
Разработчик: Clover Bite
Описание

Необыкновенная материя саморазрушается, пока содрогается и сжимается мир — он крепко вас стискивает и выплевывает на неизведанный берег жизни.
Вы не знаете, что он скрывает, такой чужой в своей узнаваемости, и все же вам придется бороться за выживание в царящем вокруг ужасе. Исследуйте сюрреалистичную атмосферу, поглотите как можно больше врагов на пути и оберните их умения против них самих, чтобы превзойти все свои предыдущие формы.
В GRIME вы можете играть по-своему и улучшать умения, которые больше всего вам подходят. Вы обнаружите, что к врагам можно подобрать разный подход, пройдете по сонму разнообразных ландшафтов, повстречаете их обитателей и отыщете причину их безумия.

• Умопомрачительный сюрреализм - Раскройте непостижимые тайны плачущих пещер и покрытых лицами пустынь. Повстречайтесь с потусторонними персонажами самобытных цивилизаций в органичном, взаимосвязанном мире — и все это в неземном 3D. Сражайтесь с врагами, порожденными самим этим миром, и впитывайте их целиком.

• Бескомпромиссные бои - Наказывайте врагов, парируя их атаки, сокрушайте их на земле и в воздухе и поглощайте, чтобы обрести еще большую силу в войне против живого мира.

• Живое оружие - На ходу меняйте оружие из живых существ — от когтистых мечей до плетей-многоножек. Его форма будет мутировать во время боя.

• Уникальное развитие навыков - Выслеживайте и поглощайте сильных монстров, чтобы улучшить свои навыки и по-настоящему адаптировать персонажа под свой стиль игры.

• Грозные боссы - Сражайтесь с существами, которые в разы крупнее вас. Приспосабливайтесь к их стратегии, сдерживайте натиск и поглощайте, чтобы обрести меняющие игру способности — они будут влиять и на бой, и на перемещение.

• Бесконечно эволюционирующее дополнение - Возвращайтесь в глубины GRIME благодаря трем DLC, изменяющим мир вокруг вас. Новые способности, боссы, враги и открытия ждут вас в этом искореженном, растущем и пустынном мире смерти.
Поддерживаемые языки: english, french, italian, german, spanish - spain, japanese, simplified chinese, korean, portuguese - brazil, russian, hebrew
Системные требования
Windows
- ОС: Windows 10
- Процессор: 3rd Gen i5/1nd Gen Ryzen
- Оперативная память: 4 GB ОЗУ
- Видеокарта: GeForce 7 Series/Radeon R7 Series
- Место на диске: 5 GB
- Дополнительно: SSD Recommended
- ОС: Windows 10
- Процессор: 7th Gen i5/3rd Gen Ryzen (or better)
- Оперативная память: 8 GB ОЗУ
- Видеокарта: GeForce 10 Series/Radeon RX400 Series (or better)
- Место на диске: 5 MB
- Дополнительно: SSD Recommended
Mac
- Процессор: M1 or newer
- Оперативная память: 4 GB ОЗУ
Отзывы пользователей
I hope whoever came up with NG+ gets glassed by a pack of rabid kangaroos.
Very sad game otherwise.
excellent metroidvania game
“Am I the bad guy?”
-Grimes
[hr][/hr]
With many, MANY games of this genre coming out these years Grime carves (heh) itself a sport among the best known titles using its “chiseled from stone” looks and parry-centric gameplay.
Story
In a strange world where life isn’t made equal and is breath into stone you take control of a mysterious and silent blackhole-headed entity with a quest that’ll become clearer as you progress meeting characters that become better and better versed about how this whole strange world works.
Gameplay
Explore, get blocked by the environment, explore some more, find an upgrade that expands your movement repertoire, explore some more with new moves.
Combat is slow, weapons have a little combo string to do damage but the star here lays in the parry mechanic.
More generous than in other games, parrying both damages an enemy and opens them up for more damage.
