat disappointing is the platforming. It's not bad by any means, but it's a bit stiff and janky, which is a big shame for a platforming metroidvania. Many of the platforming sections require you to keep triggering the ledge-climbing animation, which is slightly too slow for comfort and tends to stop your momentum. One of the major platforming upgrades you get is the ability to dash towards fixed points in the air, which once against pulls you to a location and then kills your momentum. The double jump is also kind of floaty and laggy, kind of like Ness or Lucas in Smash Bros, but it is also slow, so once again you tend to slow down after using it. None of these are deal breakers, but when you traverse through platforming sections that you've gone through before you don't get that feeling like you do in more movement-focused metroidvanias like Ori and Hollow Knight that you can use your knowledge and experience to breeze through the area. I want traversal in a platformer to be fun in and of itself, but in GRIME it ends up being filler content between combat encounters. Still, GRIME is overall a fantastic game, with an engrossing world and challenging, deep, rewarding combat. Additionally, the devs are still actively patching the game, so we can expect to see problems be addressed and content be added in future. It's definitely worth checking out.Show moreShow less
I'll start with what I liked: - the hunt aspect: I enjoyed the idea of hunting for enemies to absorb to get new passive bonuses and then spend points in them. - I liked the music: atmospheric at time and rightly epic during some bosses. - I see you dead cells inspiration Now what I disliked: - I did not particularly enjoy the asthetic. Many areas just look more of the same. (Some of the outside backgrounds were breathtaking tough) - I did not like most of the enemies movesets: turning mid animation to deck you in the shnaws after dashing behind them, or punishing you for parrying or pulling them with hard to avoid attacks, or spamming moves that oneshot you. Bosses more frustrating to fight than anything else (shapely Fidus and Misbegotten Amalgam are special offenders) - Did not like the level design. Traps and enemy placement seems to be designed to be as obnoxious as possible. I especially hated the last 2 areas of the game, no enemies, just frustrating platforming. At least Hollow Knight's path of pain was optional. Worst of all, since I died to the final boss, I have to redo the last area over and over again until I finally beat it. Dev tells me I missed a save point right before boss - Along with the platforming. Forcing the use of the left joystick for movement in a sidescroller game should be a crime. Seems there is an option to use the dpad for movement instead of joystick, That is good, should be default though - Doublejump is given at the end of the game and is only useful for 2 things: 2 hellish and unfun platforming section + final boss, and backtracking. On top of it, it feels aweful and slugish. The doublejump actually slows you down and is slow to activate. - Cosmetic only armor is a missed opportunity IMO. - The ability to backtrack to any checkpoint is given by the final boss (yeah I looked it up). So if you feel underpowered and want to do some hunting before tackling the final boss, you gotta go around the map on foot through all those boring and annoying levels, the long way around. -Missables: I hate missables. I'm the kind of gamer that likes to run around find what I can and come back later to 100% the areas once I got some better movement abilities like double-jump. So I got really frustrated when some opportunities simply disappeared without warning after certain points in the main story. - Healing way is to sparse. The game gives a mechanic where if you parry (absorb) enemies, you can breath that you can use to heal (think hollow knight heal). But the more you advance, the less frequent parriable enemies become. You can only deflect them, therefore later in game you can no longer rely on parries to get more healing, you have to rely on items that recover your breath meter, but items have to be used during the action (like healing) so if you need more breath, you need to spend time to use breath item AND spend time to heal, all the while enemies are trying to kill you. Now don't get me wrong, I enjoy challenging game play: I played and enjoyed 'Souls' games. adored Salt & Sanctuary as well as Vigil the Longest Night. But sadly, as much as I wanted to, I could not fall in love with this game. Though I'm planning to finish it (at the last boss currently). I ended up using cheat engine to even the odds (I got tired of getting oneshot by spongy enemies) Dear devs. please don't take it too personally. I know you put a lot of effort and love in your game and it shows (despite my above rambling). I expect much more positive reviews than bad and this is just my take.Show moreShow less
Grime is a game that allows you to fight a huge teleporting skeleton flower bird angel monster by punching it with two giant teeth that you wield as fist weapons all while playing as a sentient blackhole with great fashion sense.Show moreShow less
The game started out so well. But over time the design became more sloppy and annoying. Enemies can just turn around mid swing to hit you when you dodge behind them. The Level design just becomes obnoxious with tons of cheap traps and enemy placements like dotting the areas with ranged enemies who's attacks you can't parry. Speaking of Parry: The entire game is (supposed to) revolve around the absorb / parry mechanic, it's also how you absorb the resource to heal. Problem is that later enemies just have very little or no absorbable parts, making healing practically impossible unless you use a consumable to get said resource. You die way too quick / enemies just do way too much damage, pumping exp into HP and Stamina is more of a waste than anything, the increase is so minuscule, you are better off by putting your Hunt points into % increases of your HP and Stamina. Checkpoints are too far apart from each other, and given with how easy you die, it makes backtracking very annoying. There is also besides the Checkpoints a Beacon you have to find to be able to see the map of the area that you explored, without it you are blind. This makes traversing the map / exploring even more a problem, especially due to a lack of a proper fast travel system. If you are looking for a well designed Metroidvania, then look elsewhere, preferably something like Ender Lilies. That game does everything right that this game does wrong.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
