Screenshots & trailers
Review sentiment over time
Weekly positive-review rate (green) and review volume (bars). Dashed lines mark significant patches; the amber line is the start of the current scoring window. Hover the dots to see what drove a dip or a jump.
How this score was computed
The VGC Score is a weighted blend on a press-comparable 0-100 quality scale. Steam approval rates are first calibrated (95% positive on Steam ≈ 89.5 quality, since Steam approval skews high). Press and tracked creator reviews each count ~2x a player review and share one cap against player evidence (creator buy/skip calls pool into an approval rate, calibrated like Steam approval); all-time sentiment is capped and halved (it's context, not verdict); reviews of the current build carry the most weight when a fresh patch anchors the window; and a 'typical game' prior keeps small samples from pegging the scale. Because press reviews and Metacritic user aggregates describe the launch build, their weight decays as the game ages (3-year half-life after a 1-year grace). That's how a game that launched rough can outgrow its old reception once updates win players over. Reviews under 2h playtime (the refund window), non-Steam activations, and free copies are downweighted.
| Component | Positive | Quality (0-100) | Weight (pseudo-reviews) |
|---|---|---|---|
| Press reviews (OpenCritic) | – | 82 | 70 |
| All-time Steam reviews | 87% | 81 | 995 |
| Metacritic user ratings | – | – | 0 |
| Post-patch Steam reviews (trust-weighted) | 88% | 82 | 620 |
| Calibration prior (typical game) | – | 72 | 50 |
Scoring window: since the last significant patch (May 1, 2026) · 300 reviews sampled · 620 total reviews in window · weighted 244.2 up / 33 down · computed 2h ago · full methodology →
Press & Creators reviews (35)
Individual verdicts from outlets we track: scored reviews first, most trusted outlets first among them. The small badge is each outlet's trust score: how well its scoring history aligns with players.
- 75
- 100
“Clover Bite takes us back to a surreal world steeped in art, offering a challenging and demanding experience that surpasses its predecessor. Grime II is a demanding, ambitious game with a very clear identity. It doesn’t seek to please everyone, nor does it prioritize accessibility. The world is complex and cryptic, but once I connected with its concept, it instantly became one of the most interesting Metroidvanias of the year so far.”
read full review ↗ - 70
“When it got within reach, I thwomped it with a tooth-lined maul that literally chews on opponents, a ravenous instrument fit for its insatiable wielder. Surprise: The slam caused the ground below to cave in, so down White went, plummeting into a hidden chamber. What a climax.”
read full review ↗ - 85
“Although a bit too linear and safe for my taste, “Grime II” still delivers what Clover Bit does bet: fantastic boss fights, good combat and striking visuals, by far the most “unique” looking metroidvania of 2026 so far.”
read full review ↗ - 90
“I spent a long time thinking about how best to close this review, not so much about what to say, but about how to say it honestly. Because writing about GRIME II is not simply a matter of summarising what has been played; it is an attempt to give shape to something deeper: what was felt, what was experienced, what, quietly –has stayed with me. And that is never simple. Some works can be neatly summarised. Others can be analysed with clarity. And then there are those rarer cases that, while allowing both, still resist any attempt to be contained within a fixed definition. For me, GRIME II belongs firmly to that latter category. And so, after searching for more elaborate, more carefully constructed, more “correct” words, only one remains, simple, instinctive, and entirely genuine: thank you. Because GRIME II is, above all, a work that knows exactly where it comes from. It understands what the first installment was, what it achieved, and where its limits lay. But, most importantly, it knows what it wanted to become. And for that reason, it never tries to be anything other than itself. It does not chase trends, it does not force a reinvention, it does not betray its own identity. It simply evolves. It builds on the strong, unmistakable foundation laid by the first game and expands it with a more considered, more ambitious, more clearly defined vision. And it does so by finding a precise centre, a clear identity: art. Not as decoration. Not as atmosphere alone. But as substance. As the thread that binds everything together. As the principle that runs through every system, every environment, every idea, and ultimately every moment of the experience. That coherence is what makes GRIME II so immediately recognisable. Of course, it is not a perfect game. Some of the rough edges, rigidities, and imperfections already visible in the first entry return here as well. At times the pacing stumbles; at others, certain limitations become difficult to ignore. But, honestly, that is not what lingers. What remains is something else. It is the feeling of standing before a living work. The impression of something carefully shaped, deeply intentional, and fully felt. The kind of experience that, even through its flaws, still manages to leave a mark. Because GRIME II does not stand out for perfection. It stands out for identity. For coherence. For the way it remains entirely, uncompromisingly itself. And so, in the end, the feeling is clear. GRIME II is exactly what I personally wanted from this sequel. A work that grows without losing itself, that changes without distorting itself, that improves without forgetting what it is. An imperfect experience, at times rough, but profoundly sincere. And for that reason, difficult, perhaps impossible, to forget.”
