Compare Gurumin: A Monstrous Adventure prices across 50+ stores and find the best deal. Developed by Nihon Falcom. Published by Mastiff. Released on 3/30/2015. Available on PC. Genres: Action, Adventure, Indie, RPG.

Falcom's overlooked Dreamcast-era charmer finally arrived on PC, and if you can forgive a locked 30 FPS and a camera with a mind of its own, there's genuine warmth hiding inside this drill-wielding adventure.

I went into Gurumin half-expecting a throwaway port of an obscure PSP curio, and walked out genuinely fond of something I hadn't expected to care about. This is Nihon Falcom doing something they almost never do: a lighthearted, all-ages action adventure that sits closer to early Dreamcast whimsy than to the hard-edged combat of their Ys series. Parin, the girl at the center of it all, wields the Legendary Drill against a faction of Phantoms terrorizing a monster village that only children can see. The premise is delightfully absurd, the cast is voice-acted with obvious enthusiasm, and the whole thing carries a playful early-morning cartoon energy that very few games from any era bother to sustain. The combat does more than the cutesy exterior suggests. Charge attacks, timed combo strings, air dashes, launchers, and aerial raves are all in play, and the lock-on air-dash chain - where you keep bouncing off airborne enemies to stay aloft - is the kind of thing that reveals itself slowly and rewards the player who experiments. Elemental drill attachments let you switch between damage types and solve environmental puzzles, though the puzzle side of that system is admittedly thin. Headgear replaces a traditional armor slot, so you might equip water-resilient goggles to survive submerged sections or a piece that leeches health on each hit, giving the lightweight RPG layer just enough texture to feel intentional without demanding spreadsheet management. There is no grinding. Gold and junk drop from destroyed enemies and smashable pots, and everything upgrades back in Tiese Town between runs. Stage ranks and gold medals exist for completionists, though chasing S ranks when the camera fights you is a commitment that the game's casual tone doesn't fully earn. The honest caveats matter here. Gameplay is locked at 30 FPS internally, even though the UI renders at 60, which gives action sequences a slightly mushy feel compared to modern action games. The camera struggles most on platforming sections where vertical awareness matters, and a handful of stage layouts are reused in reverse later in the game - noticeable enough to briefly deflate the momentum. Some translation rough edges survived into the PC release, including occasional untranslated lines and spelling errors, though community fixes exist. Controller input lag on menus is a minor annoyance rather than a dealbreaker, and the save-anywhere system takes most of the sting out of any friction. What the game gets right, it gets right in ways that linger. The soundtrack is the standout, full of energetic rock-inflected compositions that Falcom has always excelled at, and the rhythm-combat mechanic - where landing attacks on the beat earns bonus critical damage - ties the music to your hands in a way that feels quietly clever. Steam players have responded warmly, with the community sitting at a strong positive rating built over years of quiet word-of-mouth. It is not a long game if you play it straight, but New Game Plus and multiple difficulty unlocks extend the shelf life for anyone who wants to hunt medals or see the alternate ending. If you grew up with Brave Fencer Musashi, early Zelda-adjacent action-adventures, or anything that carried that particular late-90s to early-2000s Japanese brightness, Gurumin will feel like finding a postcard from somewhere you half-remember. It asks almost nothing of you in terms of mechanical complexity, and in return it gives you a few hours of genuinely cheerful company. Kai, Scout Team

Gurumin: A Monstrous Adventure
ActionAdventureIndieRPG

Gurumin: A Monstrous Adventure

Mar 30, 2015Nihon FalcomMastiff
GamerScout Says

Falcom's overlooked Dreamcast-era charmer finally arrived on PC, and if you can forgive a locked 30 FPS and a camera with a mind of its own, there's genuine warmth hiding inside this drill-wielding adventure.

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About Gurumin: A Monstrous Adventure

I went into Gurumin half-expecting a throwaway port of an obscure PSP curio, and walked out genuinely fond of something I hadn't expected to care about. This is Nihon Falcom doing something they almost never do: a lighthearted, all-ages action adventure that sits closer to early Dreamcast whimsy than to the hard-edged combat of their Ys series. Parin, the girl at the center of it all, wields the Legendary Drill against a faction of Phantoms terrorizing a monster village that only children can see. The premise is delightfully absurd, the cast is voice-acted with obvious enthusiasm, and the whole thing carries a playful early-morning cartoon energy that very few games from any era bother to sustain. The combat does more than the cutesy exterior suggests. Charge attacks, timed combo strings, air dashes, launchers, and aerial raves are all in play, and the lock-on air-dash chain - where you keep bouncing off airborne enemies to stay aloft - is the kind of thing that reveals itself slowly and rewards the player who experiments. Elemental drill attachments let you switch between damage types and solve environmental puzzles, though the puzzle side of that system is admittedly thin. Headgear replaces a traditional armor slot, so you might equip water-resilient goggles to survive submerged sections or a piece that leeches health on each hit, giving the lightweight RPG layer just enough texture to feel intentional without demanding spreadsheet management. There is no grinding. Gold and junk drop from destroyed enemies and smashable pots, and everything upgrades back in Tiese Town between runs. Stage ranks and gold medals exist for completionists, though chasing S ranks when the camera fights you is a commitment that the game's casual tone doesn't fully earn. The honest caveats matter here. Gameplay is locked at 30 FPS internally, even though the UI renders at 60, which gives action sequences a slightly mushy feel compared to modern action games. The camera struggles most on platforming sections where vertical awareness matters, and a handful of stage layouts are reused in reverse later in the game - noticeable enough to briefly deflate the momentum. Some translation rough edges survived into the PC release, including occasional untranslated lines and spelling errors, though community fixes exist. Controller input lag on menus is a minor annoyance rather than a dealbreaker, and the save-anywhere system takes most of the sting out of any friction. What the game gets right, it gets right in ways that linger. The soundtrack is the standout, full of energetic rock-inflected compositions that Falcom has always excelled at, and the rhythm-combat mechanic - where landing attacks on the beat earns bonus critical damage - ties the music to your hands in a way that feels quietly clever. Steam players have responded warmly, with the community sitting at a strong positive rating built over years of quiet word-of-mouth. It is not a long game if you play it straight, but New Game Plus and multiple difficulty unlocks extend the shelf life for anyone who wants to hunt medals or see the alternate ending. If you grew up with Brave Fencer Musashi, early Zelda-adjacent action-adventures, or anything that carried that particular late-90s to early-2000s Japanese brightness, Gurumin will feel like finding a postcard from somewhere you half-remember. It asks almost nothing of you in terms of mechanical complexity, and in return it gives you a few hours of genuinely cheerful company. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Rhythm CombatDrill WeaponNew Game PlusAll-AgesCollectathonStage RankingSave AnywhereFalcom-Developed

System Requirements

Minimum

OS
Windows XP
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
64 MB VRAM, 3D accelerator compatible w/ DirectX 9.0c
Processor
Pentium III 800 MHz
Sound Card
Compatible with DirectX 9.0c

Recommended

OS
Windows XP, Vista, 7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
64 MB VRAM, 3D accelerator compatible w/ DirectX 9.0c
Processor
Pentium III 1.0 GHz or higher
Sound Card
Compatible with DirectX 9.0c

Reviews & Ratings

No ratings available

Game Info

Developer
Nihon Falcom
Publisher
Mastiff
Release Date
Mar 30, 2015

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