Also parrying instantly defeats some enemies, and on most it also unlock special abilities if you use it as a finishing blow.
Improvement is donr through the aforementioned parry-absorb, minibosses dropping “hunt points” to activate these abilities, and the classic use of experience at rest sites to level up different stats.
X-Factor
The metroidvania genre you know and hopefully love since you’re not on this steam page by mistake, now wrapped in stonelikeahestetic, and lots of content.
Downsides
Weapon balance is broken, with fast striking weapons dealing more overall damage than heavier ones mean that combined with having more windows to attack with the former will make the latter comparatively useless.
Animations are often stiff and janky; this wouldn’t normally mean much but they are crucial to engage with the core parry mechanic.
Exploration isn’t exactly rewarding, a lot of places have dead ends in their branching paths, an experience reward that often amounts to less of what you get from the enemies just before it, or a single piece of an armor set where you need all 3 before even activating its effects.
Even worse is the fact that these dead ends don’t reward with unique vistas or give you a feeling for the world or that you’re mapping it out, instead it’s often a corridor ending in a flat wall with nothing going on in the background.
The game actively discourages experimentation as stats, weapon upgrades, and abilities cannot be switched around and there0s a limited annount of upgrade materials each game.
There’s one way to respect stats but the items needed are so rare you’ll be able to do it just once in the game and only if you’re really thorough with your exploration.
[hr][/hr]
Still a competently made metroidvania with some fun slower-paced combat that asks you to really figure out what the enemies are doing and how to best respond to their attacks, unique looks and lots of content is what makes me give this a thumbs up even at 20$.
Genuinely one of the best games I have ever played. The atmosphere is amazing. The OST is amazing, The combat is amazing. The world design and traversal is amazing. Platforming puzzles can be a bit challenging but they feel wonderful to complete. If you are on the fence about picking this game up I highly recommend you give it a try.
If you can stomach a bit of a slower pace in a metroidvania, and a stamina system that makes it so that sometimes the correct action to take is none at all whilst you wait for regen, I think it's really special.
Combat is weighty and rewarding when properly balancing your stamina, positioning and what attacks to parry and dodge. Parrying things with your head is as cool as it is gratifying, pulling limbs off of bosses and swallowing smaller enemies wholesale in your ever-gaping maw.
Exploration is a treat with the art direction on display and I very much enjoyed the vibe of the world, though tile-sets can be a bit samey and so keeping your bearing is sometimes not the easiest. Doesn't crop up too often, but it's there.
Similarly, the path to progression can be a little obtuse. But we have guides for that.
Ok I don't like giving bad reviews especially to passion projects, but even an hour within this game I can already tell the vibes are just "anti quality of life".
Stamina bar is tiny and regens so damn slow, after the first boss i just started dumping into the stamina stat and it still felt miserable. Jumping and movement in general feels like the worst kind of snappy, like you just teleport into a ledge grab and the animations feel so rigid (and not like in an aesthetic way, the animations just feel clunky). To use items you have to assign them to the d-pad menu and cant just use from the pause screen. Im also gonna guess sprinting is an unlocked skill later on that will likely cost more stamina than its worth.
The cutesy little hidden area gimmick gets old fast since you just have to walk into every wall you see, and the hidden rooms don't even have the decency to stay revealed once you leave. Im ok with hidden areas but when half the tutorial is so dense with them that you accidentally find them because you held right a bit longer than normal is a tad much. I won't hold this against the game since maybe it calms down past the early game but jeez.
My last straw was in the area after the first boss, theres this drop down to encounter a "nervepass" (apparently the fast travel system) and idk if i was meant to find an earlier one but interacting with it had zero options (just "close menu"). Cool, whatever, except the room was apparently one way. After a few minutes of fumbling around i decided to look it up and sure enough the top results are just use the darksign button or the homeword bone item.
I also encountered a few bugs, including one where my body was physically logged into an enemy ragdoll (had to darksign). Oh and BTW the rag dolls have collision for some fucking reason I guess you get "mass" from breaking them but just. why??? you can have breakable corpses without needing them to physically restrict movement until hit,...
