GRIME

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.

GRIME is a metroidvania, souls-like and platformer game developed by Clover Bite and published by Akupara Games.
Released on August 02nd 2021 is available on Windows and MacOS in 11 languages: English, French, Italian, German, Spanish - Spain, Japanese, Simplified Chinese, Korean, Portuguese - Brazil, Russian and Hebrew.

It has received 5,415 reviews of which 4,638 were positive and 777 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 11.54€ on Steam and has a 45% discount.


The Steam community has classified GRIME into these genres:

Media & Screenshots

Get an in-depth look at GRIME through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: 3rd Gen i5/1nd Gen Ryzen
  • Memory: 4 GB RAM
  • Graphics: GeForce 7 Series/Radeon R7 Series
  • Storage: 5 GB available space
  • Additional Notes: SSD Recommended
MacOS
  • Processor: M1 or newer
  • Memory: 4 GB RAM

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
It's not often that I review things nowadays, because I've started to feel that every game has something to enjoy in it. When I first started playing, I didn't really like it. It felt poorly executed and polished. The UI looks like it was straight out of the 2000s. The graphics, models, and animations felt generic, as if they were a bunch of assets put together. I thought of refunding the game. I kept playing, and I'm glad I did, because it started to grow on me. The environments are really interesting, and I started to look forward to boss fights. I haven't ever played a game of this genre before, so it took a bit to get used to. I defeated every boss and saw the ending. It was beautiful. I even went for 100%, getting every armor set, weapon, boss, hunt point, and new game plus. (Yeah, I played it twice.) The game is sometimes ugly (Unformed Desert, Feaster's Lair, every game menu...) and sometimes amazing (Childbed, Peak of Creation ). All of it had charm. It's a wonderful game, with an intriguing story and environments that are breathtaking at times. I had a good time :)
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Oct. 2024
I do recommend this game, but barely. Really cool worldbuilding, had me theorizing the whole time, which is sorely missed from games now and days. The aesthetic is pretty interesting in most cases, a little basic in some other areas. I really enjoyed the platforming parts, usually in 2D games i suck at these parts but the Mantling I think really helped. (I just wish the mantling wasn't bugging out half the time) I haven't played Nine sols or w.e yet, but this game felt like 2D Sekiro to me with the Repeling & Absorbing & Pulling, and when it all worked and on some bosses it felt great, You had these moments a lot more then you did in Sekiro (or at least in my playthrough... ugh trauma) Also one really big point of positive feedback this game does right and a lot of other games fail at. It does a great job forcing/teaching players to learn the skills of the game. Be it platforming or enemies that lead up to bosses to help reinforce usage of said skills, to semi prepare you for the boss. This is imo one of the fundamentals of gamedesign especially in RPGs/ Action Games, but always dismissed or ignored, it was really nice seeing this. - (Tangent of a game that doesn't do this. I didn't master the Parry in Sekiro till 10 hours into the game. That is way too late, and a part of it is, a lot of early games just make you lightly need to use it, you aren't required to use it) While in this game, if an enemy has a shield, you have to parry to remove it, or to heal... etc But. This game is buried under a lot of issues, that really stick out and make the game frustrating in a bad way and pretty often. - The game is buggy. Just from almost an hour into the game to 19hrs I just kept having bugs. These bugs got me killed a lot. - Almost every shortcut in the game are either pointless or sometimes more obnoxious then the main routes. I felt this from the first 2 or 3 hours to late game. - My god the Parry. The timing window is awkward and weird and inconsistent (You will see this word often, and it's one of the biggest issues of the game) Sometimes you have to actually wait till you are hit before you can parry. Sometimes you have to parry wayyyyy before you are hit. I put 3 or 4 points in the trait that upgrades this and only then did it START to stop feeling awkward and janky (still was tho) - Inconsistent Enemy Patterns & attacks or Similar attacks (Example: Giant with Eyes boss, I found this boss the most in the game probably over 40 times(Mainly because I tried beating him too early) 40 times. On the roughly 38th time he used a lean forward punch that he never used. Like wtf. Over half of my attempts got him to the second phase, so they were pretty long) A lot of enemies have attacks that look the same but have different results, making it hard to learn patterns and react - Inconsistent Hitboxes (Example: Theres an enemy that that jumps and does a flip. You can just stand under him and not move and he will prob jump over you. On a couple occasions his toes hit me resulting in my death. There are dozens of enemies that won't have hitboxes that hurt you sometimes then suddenly do) - Reaction Times are incredibly small, it felt like someone played Sekiro and was like what if i making the timing windows and reaction chances smaller. - Camera gets stuck in certain preferred positions sometimes. Lead to my death a couple of times. - You can get a Breatheart in a normal playthrough (Non-NG+) and you can't use it because it's meant for NG + :upsidedown-smiley: - Inconsistent Art Direction/Design Led me to a lot of deaths, where you would see a glimpse of red or yellow and be like is that blockable or pullable? Oh well reaction times are too small, so that thought.. you