About the Game
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Parting Shade - Face the grueling platforming challenges of the Abandoned Opus, a new Area which lies at the top of the Weeping Cavity.

Tinge of Terror - NG+ Mode added, along with Major modifications to existing Bosses, and an entirely New Boss, Music & Weapons.

Colors of Rot - Explore Childbed, a massive new interconnected Area. As well as 3 New Bosses, New Music, New Abilities, New Weapons Traits and more.

Feedback Patch - New systems added: Armor stats & Respec. Additional Nervepasses & Weapons. Removed Missables, re-balancing and more.
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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.
An unusual material collapses in on itself, the world shudders and contracts, and suddenly you are squeezed into existence.
What awaits you is a world unknown, alien in its own familiarity, and you must survive what terrors you face. Explore your surreal surroundings, absorb the many enemies you encounter, and use their own traits against them as you let yourself become far more than you once were.
GRIME lets you play to your preference, upgrading only those traits you feel most suited to your unique style. You’ll find there is more than one way to break open an enemy as you move through a variety of evocative environments, meet their inhabitants, and discover the source of their madness.
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• Eye-Popping Surrealism - Uncover mysterious secrets in weeping caves and face-covered deserts. Meet otherworldly characters in distinct civilizations across an organic, interconnected world - all rendered in unearthly 3D. Face foes born of the world itself, and swallow them whole.
• Death-Defying Combat - Punish enemies by parrying their attacks, smash them from the ground or even airborne, and absorb them to grow your strength as you wage war on a living world.
• Living Weapons - Seamlessly swap weapons made of living creatures that mutate form during combat, from clawing swords to centipede whips.
• Unique Skill Progression - Hunt down and absorb challenging monsters to improve your skills and bring true customization to your play style.
• Challenge Menacing Bosses -Defeat creatures dozens of times your size. Adapt to their strategies, withstand their assault, and consume them to gain game-changing abilities that affect both combat and traversal.
• New Game Plus - Old foes challenge you in new ways. Surpass your limits and upgrade weapons and traits with infinite progression. Find and fight a formidable secret boss.
• Ever-Evolving Expansions - Return to the depths of GRIME with 3 DLC expansions that mutate the world around you. New abilities, bosses, enemies, and undiscovered truths await you in this writhing, growing, desolate deathscape.
Screenshots
17 images
Version Information
Steam Patch Notes
Official update history
- Fixed a bug related to pullable platforms.
- Fixed a bug related to the platforming challenge in Unformed desert.
- Fixed an issue with Spike Traps sometimes damaging the player when not supposed to.
- Starting a new NG+ cycle will no longer break the game on placing a new map marker.
- The player will no longer stay invincible after defeating the Dreamborn Terror.
-Added missing localization of NPC dialogue in Abandoned Opus.
Just like before, we will keep an eye out for major issues reported to us. As long as nothing significant pops up, this might be it from us for a while.
Join our discord if you want to chat with us and the rest of the community. There's also a dedicated bug report forum there!
https://discord.gg/grime
Thank you all for being here with us. Next time you'll hear news from us will likely be over on GRIME II's Steam page, so make sure you Wishlist -
https://store.steampowered.com/app/2529790/GRIME_II/
Until then. :)
- Various issues with aiming Pull.
- Being unable to bind alternative buttons for Pull, basic attack and special attack.
- Fixed bug preventing players from pulling certain platforms.
- Objects missing from an optional platforming challenge in Unformed desert.
- Issues with platforming challenge in the Worldpillar.
- Fixed a bug in which a consumable item would not be consumed upon use.
- Fixed a bug that caused the game to teleport the player to a ladder if they die on one while having the vasehead trait.
- Added a missing damage volume in Abandoned Opus.
We will keep an eye out and if there are no major issues reported we may simply gather them all over a period of time for another patch, but as long as nothing significant pops up, this may be it from us for a while.
