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A closer look · Platformer

GRIS

Choose GRIS for a short visual adventure with light platforming and puzzles rather than difficult combat. Light platforming keeps the interaction approachable while colour and movement carry an emotionally serious story.

Play now ↗Buy on Steam
7.9Editorial score / 10A different pace

Game facts

Developer
Nomada Studio
Publisher
Devolver Digital
Released
13 December 2018
Platforms
Windows · macOS (Steam edition)
Model
Paid game
PEGI
7 — Nintendo Switch edition; not a separate PC classification
Players
Single-player
Length
Short
Difficulty
2 / 5 · Approachable
Steam Deck
Verified

PEGI source ↗ · Steam Deck status source ↗

Edition: Base game

The score, explained

Gameplay & control 30%7.6

The interest and responsiveness of the core decisions and actions.

Structure & discovery 20%8.6

How progression, exploration and goals fit together.

Art & sound 20%9.3

The coherence of the visual, musical and narrative presentation.

Clarity & assistance 15%7.6

How clearly the game explains its rules and offers useful ways to engage.

Depth & return 15%6.1

The depth of optional goals, alternative approaches and reasons to return.

How the five weighted criteria create this score →

Abilities change the way the world is read

GRIS follows a young woman through a world shaped by a painful experience, using movement and new abilities to reveal further paths. The game places light puzzles and platforming inside a design without conventional danger or death. That makes the core proposition different from the demanding action adventures elsewhere in this catalogue. The player is invited to notice and move through a changing space rather than repeatedly prove combat mastery. Our assessment values that clarity of purpose, while keeping the recommendation specific. Readers who need extensive mechanical resistance may find the activity understated. Those who want movement to support a visual and emotional journey have a more direct reason to choose it.

A finite journey with a deliberate pace

The world becomes more accessible as abilities develop, connecting progress to changes in how Gris can move and interact. Optional skill challenges exist alongside the main route, but the premise remains a concentrated authored journey rather than an open-ended progression system. We rate the structure for keeping that distinction clear. It gives the presentation room to change without surrounding every moment with a list of unrelated tasks. A player who wants branching story decisions or a large equipment collection should not assume those are part of the attraction. GRIS is better approached as a work that develops a small set of ideas across a designed sequence, with exploration serving the whole rather than becoming an endless goal in itself.

Colour and movement carry the expression

GRIS connects delicate illustration, animated forms and changing colour to the journey through its world. With very little text, those choices have more work to do than simply decorate a dialogue-led story: they establish mood, mark change and help distinguish the places being explored. The lighter platforming and puzzle demands leave room to notice those transitions. That balance gives the adventure a clear identity without requiring a complicated combat system. Its emotional subject remains significant, even when the interaction feels gentle. Choose it for an expressive visual journey with a modest mechanical footprint, and consider the themes of sorrow alongside the attraction of the artwork. As colour returns, the dress's changing abilities alter how Gris moves through the landscape.

Choose an expressive journey

GRIS is most appealing when a game's visual development can be a substantial part of the reward. Returning may offer another chance to notice how an environment or animation fits the wider journey, but it will not recreate every first discovery. Our reasons-to-return score is therefore more restrained than the presentation score. That is an appropriate distinction for an authored work rather than a criticism of its finite form. Neva provides a useful comparison from the same development team, with a more explicit action-and-companion premise. Choose GRIS if the quieter interaction model is central to the appeal. It offers a different kind of engagement from combat mastery, extensive build planning or a competitive challenge ladder. Light platforming keeps the interaction approachable while colour and movement carry an emotionally serious story.

The verdict

Choose GRIS for a short visual adventure with light platforming and puzzles rather than difficult combat. Light platforming keeps the interaction approachable while colour and movement carry an emotionally serious story.

Reasons to play

  • Strong visual identity and changing environments
  • A compact main adventure
  • Light puzzles keep attention on the presentation

Reasons to think twice

  • Limited depth for players seeking demanding systems
  • Less replay variety than run-based games
  • Narrative presentation is deliberately indirect

See the game

GRIS
Official GRIS screenshot.
GRIS
Official GRIS screenshot.

Assist & accessibility

Explore the available settings and control options on the official game page before choosing your setup.

Parents’ guide

Players: Single-player. No in-game purchase marker in the checked Steam listing. Separate downloadable content may be sold.

Age classification: 7. Nintendo Switch edition; not a separate PC classification

Understanding age labels, online play and purchases →

A useful starting tip

When a new ability appears, look again at the shape and movement of the environment before searching for an explicit instruction.

A different direction

Compare this with Chicory: A Colorful Tale: A creative adventure where colouring changes both the landscape and your relationship with it.

Official sources

Reviewed: November 2026

Your comparison

Official trailer

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