Gurumin: A Monstrous Adventure on Steam - User reviews, Price & Information

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Gurumin: A Monstrous Adventure is a cute and clever action RPG featuring real-time combat, 3D graphics, 90+ items, mini-games, multiple endings, a rocking soundtrack, 35+ hours of playtime, tons of fully voiced characters by an all-star cast of voice actors, and more!

Gurumin: A Monstrous Adventure is a action rpg, action and adventure game developed by Nihon Falcom and Mastiff and published by Mastiff.
Released on March 30th 2015 is available in English only on Windows.

It has received 1,003 reviews of which 918 were positive and 85 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 7.99€ on Steam, but you can find it for 0.54€ on Gamivo.


The Steam community has classified Gurumin: A Monstrous Adventure into these genres:

Media & Screenshots

Get an in-depth look at Gurumin: A Monstrous Adventure 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 XP
  • Processor: Pentium III 800 MHz
  • Memory: 1 GB RAM
  • Graphics: 64 MB VRAM, 3D accelerator compatible w/ DirectX 9.0c
  • DirectX: Version 9.0c
  • Storage: 2 GB available space
  • Sound Card: Compatible with DirectX 9.0c

User reviews & Ratings

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

Jan. 2026
Charming, to say the least. Janky, but very fun. Combat is mindless and gets rather repetitive since you mostly spam the big wave move and otherwise use the air dash or charge drill. A bit repetitive, but combat is fun. Rather long, took me about 12 hours to finish all dungeons and minigames. The dub is cheesy as hell, laugh worthy. Music gets surprisingly good at the end. Mostly very easy, only the last boss and the secret one gave some trouble. Got annoyed by a few things: -The grind for money/junk gets REALLY bad, you need about 1400 junk to max one headgear, and you get maybe 30 or so per level. -Some dungeons are repeats of older dungeons, but mirrored. -I finished the game 100% with all dungeons with an S+ rank, yet I didn't get the S rank achievement. -I learned WAY LATE in the game that I locked myself of an entire collectable because I skipped some dialogue. There is some sort of platinum medal you can find, but I probably pressed the wrong choice when I was skipping dialogue and that causes all medals in the game to not appear. Controls are weird, like it was supposed to be played with a mouse or a motion control like the Wii, but works kinda fine with a regular controller. A little mindless fun with a quirky setting, not groundbreaking, but reminds me of old PS1 games.
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Nov. 2025
Cute and entertaining beat-em-up/platformer hybrid with some minigames interspersed throughout. Playing the game on Easy or Normal is a fun and relaxing experience, the story and cutscenes have a dreamlike surreal quality and it feels like a fun late era PS1/PS2 platformer with the charm of a game like Tron Bonne. The only thing I can complain about is that the controls can be slightly imprecise leading to some frustration in some of the later levels and occasional "where do I go to progress??" syndrome. Overall a good port of the PSP game albeit you may have to consult a guide for a few puzzles. Achievement hunters may be frustrated because many things are rank dependent and getting the highest rank on many of these stages in my opinion is not worth the time or frustration particularly on high difficulties. Overall 7/10 - Check it out
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Aug. 2025
I didn't finish the game yet but I've had it for awhile. I think it's fun with some caveats. It has a really enticing visual style that reminds me of games like Megaman Legends, with just a skosh more definition to everything. Its origins as a psp game is apparent but I think it still looks quite nice, and scales up well. The animations are stiff in a classically hand animated sort of way but they put a lot of effort into silly visual gags. There are some interesting setting details and a lot of incidental dialogue depending on where you are in the story. Your hub area is very small so it's no big task to go around canvassing monsters (which you often need to do to progress anyways which, eh) and I think I prefer this to a big town of faceless npcs with absolutely nothing interesting to say which is a staple of a lot of Japanese games. The voice acting is what most people might describe as amateurish but I like it a lot. The deliveries are silly and I like the voices they chose for each character. I think it's a very of-the-era dub that will probably upset a lot of people, but I believe a mod exists to trigger the Japanese voice acting. There is also a mod to fix typos and things on archive.org I think. The music is unhinged. None of it is bad but I wouldn't listen to it outside the game, it is also extremely silly. One of the mini game themes is just a farm animal sound board mix. The story is very simplistic but it hits a lot of good narrative beats, and I think it's compelling enough. Characters have some amount of depth and function in the storyline and are just beyond feeling like filler. The gameplay, while fun, is probably the biggest negative for me. You have a lot in your arsenal to succeed, but combat is very clunky, as is exploration. Some of the levels are also the same previous level but placed in reverse and more difficult, which I'm fine with except you are encouraged to grind ranks so it feels like two layer filler. There is a rhythm meter that determines whether what you do is a critical hit, but it drops a bit by the wayside when you have special attacks that do much more damage all at once. I think this could be forgiven if the way rankings worked was re-done. As far as I know to S Rank each level you have to not die, kill every enemy, and loot every jar chest and trash can. You cannot loot a chest if you have 3 of an item that's in it, which is kind of obnoxious as you cannot sell them and you do not really need items for the first 60 percent of the game. You can still "open" it but it's not easy to determine if that fulfills the condition of looting the chest and I don't want to lose 10 minutes on an assumption. You also cannot return to a room after you go out a door which locked me out of a few S ranks. You can save anywhere, including dungeons, but it just kicks you back to the map when you load it so you can't use it to fix screwups. Additionally, there are fish enemies that can be killed but some of the larger ones will wade at the bottom of the water, just overall an annoying enemy for a game where water hurts you unless you swap items. There is a possibility the fish aren't necessary either but I'm not testing that. I think some way to track dungeon progress numerically while you're in it or a larger scale map would help this, but I personally would have just made gold medals a par time or something. Another kind of middling thing for me is the rpg progression. I think on paper it is fine, but the actual effects aren't known until you get them, and there is a point where difficulty ramps up and the more coveted damage and defense increases become very important. I think having some sort of chart in game or even just telling you what the next level does so you don't waste an hour worth of resource acquisition would make this less annoying. You can just look it up, but I don't think that makes it a good decision. I think after you get the cat ears and night cap from grandpa (both have very good effects) and choose to just play the levels normally instead of fretting over medals it would be more enjoyable. Also I hate the minigames. I think the first run is fine, but some of the medals are stuck behind redoing minigames that aren't particularly engaging for vaguely absurd scores. One is dodging lasers by jumping over them but this game does not have great platforming movement, and the camera is angled in a way that makes it difficult to properly measure your jumps. All that said, it's a cute game, the characters are fun, it has a very specific childrens' anime Tim Burton vibe going for it and some of the levels are enjoyable. I'm still going to try to push on through and 100 percent it because games that are like this are rare to come by, but I doubt it's going to fix my issues with the design. I would love to see a sequel that elaborated on this concept.
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June 2025
An incredibly charming game! It reminds me a lot of "Kirby 64." I honestly wish there were more entries in this series. It felt child-like without being childish and reminded me of many things I liked as a kid. I would have ADORED this game when I was younger. The music, sound effects, and tone of the game evoked a nostalgic feeling in me, allowing me to enjoy the game for hours. The main character has so much personality, it makes me wonder why they bothered having us name her at the start. she is spunky and tough and a cute protagonist. I do wish her voice let her emote more, but even in the original Japanese, her voice was oddly monotone. The monsters are of the cute variety, and their simple designs help them be memorable, even if they aren't present outside the central hub. There are some very light side quests that add some fun interactions with the monsters, and talking to them to see what new dialogue has appeared due to progressing the story is a nice way to show progression. the human characters are... fine. They are there to be shops of sorts. the human town acts as a narrative device because the monster world can only be seen by children. As an adult playing this, I find it unnecessary, but for its target audience, it would be seen as immersive, and I'm sure I would have appreciated it more back then. It is lacking in some areas. The combat is ok, it's fun right up until you need to do something complex like a boss fight or challenging mini-games. Then it becomes clunky. The camera can also be somewhat janky, often being too close. A designated lock-on feature could have greatly benefited this game. Also, no way to attack reliably underwater? Although this may not happen often, it is frustrating when it does. Some features are not well-implemented, such as the monster jar and certain hats. there is also a difficulty spike in the bosses. They have way, WAY too much HP, especially compared to the rest of the enemies in the game. Like I expected, there was some challenge, but it felt like it took forever. This (IMO) was intended to encourage more careful play, as the more hits you take, the less damage you do. this would be fine... in a more responsive game. the dodge and hit boxes can be odd, especially during the boss fights, since they are much bigger. and then there is BlackBean... I don't want to talk about blackbean.... but a pox on whoever coded that. in summary, I would highly recommend this game. it is a lovely cup of nostalgia that can be enjoyed on a surface level, but has plenty to give if you choose to dig in. I played through on normal, but there are other very challenging difficulty modes to satiate the challenge hunters out there. A solid 8/10 game that I will remember fondly!
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June 2025
Nice trip to the past. It's missing the manga pages and extras, unfortunately.
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Frequently Asked Questions