Your healing is also fully restricted to the parry mechanic, which im neutral on. I feel like in any other game that would be a fun core mechanic, but when you have the stamina of the average 200X horror game protag its really, really annoying. At least parrying feels forgiving enough. Another cool mechanic is the hunt gimmick but since I tapped out pretty early i feel like i shouldnt comment on it, unless something changes it feels mostly slapped on to further encourage parrying enemies in an unnatural way.
One positive is that death (seems to be) less punishing, since all you lose is a percentage increase you get by just parrying people, and even outside of the first area I was able to max it out with little issue and (so far) it only increases "mass" gain. So death doesnt punish your currency but the rate of your currency gain, which is neat and I kinda dig it.... wish it was in a more fun game.
TL'DR
great graphic and world design, gameplay feels slower than fat-rolling in dark souls 1, I got pseudo soft locked twice and had to darksign both times, if the game had the stamina regen delay shortened and a tad faster animations id be fine with it. I cannot recommend unless your favorite souls-like of all time is demon souls.
Fun game with good atmosphere but gets old quick.
Exploration is overly tedious because of this certain fog of war system and you must travel far to find each map crystal. Makes entering a new area less of a good thing. Cant fast travel between save points. nervepass locations (fast travel) are few and far between.
weapons require specific stats to use. So if you dont build your stats right you cant use half of them. re-spec requires tough to find objects.
combat can be a bit clunky at times. Also your often wondering "why did i take damage there? ... I like occasional souls games but some of the bosses require ALOT of tries and farming for upgrades .
fun game but progression is too slow.
+Interesting and hard combat
+Not overly punishing level design
+Interesting movement
-A little slow
8/10 for now as i am not yet finished
Really great Metroidvania game, awesome gameplay with a slight sluggish movement. Upgrade system and stats system. very good game would recommend to other players to play if they enjoy platformers, boss fights, and map exploration.
eat rock yummy
i like it
Very good and underrated
awful game for two reasons:
1. often randomly disconnects from controller, requires game restart to fix
2. I spend more time waiting for my stamina bar to regenerate than I spend attacking
nice
Loved this game! Once you get over the mechanical learning curve, it really is a solid metroidvania with some good puzzles and a really nice boss soundtrack.
A breath of fresh air.
Underrated
8.5/10
I would put this game in the same position as Blasphemous I.
Wouldn't recommend it in its initial state; after many patches and 4 (free!!) expansions it is just a great game!
A must play if you like metroidvania genre
100% the game at least 3 times, not counting the NG+ mode. I liked it
i mclove it 10/10
If there was one word to describe this game, it would be 'frustrating', but not in a challenging, difficulty kind of way, in an annoying kind of way. I did enjoy a lot of the game and sunk around 27 hours into it, but I just really can't bring myself to recommend it to others.
Firstly the positives. I loved the boss fights. They're the best part of the game (once you get past the comments below). They all felt unique and were a nice challenge to overcome, each having their own mechanics to learn and master and made great use of the game's abilities. I loved the music, especially during the boss fights. It added to the epic feel that it was really life or death. I also loved the atmosphere of the game. It was visually cool and I thought the dark and bleak world was great. Finally I did like the 'upgrades' you unlocked in the game, from the talents, to the weapon upgrades, to the 'hunt point' upgrades. Felt like there was a nice progression curve.
Now, let's talk about that frustration...
My main negative is the fact that everything seems to take forever, and I assume that's what the devs were going for, but it really wasn't fun for me. You need to have some serious patience to complete this game.
The force bar (energy bar) - I think this is worst part of the game for me. It's a little frustrating how much everything revolves around the force bar. Everything has a force cost - jumping, dashing, attacking... everything except moving side-to-side - and it really makes the game slow to play. You're constantly waiting for your force bar to recover. Not only that, but it doesn't even START to recover until you've stopped performing any resource-consuming actions for 1 second, which may not seem like a lot, but during combat you really feel it. You pretty much have to stop doing anything except moving side-to-side in order for to recover force, as any action pauses the recovery and you need to wait the 1 second again for it to start regenerating again.