If you wanna chat in the meanwhile you can catch us over at our Discord
https://discord.gg/grime
Thank you all for being here with us. Next time you'll hear news from us will likely be over on GRIME II's Steam page, so make sure you Wishlist -
https://store.steampowered.com/app/2529790/GRIME_II/
Until then. :)
- Leaper Trait bug
- Flower Foe Trait bug
- Some Pullable platforms sometimes not working
Next hotfix should be in the coming days and will address the issue with pull.
- The area after Pale Sky no longer loading.
- Some areas taking much longer to load.
- Spiral Heart Achievement no longer triggering.
- Random areas of the map being hidden again.
+ (This specific bug has been fixed so that it won't happen again for new players. However, those that it already triggered for unfortunately can only uncover their map again by walking over those areas. We are sorry for the inconvenience.)
We are aware of a small visual artifact with some UI elements and will work on a fix soon.
I'll prepare the first update post with info on it if the next 2 weeks or so pass without any new significant bugs reported, confirming we are in the clear for this break.
Quality of Life:
- Added the option to disable the Low Force HUD Indicator in the Settings menu.
- Lightning platforms in Childbed are now slower to burst.
Bugs:
- Fixed an issue casing the player to appear below the Surrogate after game reload. (Most notably at Childbed with Giant of Eyes)
- The player will no longer bounce indefinitely when dying next to a bouncing pad.
- Fixed an issue with some self-pulling objects at the Artisan of Flesh arena.
- Potential fix to bugs that occur from alt+Tabbing the game. Such as the HUD becoming invisible.
-Fixed a rare bug causing the HUD to incorrectly keep fading out.
- Fixed an issue caused when warping or starting a Gauntlet challenge that caused to player to appear in the wrong place.
- Listener encounter should spawn more consistently throughout the game.
- Fixed an issue leaving enemies glowing after they are no longer pullable.
- The Amalgamation now properly removes all applied effects on fight start.
- A certain craver in nerveroot will now correctly respawn after death
- Minor collider tweaks in certain locations.
- Added missing SFX to Vase encounter in Lithic.
Languages:
- corrected some Chinese Traditional and Simplified texts.
- The names of encounters in the Gauntlet menu are now properly localized.
- Clarified hover tutorial text.
I expect there will be need for onlyone more final patch to fix some controller issues, after which we will take a break from patches to focus on the NG+ DLC and making sure the new Switch optimizations that will be included with it won't cause the same issues we had with CoR launch. I'll keep you posted as well as make some update posts on what to expect from the new DLC once we're ready. :)
Quality of Life:
- Regenerating walls destroyable only via sprint will now restore all Force on destruction.
(Force shouldn't be a factor during platforming, which is why Self pullers restore Force during the final areas of the game where platforming is more prominent. The new walls serve a similar function now.)
-Added a keybind to aim pull using the keyboard.
- Added some navigation functionality to menus.
Bugs:
- Fixed an issue blocking players from Warping to the Peak of Creation after defeating Shidra.
- Fixed an issue causing projectiles to hit as soon as they are being launched.
- Mouse cursor should no longer disappear when a controller is plugged in while in the menu.
- Fixed a rare issue causing the Vulture to float mid-air before battle start.
- Fixed an issue blocking the player from entering the Flowerheart arena if the player died before absorbing the Flowerheart.
- Fixed a big letting you dash twice right after self pulling.
Languages:
Simplified Chinese was re-added after accidently being replaced by Traditional. There is now both Simplified AND Traditional Chinese options.
Balancing:
- Grieving Rockgiant leap attack and it's damage has been tweaked to make the fight overall feel better.
- Health and Force scaling weapons dropped down a scaling level
(Since these weapons offer double the benefits due to points counting for more than just increasing a weapon's damage. So the safety they offer should be at the cost of the advantage compared to other weapons that are more focused on raw power.)
