
Grow Home
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 Grow Home
As BUD, a robot searching for plant seeds, climb a giant alien plant and make your own route across floating islands. Grow and ride the plant while exploring an unfamiliar world and collecting crystals that can enhance BUD’s abilities. Steam players rate Grow Home 93%% positive across 3,992 reviews. The Steam PC version supports single-player and full controller support.
Credits
Lowest recorded in 36 months
$1.592026-07-13 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| French | Yes | — | — |
Show 5 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Japanese | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
Steam PC edition data · 2026-11-02
02Before you buy
Climbing and exploration
Grow a giant alien plant, climb it and explore floating islands; collected crystals can enhance BUD’s abilities.
Play and control
The Steam PC version is listed as single-player and has full controller support.
03Frequently asked questions
What is Grow Home about?
You control BUD, a robot collecting seeds from a giant alien plant to help save his home planet.
Can I play solo?
Yes. The Steam PC version is listed as single-player.
Does the Steam PC version support controllers?
Yes. The Steam PC version lists full controller support.
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.
It's almost a fun game, but the character control and movement drags the whole thing down. Fully procedural animation is kind of neat on principle, but in practice it really got in the way of my fun. The robot character you play as in this game is cute, but he handles with the cripness of pudding. Pudding which is also tired and drunk. Walking around feels closer to rolling a ball around than the sort of movement you expect from your standard game character, inertia seems to count nearly as much as your active input and often working against you. Of course, walking around is only a small part of this very vertically oriented game, and motion mechanics also include a jetpack and the ability to climb on any surface at any angle. Much like walking, the jetpack also operates under strong inertia, making precise motions very difficult. Considering the scale of things though, this isn't so much a problem as the extremely limited charge it has for the vast majority of the game. It will almost never come close to getting you where you want to go, which leaves your primary method of ascent: Climbing. Unlike walking and jetpacking, climbing is actually super accurate and pretty crisp, the only problem is that it's also really slow and tedious. It also requires directly controlling the robot's hands to alternate which is gripping, which is another idea that's neat at first but gets old fast. This game isn't very long and before it was over I was already sick of climbing to get places, that alone was the biggest single control issue for me. Beyond controls, the visuals are nice, in particular I really liked the vibrant colors and lighting. The visuals were simple but snappy, unlike the motion. And what you're actually doing - freely guiding the growth of a giant plant's vines in order for it to grow into space - is a fun and interesting concept. I never got sick of growing new vines and reaching new floating islands and looking for crystals, just the ever present slow and loose, floaty, mushy feel to all the proceedings. Even the physics for non-player objects had that feel, which wasn't helping. Had everything been tighter and snappier feeling, I probably would have enjoyed the game far more. On a final note, for anyone who intends to play the game, (and I could certainly see people enjoying this, I'm not saying it's absolutely terrible,) and expects they'll be a completionist, here's a tip: Focus on getting all the crystals before bothering too much with everything else. The reward for that is infinite jet pack usage and an improved ability to grip stuff while flying. This makes getting everything else done far easier and less tedious.Show moreShow less
A stealth release outta nowhere by a small team working within Ubisoft to create good games (maybe a rebel group making non-buggy games without tons of DLC and giant day one patches?), Grow Home slipped under many people's radar, perhaps overshadowed by bigger games released around the same time. That's unfortunate, because Grow Home is a fantastic 3D platformer (a mostly-dead genre treading water with few and far between indie releases) that does basically everything right. I'd hesitate to call it a masterpiece, but the core mechanics, (simple) story, and charming aesthetic (not to mention the absurdly low price) easily bump it into the everyone-should-give-this-a-try tier. Let's break it down. Gameplay A smaller game like this, with no budget to craft twenty hours of cutscenes and grandiose sweeping plots full of twists and turns, lives and dies on gameplay alone. Fortunately, in this area, Grow Home excels. The game starts you off simply: left trigger to grab with your left hand, right trigger to grab with your right. After a few shaky climbs up cliffs, you start to get the hang of it, and soon you're flinging yourself from cliff to cliff like a robotic monkey, champion of your domain. This progresses slightly over the course of the game, with temporary slow hovering powerups giving way to crazy hang-glider-esque leaves that let you soar straight down at dizzying speeds then up into a triumphant crescendo, finally culminating in a rocket pack that lets you control your ascent and descent, but with small amounts of (thankfully automatically recharging) fuel. The climbing is fantastic, putting the likes of Nathan Drake and Lara Croft to shame, instead aiming for and reaching the lofty heights of Shadow of the Colossus's excellent system. Unlike SOTC, though, this game isn't too much of a challenge, and with no stamina meter to speak of you're rarely in *too* much danger. The central progression mechanic involves growing stalks off of a large plant, riding them like missiles into glowing green energy