are now dead. - I love Souls-like games, but this game forces you to die multiple times to learn enemy patterns/movesets. Some legit feel like they were meant to kill you until you experienced it 3 to 5 times. - Inputs, something about input queueing feels off or just non-existent (Dodging in wrong direction, you can't dodge and pull... etc) - Worldbuilding is really good but they don't delve deep enough into it in each area imo. - Edit: One last kinda vague but big one: There were a lot of weird design decisions/tuning, i've highlighted some already but here's a couple examples other in other reviews have called out. Beacons: Are pointless because by the time you find one in most cases they are at the end of levels that probably took you 10-15 + attempts to get to, so you have already mentally mapped it out. and theres only 20% left to explore. Nervepasses: were in weird unuseful spots and barely used, then you get the surrogate upgrade at the 95% part of the game, making them just pointless, so teleporting in general is a missed opportunity. Shortcuts & Zone Connectors: There are a couple of extra zones that aren't really cool or have story, or really serve much purpose, besides hunting points. I discovered there were connections to other zones, but finding this at the 80% part and when they connect to the first zone and you never pass through the first zone, this is pointless? Items & Rewards: A lot of rewards/items are overused and don't warrant the hassle it took to get it. In a lot of cases. Overall about halfway through i felt like i had a grasp of the game and was really enjoying the worldbuilding and platforming, if either one of these had just been a little bit weaker, i would have quit the game at the 4 or 5 hr mark and gave it a thumbs down. Because throughout my playthrough i was just being attacked by bugs. Bugs killed me probably around 40% of the time. Which is incredibly high in a game like this. I do look forward to the second one, to see more of this story, and hopefully the bugs have been fixed :)
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Sept. 2024
What an excellent game... it really delivers on it's core promise. The gameplay and combat is really responsive, there is nothing i could call unfair..... that said, it's really unforgiving.... very little room for mistakes, so it really sets you up to die... not enough breathing room to learn patterns on the first try and very little healing options available to really sustain yourself while learning. So do bare that in mind that you are supposed to learn by dying and retrying. On the bright side, there's virtually no penalty for dying. Replayability is good, and it has NG cycle that changes almost every enemy attack pattern. It is quite refreshing (also sometimes infuriating lol =P)
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June 2024
The story is a bit scuffed, until you do new game plus and talk to a certain person with a head of gold and then suddenly the stuff clicks. Combat is fun and it only takes like 20 hours to 100%. Get it if you like these kinds of games.
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March 2024
Grime has some really great and equally bad elements in every aspect: - Even though there are some creative platforming segments, the movement usually feels clunky and unresponsive, especially when it comes to grabbing ledges and ladders. - The level design and interconnectivity of the world is mostly good, but areas like Gloomnest and Garden are an absolute slog to go through because of frustrating enemy design and placements. - At first, the only way to teleport is through gates that are placed very sparingly, but by the mid point you get the ability to teleport between any checkpoints, rendering the whole gate mechanic completely obsolete, which leaves me to question why the developers bothered to put it in the first place. - The music and sound design are great, but the music kept cutting out randomly when it felt like it should've kept going. This ruined my immersion as it happened every time I was really getting into the atmosphere. - Bosses leave a lot to be desired. They are fine, but never feel like they reach their full potential. I didn't really feel any tension fighting most of them, which is not a good sign for this type of game. Final boss was especially disappointing. - Leveling up and upgrade mechanics don't feel properly balanced. Weapons are extremely easy to upgrade fully, which I actually really like since it promoted experimentation, but on the flipside leveling up stats doesn't feel like it does anything. The unique upgrades you get from parrying enemies is a great mechanic, but again it feels like there either should've been less upgrades in general or more materials for upgrading. It never felt like I was truly improving my character. - The setting and aesthetic are excellent. Probably the best and most unique thing about the game. As in other similar games, the story is hard to decipher, but from what I understood I think it is pretty intriguing. - By the end of the game I was ready for to be over. For games of this style I always strive to 100% it and see most of what the game offers, but for this one I didn't have that urge to backtrack and explore every nook and cranny I missed like I had in Hollow Knight or Blasphemous. As a whole Grime is a solid metroidvania, but it is plagued with too many issues to call it more than that or for me to come back to.
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Last Updates

Steam data 16 November 2024 11:15
SteamSpy data 18 December 2024 08:47
Steam price 23 December 2024 20:27
Steam reviews 21 December 2024 23:56
GRIME
8.3
4,638
777
Online players
46
Developer
Clover Bite
Publisher
Akupara Games
Release 02 Aug 2021
Platforms
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