We will continue monitoring the forums and Discord for any additional significant bugs, and if all goes well, this will be the final patch to be included in the console mega-patch that will be coming out Mid January. Bringing the game up to date with the PC and taking care of the vast majority of all the bugs that launched with the DLC.
Afterwards, we'll take a longer break from patches as we prepare to make some riskier updates and prepare for the next DLC.
Major bugs:
- Fixed an issue where environments some times do not load.
- Fixed a bug where Shidra's main quest cannot be continued.
Bugs:
- Fixed an issue happening to some players with the Listener.
- The keybinds changes will now save properly when closing the menu.
- Disabled the Discord button until the menu is ready.
- The area above the Amalgamation should now properly open after defeating it.
- Miniboss map markers wont re-appear by engaging via the Prey Gauntlet.
- Shidra wont repeat itself after finishing a quest.
- Fixed Prey Gauntlet loading issues.
- It is now easier to Repel the additional dancer on The Final Performance encounter when it drops from above.
- Improved Shidra's heal sound.
- Fixed Shidra's projectiles bursting from the ground.
- Shapely Fidus arena elevator wont vanish after finishing the match on Prey Gauntlet mode.
- Fixed bugged texts for certain weapons, items or prey.
- Fixed buggy interactions with pullable tooths.
- Removed the delay from the Double Jump sound effect.
Most issues with Pre-DLC saves should now be fixed, including warp issues and the NPC new quest.
In addition all achievements should now be fully functional once more, as well as the majority of annoyances!
In addition - Ambience & soundtrack have now been updated on Steam with the CoR DLC tracks for FREE.
Bug fixes:
- Fixed issues with the Prey Gauntlet.
- Game settings should no longer be reset with each new update.
- Player occasionally getting stuck in a "falling pose" while walking around in certain spots.
- Pullable teeth now correctly block traps in Feaster's Lair.
- Vase NPCs on top of Lithic should now work as intended.
- Fixed an issue causing Flowerheart to take excessive damage.
- Fixed the Flowerhead display graphic.
- Interaction text wont show 'Default' any more.
- Flowerhead Icon fixed.
- Wrong item and prey texts fixed as well as some other typos. Other languages will follow in a later update.
- The mouse cursor should no longer disappear when entering a Surrogate while a controller is connected but is inactive.
- The area above the Amalgamation in Cavity should now properly unlock after defeat the encounter.
- Traders will no longer offer unintended number of item quantities.
- Players who quit the game while dying will now spawn at their last checkpoint when they return.
- Madrock swing sound effect has returned!
- The 'Insufficient Attributes Debuff' will now properly be removed after growing in the Surrogate past the requirements.
- Fixed an issue caused by upgrading certain weapons to maximum rank.
- Corrected some silent areas in Childbed.
- Corrected a visual bug with some bloodmetal mines.
- Colliders updated in Childbed, Weeping Cavity, Gloomnest, Lithic.
- Corrected some frontal walls not disappearing when you get behind them.
Achievements:
- Instruments achievement fix. - Update - Made an oopsie. Next patch will have the fix. Sorry about that. The moment the patch is up a simple loading of the save should unlock the achievement. Next week!
- Zygote achievement fix.
- Added a failsafe to on character kill achievements that should trigger when coming in range with their spawn location. (For example, Yon.
Pre-DLC endgame save bug fixes:
- Peak of Creation added back to old saves.
- Unlock several Surrogates for players who have defeated Shidra before the DLC update to compensate for a related issue.
- Listener quest should now resume. Affected players need to go to the Misbegotten Amalgam arena to correct the issue.
- You will no longer be able to pick up the Strand of the Child when continuing an end-game save.
Balancing:
- Pincer Glaive adjusted: More damage on special per stack but lower stack gain per hit.
- Electric platforms in Childbed should be more forgiving now.
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Please keep posting your issues to our forums. Any additional information such as images, but especially videos, would help us immensely to get these problems solved faster!