It also takes time to refill the bar to full, so that drags out the time even more. You attack a few times - better wait 5 seconds as your force bar is now empty so you can't do anything. What's that - you dashed a few times to dodge some essential mechanics - better wait 5 seconds as your force bar is now empty so you can't do anything. Combat feels sluggish and slow because of this. Your force is used as soon as you press the attack button too, so then if you need to interrupt your attack to dash, your force is still lost, and sometimes because of the attack, you can't even dash because you have no force left. Very frustrating. The majority of the game's general combat complexity is based around resource management, and that just wasn't fun to me.
The game has several items. They're cool and interesting to use, however not only is there not really enough of them, but some of them also take an eternity to use. You're in a pinch and want to use an item to recover force or health - well that takes about 2 seconds to use, so better just stand there vulnerable, doing nothing.
The game's limited heal is also a little annoying. It costs another resource, the breath bar, to use. The only way to get breath is to use a very niche and well-timed ability on an enemy - so it's very risky with the more challenging enemies, leading to a lot of frustrating deaths. It also takes what feels like an age to actually heal. You can choose between a minor, slow, heal-over-time or stand there for 2 seconds channelling a big heal. Just needless frustration when you're in a pinch and low on health.
The 'respawn' points are few and far between in some areas. It gets annoying, fast. You're low on health and no way to heal because you are out of breath - better be careful - ah you just came across a new enemy or trap and it one-shot you - now you have to spend 5-10 minutes running back to where you died because you respawn so far away. Not fun. Some areas of the game have challenging enemies or mini bosses, which is great, but dying and having to spend longer running back to where you died than the combat length multiple times is really infuriating.
Unlike most metroidvanias, you don't simply unlock the map as you explore, instead you have to reach "beacons", which THEN allows you to unlock the maps as you explore. This would be fine if they were right at the start of an area, but often they are not, and are either half-way through or near the end of an area, making navigating the world long-winded and very frustrating. There's also a bit of misdirection on where to go. You'll have an objective set on your map, but to get there you actually may need to backtrack to another part of the world and pick up a new ability, which can get very confusing when there's no kind of quest log/dialogue box. There's definitely some aimless wandering around.
Finally to briefly mention performance - most of the time it was perfect, but there were times where I suddenly dropped to about 10-15 FPS for no reason and it made the game near unplayable. There was no reason for it either - sometimes it would go after a few seconds, sometimes tabbing out and in fixed it, sometimes I had to restart the game to fix it. More time used. Frustrating.
So that's my opinions. I know loads of people enjoyed this game, which is great, but to me it was great, but *just* frustrating enough that I really can't recommend it.
The game is awesome 😎
I adore this game. The world building, the story, the art direction and the designs all absolutely sing. For a game called Grime it really shines and stands out from the rest. Gotta love that the devs obviously poured a lot of love into it, with multiple updates over the game's life and free expansions.
It could lean a little too hard into the Soulslike aspects for my tastes at times, but the art direction and story kept me going. As others mentioned, runbacks could be frustrating and more than a few platforming puzzles annoyed me with 'you died because you couldn't see ahead of you' shenanigans. Thankfully, the only thing affected by death is your damage / currency multiplier, so the progress was the only real setback.
The game runs incredible on the Steam Deck but put this on the biggest screen you can. Some of the set pieces are really awe inspiring.
Can't wait for the sequel.
This game is brilliant. The action, the story, the metroidvanius of it; chef's kiss. And the art; just beautiful.
Great Metroidvania! Some of the strangest art style I've encountered in a video game.
Voltei pra re-jogar depois de alguns anos, zerei de novo e saí satisfeito mais uma vez. É um jogo bem gordinho de conteúdo, cheio de chefes maneiros, tem um visual INCRÍVEL e uma direção de arte impecável. As músicas orquestradas dão uma última salpicada de gostosura pra completar o pacote.