rock in order to make the central plant grow larger. It doesn't sound fun, and indeed I had more fun with the collect-a-thon style crystal hunt, but it's serviceable and it's always frustrating (in a good way) when you have to grow more stalks off of a stalk that *just* didn't reach its target. Graphics Grow Home's artstyle is fantastic, a flat-textured, low-poly aesthetic full of whimsy and charm, with silly-looking creatures and exotic-looking plants everywhere you look. These flora and fauna are occasionally functional, but a lot of the scenery is just that. The lighting looks beautiful, and standing on an asteroid seventeen hundred meters in the air, staring up into the sky and then looking down at the ocean and all the vines below you is a breathtaking experience. Sound With little in the way of music to speak of, Grow Home's weakest area is this by far. The creature noises, ambient sounds, and occasional hint of music are fine, but nothing I would call outstanding by any means. Other thoughts With little in the way of replayability and a very short time to finish the game (though add a few hours on for getting every collectible, including (light ending spoiler) the eight star seeds after the credits roll , Grow Home might not be for everyone. If you want a fun, upbeat experience with no combat to worry about and little story to wrap your head around, give it a shot. It's a delightful little game in a rare genre, and it's absolutely worth your time - provided you don't mind that time being a little short. The price point is fair for the amount of game you get, I think, and I'd easily recommend it at full price -- but waiting for a sale might be smart if you're the type who prefers to get dozens of hours of gameplay for their money. Bonus: If you hate uPlay and think that Ubisoft game = have to deal with secondary launcher, fret not. Grow Home doesn't use uPlay and operates like any other game on Steam. Closing remarks Grow Home is excellent, and I hope this team delivers even more exciting experiences, with or without Ubisoft. The central mechanic is so good I'd play similar games in other scenarios (EVA spaceship repair sim? Please? Co-op? Someone hire me to design that). Highly recommended.Show moreShow less
Time to beat: 175 minutes I consider a dollar an hour for a game reasonable, anything more is a rip off. I don't feel there is any replayability here either, sure you can draw stuff with the vines.. But that seems lame to me. Also its pretty much on rails, it gives the illusion you are in control, but you are only in control of the off shooting branches, the islands and main trunk are all preset. For the price I would of expected other planets, or it to take longer, or it to be randomly generated. Dissapointed/10Show moreShow less
- No Uplay! - Runs very well, no issues at all other than lack of AA options - but you can enable that via Nvidia/AMD control pannels - This game is a really relaxing exlploration game. - Only several hours in, so not sure where the game will take me, but it is a lot of fun so far, well worth the price to explore my own alien paradise, grow plants and sky dive / jump / fly to crazy places. - Lots of islands, caves, plantlife and wildlife - Massive vertical expanse to explore rather than simple ground level - Use these resources to explore and grow the large "Star Plant", guiding it's branches to new areas high above, using the alien paradise enviroment to help you along the way. Grow it into any shape you want! - Climbing/grabbing mechanic is great. Uses triggers to control each arm. Demands that you pay attention to where your hands are, how you move, and what you hold on to. - Collectable items and leveling up of BuD can give new abilites that give you much greater freedom to get around.Show moreShow less
Grow Home presents a bright colourful experience in an interesting and vibrant world. However, I feel the charm of the aesthetic wears off quickly and the core gameplay is not worth your time. The game recommends a gamepad but from my experience keyboard and mouse work just fine. B.U.D (the character you control) is made purposefully to control poorly such as tumbling in the direction it travels in making it difficult to change direction. This makes sense but also makes it annoying to control. B.U.D will automatically walk up and down small slopes, regardless if that results in falling down. On the other hand, the grip mechanic is quite nice, using a button to use each hand. This is required for climbing which is the main mechanic of the game. It is required for making virtually anything in the game happen. Whether it be, activating checkpoints, identifying wildlife or collecting one of the 100 crystals (which are effectively the measure of game completion). The grabbing mechanic works well but it feels unnecessary in some of the places where it is used. In most games being near the parachute flowers would be enough to collect them but in Grow Home, you have to grab and pluck them off the ground in order to acquire them. For some, this level of interactivity is welcomed and enjoyable but i found it became tedious very quickly. Before acquiring the jetpack, climbing is the main way to traverse terrain vertically. It is difficult to criticise the climbing mechanic as, even though it can take time, it is dependent on the surface being climbed and how you go about it. Climbing presents a unique problem for each player to find their own way of doing. You could try to find the way up the surface that presents the least resistance to your motion or you could take the quickest route. You could try alternating hands quickly or alternate at a slower rate. As another solution, you could find a pattern of presses that works best for the surface at hand. Finding a nice way to climb up a certain rock face or vine feels fun at first, but as most of the game becomes slowly climbing up vines to create more sprouts, it becomes less enjoyable. The game unlocks power ups as you progress through. This starts with jumping and another camera mode and then all the subsequent