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Grimm Work

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Grimm Work Teaser trailerWatch trailer on Steam ↗

Grimm Work

Tubby Boy Studios · Published by Tubby Boy Studios

Content notice: Some monsters will bleed, some monsters have dismembered and bloody body parts

4 user reviews — 100% positive (4 reviews)

Last updated 3 Oct 2026

Grimm Work is an 8 player co-op horror game where you seek to balance the scales of chaos and order. Fight, hide, or run from a catalogue of monsters from mythologies and folklore around the world in procedurally generated maps. Will you tip the scales towards order or succumb to chaos?

Early AccessDJCTQ 14Co-op

£7.99

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £7.99 · Highest: £7.997 Oct 2026

Action, Early Access · 2026 · More £5 - £15 games

Explore and conquer in Grimm Work, an early access action horror game where you and seven friends face a roster of folklore fiends across ever-changing, co-op arenas.

About this game

Monsters from all sorts of cultures have begun to run rampant, leaving a wake of chaos behind them. The Gods of Order have tasked you with bringing balance back across time and space. How well can you and your companions survive the creatures of realms past, present, and future?

With a large collection of monsters no two runs will be the same! Monsters stemming from a variety of religions, myths, and folklore take life, each with their own unique mechanics and abilities (and weaknesses!). Not to worry though. The society no monster stands a chance against has provided you with your trusty monster compendium. Knowledge is power in the world of Grimm.

To defend yourself or defeat these creatures, you will need to equip yourself. From specialty weapons to mysterious concoctions, you will need to come prepared every excursion to deal with the worst. Some of your tools will be straightforward enough, but others may have essential utility beyond the surface level... Experimentation is key.

The locations of Grimm Work stretch from modern-day laboratories to ancient temples from another world. Procedurally generated maps ensure that every run provides a new experience. With the Society of Order's lodge acting as your brief respite from the hunting, you will traverse seamlessly amongst a multitude of different locations, all of which will require a thorough cleansing. Be wary however, the Gods of Order have their limits. Appease them, or else this peaceful lodge may wind up being your tomb...

Grimm Work has built-in multiplayer functionality, complete with proxy-chat and collaborative mechanics. Fellow members of the society are your lifeline; lone wolves will have a tough time tackling the many entities of chaos. Proxy-chat is the recommended mode of communication amongst your team of up to 8 members. Proceed with caution though, some monsters may take advantage of your "communicative tendencies." Remember: although your fellow members can help you, in the end, it's every man for himself...

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Inter Core i5-7400 CPU @ 3.00 GHz
  • Graphics: NVIDIA Gforce GTX 1050
  • Storage: 3 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Audio Fix

    Fixed issue where audio was way too loud
    Read full article on Community Announcements (HumanityRising)
  • Patch NotesOfficial

    Player list and MANY BUGS

    Fixed issue where steam invites could not be accepted without the player being in the Main Menu. New Feature: Comms Display. Added a display to the pause menu showing who is in the server as well as a slider to control their voice level in proximity chat with a percentage display. Fixed issue where players voices were not pitched up when shrunk. Fixed issue where clients who returned to the main menu due to host closing the server were unable to join another server. The pitter patter footsteps are mostly fixed. they still do some staccato on the stairs and i think the railing is triggering them as well. But for the most part it sounds good. Fixed infinite sprint. The variable that controlled it had the wrong typing as well as some incorrect logic in the PlayerObjectController A bug where a level would not Auto fail when all players are shrunk has been fixed. The shrink sequence has been updated to always alert the LevelEvaluator of this event through a command. Fixed bug where shrunk players could interact with tools Changed the player list slider minimum from -80 to -60. Fixed an issue where players could switch from slingshot's hold animation to another inventory slot which resulted in the new tool being held incorrectly. hold-interaction animations are now aborted when changing inventory slots, opening menus, etc. Fixed player walking/running sfx Fixed an issue where some players experienced heavy lag and slow load times when generating the first level Fixed an issue where the bloat state machine stops working when killed Fixed issue with IK system that caused IK system to not work
    Read full article on Community Announcements (Bruhway)
  • Patch NotesOfficial

    Photo mode and single player improvements

    -Photo mode key bind moved from T to P by default, changeable in key binds-Monsters that require cooperation will not spawn in single player games(Still looking into long load times for first night)
    Read full article on Community Announcements (Bruhway)
  • Patch NotesOfficial

    v 1.0.5

    Removed local player arm shadowsFixed issue where quests did not properly resolve leading to repeated "next text"Decreased the cost of monsters and occult objects to better populate levels Players falling into the void are now killed and revived in the lodge. If a player falls into the void from within the level they stay dead until the level is destroyed. Fixed an issue where players could collect an occult object multiple times.
    Read full article on Community Announcements (Bruhway)
  • AnnouncementsOfficial

    Early Acess Release!

    Hello Initiates! I wanted to take this time to discuss a few things; questions we’ve received regarding Grimm Work, describe what exactly Grimm Work is, and to give an idea of what the future of Grimm Work looks like. I’ll start with the vision of this game, Grimm Work is a roguelike co-op horror game where you and your group must navigate procedurally generated locals to identify and vanquish/appease entities from different folklore and mythology. Our goal is to eventually have a massive roster of entities so that no two runs are the same and quick thinking and puzzle solving become an essential part of the gameplay loop. On release we will have six monsters ready to be investigated in one location with many more ready to be encountered in the near future. As updates roll out not only will new monsters and locations be added, but previous monsters and locations will be updated with new rooms and interactions. The selection of which new monsters and locations will largely be up to you the players as we will host votes for nearly all new content added and will choose the winner. So where does that lead us today… We plan to do a “soft” release tomorrow for everyone who is currently interested to check out our game and to give us ideas of where we’re going right, and we’re we can improve. We have largely taken care of most major bugs (thus the large delay), but we hope you guys can help shed light on any bugs that are left over. After release we will spend a few weeks fixing any bugs you guys send us, adding quality of life adjustments you guys ask for and just overall tweaking of any systems in the game that need changed. After which we plan to do a much larger “release” with all of these changes, we plan to have anyone that purchased the game and assisted us during this time be placed on a waiting list for an exclusive cosmetic coming in one of the next content updates. We will be creating different channels in the discord for both questions and reports that I will b...
    Read full article on Community Announcements (Bruhway)

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