O gameplay é bem sólido, o combate tem peso e a barra de stamina te faz ser mais consciente de como você se movimenta e ataca, trazendo um elemento de estratégia que não te deixa só esmagar os botões. Os chefes são o ponto mais alto pra mim, pois são verdadeiras coreografias (até literalmente) em que você dança de um lado pro outro, desvia, dá parry, ataca nas aberturas... gostoso demais.
A exploração dele é bem interessante, apesar de que senti falta de alguma coisa pra marcar as porcentagens. Mas isso é nitpick meu, que sou maluco de querer achar tudo nos jogos.
As partes de plataforma são bem agridoces pra mim, porque eu gosto da movimentação mas eu sinto que algumas mecânicas são um pouco imprecisas demais (em especial a que usa o analógico direito) pra precisão que é cobrada delas. E muitas vezes eu sinto que o jogo perde alguns inputs direcionais e de botões para redirecionar alguns pulos e dashes. Mas tá bom, no fim do dia é bem satisfatório completar essas partes.
E a lore? Ou, não sei. Não tenho certeza. Mas tem algumas pequenas histórias durante o jogo que são divertidas e tristes de se acompanhar, personagens interessantes e recorrentes, diálogos crípticos e bastante flavor pra experiência toda. Muitas localizações mudam depois que você passa por elas também, o que te dá a sensação de que as suas ações tem consequências sérias no mundo. Além dos personagens que são afetados que aparecem em áreas novas e tem diálogos relacionados ao que aconteceu. Mas fica o aviso: não é uma história muito linear nem muito clara.
Gosto *muito* de Grime, é um dos meus search action favoritos. Envelheceu bem e é uma delícia de jogar.
Nota naval: C9
I love a good metroidvania for combat and exploration but to think the platforming challenges may be harder than any of the bosses here is kinda cool.
Pretentious, unengaging, boring and forgettable game.
Great artstyle, stunning music, thrilling combat, and challenging platforming. The story is interesting, but hard to put back together, like a jigsaw puzzle made entirely out of square pieces, since you get lore snippets that are entirely out of order. Except for the coda. The coda are pretty straight up with you about whats going on, your role, their role, and if thats all you know then you know enough.
Excellent take on the souls like metroidvania genre it has great gameplay the parkour is fun and it has a ton of personality a must buy for any souls fan or platformer enjoyer
Goes hard AF. The lore is incomprehensible to me though.
This is by far my favorite souls like/metroidvania lite game! The combat is fun and challenging and trying to find all the different armor and weapons keeps me searching through all the different sections. The boss fights are my favorite part of the game. Thankfully, getting back to the boss fights after dying doesn't take forever. You also don't start back from the very beginning if you die. You spawn back at the most recent beacon, just like any other souls like game. Definitely give this game a try. The demo is free to try and see if you like it!
good
it is very well made and fun
Mechanically a solid metroidvania/soulslike. A very otherworldly atmosphere and interesting world building around living rocks. Well designed backgrounds and unique looks. A lot of weapons and skills you can gain by killing enemies.
Combat is a bit slow but works fairly well, incorporating dodging and parrying/blocking.
What killed it for me is the level design. Confusing layouts, a lot of hidden passages, no clear indication of where to go and unlocking map fragments often happens AFTER you traversed the area, when it should be happening before.
After spending a third of the playtime running around, trying to find the small passage I missed in order to continue, I gave up. New abilities gained from bosses can unlock new areas, but without clear indication of where to go and feeling like you need to traverse the whole world to check back previous places you've visited to see if you can now pass them it becomes a drag.
I have not had such navigation issues with Hollow Kn ight, for example.
weird and JANKY. Worth it on sale. 7 out of 10
good metroidvania game, not better than hollow knight though
I like rock
Though the game is flawed in several points, it mirrors amusingly the setting of inherently doomed broken world, and though at times it could be pretty frustrating and annoying, the game's too fascinating for it to overweigh the positive sides: mostly smooth and rewarding exploration with reasonable backtracking, interesting bosses, several challenging platforming sections, many varied, substantially different and, though not equally practical and effective, overall usable weapons, and not least important for me personally it doesn't demand quick reflexes of the player and relies more on clearly telegraphed patterns and rhythmic flow.