Gurumin: A Monstrous Adventure is currently priced at 7.99€ on Steam.

Gurumin: A Monstrous Adventure is currently not on sale. You can purchase it for 7.99€ on Steam.

Gurumin: A Monstrous Adventure received 918 positive votes out of a total of 1,003 achieving a rating of 8.63.
😎

Gurumin: A Monstrous Adventure was developed by Nihon Falcom and Mastiff and published by Mastiff.

Gurumin: A Monstrous Adventure is playable and fully supported on Windows.

Gurumin: A Monstrous Adventure is not playable on MacOS.

Gurumin: A Monstrous Adventure is not playable on Linux.

Gurumin: A Monstrous Adventure is a single-player game.

Gurumin: A Monstrous Adventure does not currently offer any DLC.

Gurumin: A Monstrous Adventure does not support mods via Steam Workshop.

Gurumin: A Monstrous Adventure does not support Steam Remote Play.

Gurumin: A Monstrous Adventure 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 Gurumin: A Monstrous Adventure.

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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 22 April 2026 02:11
SteamSpy data 21 April 2026 13:40
Steam price 29 April 2026 04:43
Steam reviews 28 April 2026 14:05

If you'd like to dive deeper into the details about Gurumin: A Monstrous Adventure, 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 Gurumin: A Monstrous Adventure
  • SteamCharts - Analysis of Gurumin: A Monstrous Adventure concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Gurumin: A Monstrous Adventure compatibility
Gurumin: A Monstrous Adventure
Rating
8.6
918
85
Game modes
Features
Online players
1
Developer
Nihon Falcom, Mastiff
Publisher
Mastiff
Release 30 Mar 2015
Platforms
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