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GRIME on Steam - User reviews, Price & Information

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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 5,788 reviews of which 4,936 were positive and 852 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 20.99€ on Steam, but you can find it for 0.71€ on Gamivo.


The Steam community has classified GRIME into these genres:

Media & Screenshots

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

System 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

User reviews & Ratings

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

48 hours played
June 2026
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*
41 hours played
May 2026
Amazing game. While many Metroidvanias with souls-like progression exist, few have a unique feel to them. Combat is relatively easy but engaging, the maps are full of secrets and extremely fun to explore, and the platforming is smart, challenging and rewarding. Bear in mind that although I really enjoyed the platforming, there is a LOT of it, and it may not be to everyone's taste. I was immediately captivated by the look and lore of the world. I love how you are made to feel like the villain of the story from the start; friendly or not it doesn't matter, a black hole consumes everything in its path indiscriminately. The sound design and the music are also fantastic, from grandiose tracks during boss battles to quiet, lonely exploration. If you don't mind challenging platforming, then I definitely recommend it.
51 hours played
March 2026
If playing as a rock dude with a black hole for a head doesn't interest you then I'm not sure what will. Grime is really good as both a Metroidvania and a Souls-like and isn't afraid to do its own thing. The visual style stands out while not being overly concerned to appealing to everyone's tastes but they definitely did to mine. The overall muted color palette definitely contributes to the earthy theme that makes for a good contrast with some of the later areas that feel very alien. And of course the characters that inhabit this world have pretty interesting designs too. Gruesome monsters are aplenty with attacks that make learning the parry timing fun. There's a good variety with the monster design so each area feels distinct and not too repetitive to go through. And the music from Alex Roe and Sean Secca makes for the perfect tag-team. The former makes for some dramatic, exciting boss fights and the latter perfectly captures the desolate, mysterious otherworldly moods that frequently show up. One aspect I like about this game is how you build yourself up from nothing. You start at level 0 with your stats at 0 with no equipment or anything else. Steadily increasing in power is a main staple in this genre but it's a little more personal here, thanks to the traits which gives you a quite a bit more customization in your playstyle. The Combat is good and weighty. Both strength and dexterity builds get some really interesting weapons to toy around with so I feel like you can't go wrong either way. Parrying things with your absorb always feels nice to pull off. Enemies have a nice rocky, explosion sound when you defeat them which never gets old. Resonance, the third main damage scaling stat, is quite intriguing. Basically; it helps you do indirect damage if you invest in the right traits and weapons. Quite a lot of it too. Ignoring it entirely might make the game a bit more challenging. Unless the aesthetic isn't your thing, I'd happily recommend Grime to anyone interested. There's a little bit of jank but it's usually pretty infrequent. Having to find the beacon so you can fill out the map and fast travel being a list that you choose from instead of just selecting it from the map directly are a few pet peeves of mine. Platforming can be a little imprecise at times though it does feel great to pull off a long sequence. On the flip side the run back to the boss is very short most of the time and you don't lose money when dying. This is just a rock-solid game. Surprising that it's not more popular.
36 hours played
Dec. 2025
TLDR : Excellent metroidvania from start to finish. 8.5/10, highly recommended. I rarely go for 100% completion but Grime was one of those games which did not require any grind for anything, every achievement just comes naturally as you keep playing. Grime is equal parts souls-like and metroidvania. Every area is meticulously designed with tons of hidden areas and a few bosses, and the game has decent visual cues on the map to identify areas that were unexplored. I'm kinda mixed on the ability progression just for the fact that the double jump, which is a core feature of games like this, is unlocked at the very end of the game. As for combat, parrying is almost mandatory, and it's very easy to execute, but the game allows building around perfect dodging as well. There are a lot of weapons which is always nice, but heavy weapons are kind of bad in this game and are no match for the faster weapons; you can feel the gap in dps when fighting bosses with a heavy vs a fast weapon, and because there's no poise system in place, heavy weapons lose that advantage as well. The bosses are really creative and lean heavily towards pattern recognition and parrying/perfect dodging both of which have their own mechanics related to inflicting damage. Lastly, some of the achievements require NG+ and Grime did not cheap out on that aspect. Not just bosses, but basic enemies get new moves as well which keeps things fresh. My only criticism about NG+ is that some bosses got way too much visual stuff added to new or existing attacks which makes it hard to sometimes recognize what is happening on the screen, and 2 of the bosses, if I remember correctly, actively punish you for successful parries by launching an AoE attack on you as soon as the parry connects, minimizing your damage window which was not tough to play around, but very annoying and tedious. The last NG+-exclusive boss is really challenging as well and felt like a fitting test of everything that the player had mastered thus far. For me, Grime stands in the same ballpark as genre stalwarts like Hollow Knight and Blasphemous.
42 hours played
Dec. 2025
GRIME is a 2.5D Metroidvania where you play as Akhlan, an entity which can absorb elements and enemies in a huge world filled with unknowns. The game offers a huge interconnected world with secrets to discover around every corner as well as platforming sections that will test your platforming skills. There are many different kinds of weapons from swords, to heavy 2H to scythes. You choose depending on your own style with each having their own aesthetic look. Super solid controls and combat system where you can absorb enemy attacks to destroy them or repel/parry enemy attacks and counter back. There is also stats system which you collect mass from defeating enemies or crushing remains found throughout the world and then use this mass to level up your stats. Each weapon has their own scaling. You also unlock weapon upgrades later on in the game after you progress few bosses. The OST was very nice, for each zone it gets even better, gets intense during boss battles. The boss fights were a real highlight with each of them offering a real challenge, where you to either parry, jump, dodge each attack thrown at you while at the same time managing your stamina bar which can prove challenging at times. I loved each single boss fight the game has offered. I'm really looking forward to GRIME 2 which is already in the works by the same studio and hopefully will release in 2026. Hats off to the Devs and team putting in the time and effort into this and the upcoming sequel. It's really recommended and a must play for any metroidvania genre fans out there. Overall Rating 10/10

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Frequently Asked Questions

GRIME is currently priced at 20.99€ on Steam.

No, GRIME is currently not on sale. You can purchase it for 20.99€ on Steam.

Yes, GRIME received 4,936 positive votes out of a total of 5,788 achieving a rating of 8.27.
😎

GRIME was developed by Clover Bite and published by Akupara Games.

Yes, GRIME is playable and fully supported on Windows.

Yes, GRIME is playable and fully supported on MacOS.

No, GRIME is not playable on Linux.

GRIME is a single-player game.

Yes, there are 2 DLCs available for GRIME. Explore additional content available for GRIME on Steam.

No, GRIME does not support mods via Steam Workshop.

No, GRIME does not support Steam Remote Play.

Yes, GRIME is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for GRIME.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 20 July 2026 01:25 UTC
SteamSpy data 21 July 2026 07:55 UTC
Steam price 28 July 2026 18:26 UTC
Steam reviews 27 July 2026 02:05 UTC

If you'd like to dive deeper into the details about GRIME, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about GRIME
  • SteamCharts - Analysis of GRIME concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck GRIME compatibility
GRIME
Rating
8.3
4,936
852
Game modes
Features
Online players
38
Developer
Clover Bite
Publisher
Akupara Games
Release 02 Aug 2021
Platforms
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