read full review ↗ - 86
“Grime II revamps the thematic, conceptual, and narrative foundations of the first game in grand style, infusing that world with a fresh dose of flair and thematic charm, while still brimming with expressive potential. From a gameplay perspective as well, the game introduces a whole host of new mechanics that shake up the gameplay landscape, making it infinitely more intriguing, dynamic, and full of possibilities than before. Unfortunately, however, Clover Bite has stumbled upon some development hiccups: in addition to a certain underlying clunkiness and graphics that aren’t exceptional”
read full review ↗ - 90
“Grime II does what a sequel should do: expand upon the first but not lose sight of its intended vision, which is to deliver a more weird-as-heck-but-memorable search action title that'll absorb you for hours on end. This title strikes a perfect balance between customization freedom, exploration, and challenge levels, combining in harmony like a visually stark Picasso-esque expression.”
read full review ↗ - 84
“GRIME 2 is a strange, demanding, and deeply atmospheric action adventure that rewards patience with satisfying combat, memorable boss fights, and a world full of secrets worth uncovering. Its weaker story, chaotic readability, uneven difficulty, and occasional reliance on parrying hold it back, but once it clicks, it becomes the kind of imperfect game that stays with you far longer than many safer titles.”
read full review ↗ - 81
“Grime II is a solid Metroidvania that excels where it counts, the exploration, although there are a few nagging issues with some of its combat. It certainly is not without challenge, so those looking for an easy time might want to search elsewhere.”
read full review ↗ - 80
“GRIME II is a Metroidvania that knows what it's doing and, all things considered, delivers a very well-rounded and complete experience to the player. I really enjoyed what I saw and, save for one or two occasional slip-ups, felt the overall experience was very positive.”
read full review ↗ - 75
“Grime 2 is a solid metroidvania with a vast exploration component and highly customizable action gameplay.”
read full review ↗ - 94
“Grime 2 is a confident and ambitious sequel that manages the rare feat of being more of the original while also being something entirely new. Just make sure you have a good controller plugged in before you dive into the ooze; you’ll need the precision.”
read full review ↗
…and 23 more tracked reviews.
Patch history
- Major Patch 4.0 - Map System Updates - 1.2.17960c | 地图系统更新May 1, 2026significant · resets scoring window
- Major Patch 3.0 - New Debuff system + More Trees - 1.1.17780a | 主要补丁Apr 15, 2026significant · resets scoring window
- Major Patch 2.0 version 1.0.17663 - A bit of Everything | 重大补丁 —— 全面优化更新Apr 10, 2026significant · resets scoring window
- Major Patch - Combat, Platforming, and Bugs - 1.0.17551c | 重大更新补丁——战斗、平台跳跃与Bug修复Apr 7, 2026significant · resets scoring window
- Kankan Entrance - Hotfix 1.0.17360h / 看看入口修复Apr 3, 2026
- Patch Notes 1.0.17360gApr 2, 2026significant · resets scoring window
- Demo Patch 0.9.16362D + Special AnnoucementMar 17, 2026
- Demo Patch Notes 0.8.13805DDec 5, 2025significant · resets scoring window
- Demo Patch Notes 0.8.13650DNov 28, 2025significant · resets scoring window
