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Para Tu Rato’s own editorial diagram; not a screenshot of the game.
Para Tu Rato’s own editorial diagram; not a screenshot of the game.
Games / Background

GRIS: when a dress opens paths and words can step aside

Barcelona studio Nomada’s debut mixes platforming and light puzzles. The simplicity one player appreciates can also feel insufficient to someone seeking difficulty.

Progress changes the way you look

A young woman faces a painful experience within her own world. In GRIS, that journey is expressed through a dress that gains abilities and opens new paths. The adventure connects movement through its setting with changes in its protagonist. Its introduction invites attention to something concrete: what you can do now that you could not do before, and how that change transforms what lies ahead.[2]

Platforming, puzzles and very little text

Steam’s listing describes platforming, light puzzles and optional skill challenges. It also presents a game with very little text and control reminders using icons. The interest lies in connecting an ability to a path rather than reading a long explanation of every step. For someone seeking an adventure told mainly through play, that combination gives a fairly clear idea of where to start.[1]

A meeting of drawing, development and music

GRIS was Nomada’s first game. The studio explains that Adrián Cuevas and Roger Mendoza met Conrad Roset in Barcelona, where he was interested in bringing his art into games. Berlinist provides the music. That origin helps explain the disciplines behind the project: drawing contributes a world to look at, while development turns it into a space to move through. It can be explored as a work born from that creative meeting.[4]

Simplicity also separates expectations

One player writing in English appreciates how simple movement makes them slow down. A review in Thai praises the art and music but considers the game short and insufficiently challenging. Both are among five recent opinions consulted; they are not a survey. Their contrast does identify a useful decision: the gentleness one person seeks may be exactly what another finds lacking as a challenge.[3]

A discovery that does not need a new release

GRIS came out in December 2018. Returning to it makes sense if its platforming and way of telling an experience fit what you feel like playing now. You might approach it through the work of a nearby studio or that contrast between exploration and greater demands. The release calendar does not determine that curiosity: the decision is what kind of journey you want to spend time on.[1]

Sources and checks · 4

Links point to sources. They are not endorsements or sponsorships.

  1. [1] Steam · ficha de GRISofficial · Checked on 13 October 2026
  2. [2] Nomada · ficha específica de GRISDeveloper · Checked on 14 October 2026
  3. [3] Steam · cinco reseñas recientes de GRISThird-party review · Checked on 13 October 2026
  4. [4] Nomada · estudio y origen de GRISDeveloper · Checked on 14 October 2026
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Text written with AI assistance. Editorial responsibility: José Antonio Domínguez Carbonell. How we work.