We expect to upload another patch by the end of next week which will focus on lower priority bugs as well as some some more complex tweaks, and hopefully with that close the lid on the new DLC bugs so we can focus on the next one.
I hope you've been enjoying the CoR DLC so far!
Unfortunately, the new content brought some significant new bugs with it. This patch is the first one aimed at ironing out those issues as quickly as possible!
Bug fixes:
- Fixed Controller rebinding.
- Fixed bug of not being able to GROW using a controller.
- Pull inconsistencies with certain bosses have been fixed.
- Significantly reduced the cost of Piercer trait to a more appropriate level post DLC.
- Added an absorbable part to Walker so you could get their Trait.
- Added a respawning Walker to Childbed.
- Buffed Maker Lightning damage on Spinesword & Spineaxe.
- Fixed some Camera volumes to better aid in guiding platforming challenges.
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We will keep patching the game with mainly bug fixes over the course of this coming week, including the numerous issues with the Prey Gauntlet.
I'm sorry for these issues, we'll do what ever we can to make sure you won't have to wait long for a fix.
Please keep posting your issues to our forums. Any additional information such as images, but especially videos, would help us immensely to get these problem solved faster!
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Once we feel like the game is in a good technical state once more, I'll start preparing some updates to the next DLC in the works (NG+) and how different it is from other games.
In addition, and the main reason why you will notice the massive download size for this update, is that we have improved texture compression to reduce RAM consumption.
This is a minor patch aimed mostly at bug fixing, polish, and most importantly - improving ladder controls with the joystick.
Major Bugs:
- Fixed endless loadings occurring to some players.
- Fixes Stuttering for some players. AMD players experiencing stuttering should download the latest AMD update (21.10.4).
Improvements & Clarity:
- Ladder controls with a joystick improved to work more as expected.
- This patch should give some players a performance improvement.
- Unformed Blob enemy types now have Protected (Grey) HP, to more clearly indicate they can not be absorbed. Similarly to red spiked Crawlers.
- Armor Visual Slot graphic changed, hopefully to serve as a clearer indication.
- Opening the inventory window will show the item info panel first, instead of the character model preview.
Minor Bugs:
- Weapon switch input tooltip next to the consumables tab will now show the correct input key.
- Fixed a bug causing the grow menu's attributes reset counter to start when not intended.
- Fixed a bug blocking the player from reaching the center of the arena at the end of The Final Performance encounter.
- Weapon power is now correctly updated when equipping/unequipping armor.
- Added Discord button in the main menu.
Our Discord community (https://discord.gg/GRIME) members help us out with testing these patches before they go live!
Nothing new to announce just yet as we are still working on some big things! But in the meanwhile, we will continue to monitor the game and the forums for any issues that may require a quick patch/hotfix.
This is a MASSIVE patch adding some highly requested features such as stats and modifiers on Outfits, adding further customization of your playstyle.
You can now also reliably heal during the later boss fights using either the reworked "Piercer" trait or the reworked "Lurker" trait.
In addition, this patch brings with it some highly requested quality of life changes such as; being able to use Mass and Crimson Ichors consumables from Inventory! (whoooo) As well as better sorting for the inventory (Sets will now be placed next to each other rather than in order of pick up).
Gameplay:
- Outfits now grant attribute modifiers and, upon equipping a complete set, grant additional unique modifiers, usually to an existing trait.
* The first 10 levels of stats have been slightly nerfed (by 0.5) to compensate for the newly added armor stats letting players get that much closer to OP numbers.
- Each equipment slot has a smaller slot which you can equip with a chosen outfit, changing its visual by keeping the stats granted equipped in the main, larger slot.
1. Visual only slot
2. Main slot
3. Modified Attributes
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- Reworked traits:
* Piercer - Pulling an enemy now draws some Breath in addition to dealing Absorb damage on vulnerable Health Bars. Ranks lowered to 3 from 4 and each rank increase the Breath gained and damage dealt to protected Health Bars.