Pretty fun game.
There is a few frustrating moments, especially related to platforming, but the plaforming is extremely smart and well thought out. I was pleasantly surprised by the sheer amount of creativity that the game offers.
The combat and bosses are a very nice piece. They are fun, especially when you get the hang of the parry.
Challenging game, but works out fine if you learn the patterns. Pretty good exploration, very large map. Not that long, but I had a good time with it. Played thru it a couple years ago and went back to it and it's still good.
The game is already one of my favorite metroidvania/soulslikes ive ever played the game clearly has the level of polish of hollow knight elden ring sekiro and nine sols all in one with great story telling and great game-play grime is a really phenomenal game
Good game
I love metroidvania type games, and own at least a dozen of them. I like that Grime does not try to make up new mechanics, but instead uses existing ones creatively. This game gets high scores for its depressing and gloomy but somehow still vibrant art and alien setting. Unfortunatly, in most other areas it falls lower than average.
1. I can only assume that it is a dev choice to have 'Hollow Knight' style maps that you have to locate. Ok, fine, but HK had easily located maps, with a sound cue that pointed you to it from several screens away no matter where you were. Grime doesnt do that, and instead you might get a hint 1-1.5 screens away in only specific directions. This makes much of the game stumbling around unmapped areas, and even when you do find a map, secret areas you have found arent shown, giving you only about 80% of an idea where youve been.
2. Controls: Again I use HK as an example, because the controls are so tight in that game you cant blame anything except your hands for errors. Grime tries that approach, with MANY optional collectibles gated behind hair-fine instant kill effect puzzles. However, the controls are rather sloppy, such that doing the exact same thing at the exact same time rarely gets you the exact same result.
3. Hazards: As mentioned above, there are half a dozen things that instantly kill you or destroy your body and send you back to the last 'solid' ground you stood on. Spikes, electricity, crushing hazards, etc. The problem is, when combined with the sloppy controls, these become very frustrating to navigate. There are several late-game spots where you have to have chained 5+ perfect inputs to get to the next 'solid ground', which doesnt include platforms that you can safely stand on as long as you wish. Most of my gameplay time was trying to get the last collectibles in the game from these spots.
TL;DR: Fun game for about 70%, but level design and controls drag down the quality. 6.5 out of 10.
Really good game! Platforming sections was an absolute blast for me, the movements was very interesting when combined together, and I like that sometime you even need to use the enemy to get to some items. It can be janky at times though, like spawning you inside a wall, softlocking you, or you would very rarely being forced respond despite barely falling off the ledge, or the game would constantly spawn you with your hitbox inside spiky terrains. But I find these very hilarious, so they didn't get on my nerve. In term of combat difficulty, I would say it is around medium to hard difficulty. I died a lot in the game, but find that it is mostly because I was just an idiot, not because the enemies was particularly hard. At least for the first play through, some of the bosses feel a slight bit on the easy side, but I might have been a bit over-leveled. Story-wise, I couldn't understand any of it, but I really like the atmosphere, and can tell that there were a lot of efforts put into the environment, just wish I know what the lore implication of them is. Overall, very good game, should play if you are a big fan of metroidvania, and want to do some awesome platforming as well.
ASDFGHJ
This is a great game.
It is a good game. Wish the ending was longer though.
Wanted to like it.
Way too janky for the amount of precision it demands.
Art is gorgeous though, unfortunately it did little to compensate how frustrating just everything else about this game plays out.
Дополнительная информация
Разработчик | Clover Bite |
Платформы | Windows, Mac |
Ограничение возраста | Нет |
Дата релиза | 25.04.2025 |
Metacritic | 81 |
Отзывы пользователей | 90% положительных (1959) |