power ups revolve around the jet pack. The jet pack is an alternative to climbing but it can prove ineffective in climbing up vines for example, which is what I found myself doing most of the time. When B.U.D has no forward momentum, the jet pack has little effect in gaining height. On the whole, using the jet pack is fun but only has the opportunity to meet its potential when traversing land, which is in my experience, not what most of the gameplay is. The exploration element of the game is easily its strongest suit. To find all the crystals, you have to explore all parts of the various islands you'll find. It's fun to discover various hidden caves where it appeared nothing was present and then search for the crystals found inside. It feels like exploration is meant to be the meat of the game but unfortunately, this doesn't appear to be the case. Easily the biggest problem with the game in my opinion is the star shoot. It is a giant beanstalk which grows by connecting its various offshoots to power rocks which are glowing islands in the sky. Until you reach the first large floating island this is fine. However, after that point, you have to grow the offshoots yourself. You can control the growth of the offshoots using WASD or the control stick and each offshoot is meant to have its own sprouts that can grow further which is required in order to meet the next level of power rocks. While you will have many sprouts available low to the ground, the higher you go, fewer sprouts spawn, often leaving you at a dead end to start from elsewhere. This wastes a huge amount of time for something which is incredibly boring. It is essentially filler content to increase the expected time for completion. Falling off a far out branch leads to even more time being wasted and it all feels like a grind. I can't express how frustrating this mechanic is as the rest of the game is mostly enjoyable and this acts a way of stopping progress for a long time. Growing the shoots can get to be quite a mess when you have too many. There isn't a way to remove existing shoots and according to what I have read (but not experienced myself), it is possible to block off teleporters with the vines which would make it even more frustrating in navigating the world. This problem is augmented by the fact that there appears to be only one save file so this damage would be irreversible, the only alternative being starting a new game or just dealing with it. Overall, Grow Home is a good looking game with some fun mechanics but has one system which completely ruins the game for me. The exploration is fun but plays second fiddle to expanding the star shoot which slows the whole game down and, combined with the awkward way the character controls in, makes Grow Home a frustrating experience.Show moreShow less
I wasn't expecting to enjoy this due to my usual tastes, but this won me over quite quickly. Definitely worth the price of admission if you're into some exploratory platforming with a little magical twist. At $8.00 it's not too much of a gamble. If you simply want to relax and jump around, rock-climb to impossible heights, hang-glide or ride on plants while they rapidly grow then this is for you! No U-Play required! A+ Kind of a funny side note; Ubisoft seems to really like having their characters climb up to the tops of things don't they? Nothing wrong with that, just kind of an amusing observation (Assassin's Creed, Far Cry, Grow Home, Prince of Persia).Show moreShow less
For an exploration game its pretty encumbered. Pro: Rockclimbing mechanics work nice. Absolutely stunning looking game. Sheer originality fascinating. Would be great stoned. Con: Rockclimbing mechanics grow old quickly. Really annoying to navigate especially if you fall down. Eploration is mainly upwards and is not easy to navigate. Even when you walk it feels loose and shaky. Low poly count close up is a little hard on the eyes. Cant swim. I was looking for a time waster but instead found a waste of time. Buy on special.Show moreShow less
I love this game but the one thing I think it should have is multiplayer. Who agrees with me?Show moreShow less
In my ongoing and likely futile effort to write a Steam review for every game in my library (#16 out of 500+)... it's time for Grow Home. A very interesting experimental, physics-based platformer with novel traversal mechanics, Grow Home is unfortunately burdened by a number of flaws, ranging from poor level design (expect lots of tedious backtracking), anachronistic gameplay mechanics (expect lots of tedious hunting-for-hidden-collectables), and an overall lack of polish. Many of the ideas in the game are good ones--ideas that the platforming genre rather needs, now more than ever--but the defining aspect of a platformer is not whether it has interesting or compelling ideas behind it, but whether or not the traversal mechanics are natural and enjoyable. And while Grow Home's traversal mechanics are interesting, and have a great deal of potential... they are insufficiently polished to be very enjoyable, and the tedious level design only exacerbates the problem. If I'm not having fun the first time I climb up a very tall vine to collect a glowing jewel, I'm not going to have much fun the 42nd time, either. Grow Home also runs into the same problem every other physics-based platformer runs into: physics-based platforming simply isn't very enjoyable due to the lack of precision and control the player is able to exert over his or her avatar. If "B.U.D.'s" movements were a bit more refined--if he could come to a stop more quickly and more precisely, if he could affect his descent with more accuracy, and project his leaps with more control... Grow Home would be a much better game. I'll keep a hopeful eye out for a sequel to Grow Home, or any other game that attempts to iterate on it--but by itself, this game is more a novelty than anything else: something to examine for a few minutes and marvel at, and then set aside.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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