* Lurker - After repelling an attack you gain a life-steal buff on your attacks for a short duration, in addition to healing for a max health percentage from Absorbs.
{STEAM_CLAN_IMAGE}/35510198/b94a51c2053872a1c0beebde205c592c55094ac3.gif
- Added automatic inventory sorting.
- Can now use Certain consumables (Mass and Crimson Ichor) from the inventory screen.
- Added a Mass display text in the inventory.
- Slightly accelerated the camera when looking up or down.
- Slightly buffed player Force regen.
Major Bugs:
- Fixed an issue that might be causing infinite loading screens.
- Fixed an issue letting sometimes the player run into/through walls.
- Added a safety net below The Final Performance elevator in case the ground forgets its job.
Minor Bugs:
- Rebinding the Inventory hotkey now works properly.
- Post Process settings now properly affect the Absorb effects as well.
- The Gardeneye now plays a sound when casting the beam.
- Smoothed the transition from attacking to running animations.
- Fixed a bug that was causing the player to get stuck when reflecting projectiles.
- Fixed a specific spot in Cavity that sometimes caused the player to get stuck.
- Fixed a Lithic crumbling platform artifact.
- Extended some colliders in Lair to properly cover some walls.
- Corrected a few ladder and trap colliders in Carven Palace.
- Moved a lever in Carven Palace up as it was too far down into the floor.
- Fixed an issue causing the player character to get stuck on a ladder in Feaster's Lair.
- Corrected a missing collider near Worldpillar.
- Added a missing ambient track to Garden.
- Added missing sounds to rockheads near Feaster's Lair.
- Rockgiant will now properly flash red when falling after being absorbed, as the fall is unparriable.
- Centipede Whip special attack won't hit as high upwards as before.
- Fixed an issue with the Kin's text location and localization.
- Fixed a small bug causing price text in vendors to appear in the wrong color.
- Dying while climbing will no longer drop the player through the world.
- Camera look height will now properly reset on opening a menu mid-action.
- Nervepasses can be interacted again straight after leaving them.
- Fixed an issue causing enemies movement to sometimes bug on passthrough ground.
- Fixed an issue bugging movement on ladders when using a controller.
- Added a failsafe to achievements related to absorbing enemies.
- Spear special air attacks will no longer bounce the player when used on walls.
- Improved movement caused by weapon attack on sloped grounds.
- Added an option to rebind the Scroll Up/Down functions when interacting with an NPC dialog.
- Upgrade and Trade windows controller legend is now properly localized.
Plans for the future:
- This is our final major patch before beginning work on a more substantial story content for you to look out for, so please be patient!
- As for NG - we decided to make it something more fleshed out and interesting than just a straightforward linear artificial ramping up of the game's difficulty (increasing enemy damage/HP per NG). As a result, we are pushing it further back. I'll keep you informed when there is more to share!
- Notable technical issues we have not forgotten about hope to address in the next major/MASSIVE patch:
* Allow rebinding of all mouse keys (including gaming mice). For now, though, you may be able to rebind using a program called - X-Mouse.
* Stuttering/FPS issues some players have been experiencing. There is a thread on the topic in the forums that may offer some potential solutions, but for the rest, we will try a more significant change that should hopefully fix the issue.
As always, a huge thanks to our Discord members (https://discord.gg/GRIME) for their help in testing the patches before they go live!
The Credits have been updated with new community contributors.
Yarden Weissbrot, GRIME Director
Current Release
Build 13489292
Uploaded Apr 04, 2026
System Requirements
How to Install
GRIME.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
5.7 GB
13489292
FDAAD51B
f2abddd6ee5d35d1bf738f47caf346ba873b3c3b2f34080423052981035f55a6
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View AllDownload GRIME for PC with a direct link or via torrent. Get the full version of GRIME for free. GRIME is a Action released by Clover Bite.