
Play as android MIO in this mesmerizing metroidvania where you explore the Vessel, an enormous technological ark overgrown with machines gone rogue. Uncover its secrets, enhance MIO's abilities, and save the spaceship and its residents from oblivion.
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About

A mesmerizing, intertwined, decaying world awaits.
You are MIO, a nimble robot with extraordinary abilities. You wake up in the Vessel, a space ship drifting aimlessly in space.This enormous technological ark, whose initial purpose remains unknown, lies now as a field of ruins, overgrown with lush vegetation and machines gone rogue.
Nobody knows why the Pearls, The Vessel's AI caretakers, have ceased functioning. Forgotten by all, the Vessel faces imminent shutdown. Dive into its depths to revive its lost memories, as you unravel your true past and destiny.

Delve into this mesmerizing metroidvania, as you guide MIO through the vast expanse of the Vessel. You won’t be alone on your journey. Repair damaged robots and help them to unveil the Ark's past and gain valuable bonuses. Interact with the environment to learn more about its past and memories. Unravel the dark secrets behind its tragic blackout. And let your curiosity guide you as you discover its many secret pathways.

Experience a magnificent world of breathtaking scenery and innumerable details. Inspired by comics, paintings, and anime, its universe is full of wonder and artistic curiosities. Let its unique and dynamic soundtrack, blending lo-fi beats and choral melodies, carry you through this captivating universe.

As a gigantic labyrinth, the Vessel is a true living organism, with its own ecosystems, bestiaries and architectures. Earn game-changer abilities, like grappling hook, air gliding or spider-like wall clinging, to help MIO progress through this twisted and interconnected space. Master precision, rhythm, and timing to find the perfect flow!

Face off a diverse array of over 30 enemy units and 15 formidable guardian bosses. From the relentless Mosquito to the menacing Scarecrow, confront a variety of deadly adversaries each with their own distinct fighting styles and movement patterns. Use your arsenal of powers to adapt to every encounter. Evade foes using your Hook, unleash orbs as powerful projectiles, and even create decoy clones to strike from unexpected angles.

Enhance and customize MIO abilities by scavenging enemy components. Spice up your fighting skills with many Modifiers and transform MIO into a formidable force tailored to your playstyle. Would you make your grappling Hook a deadly lasso or an evade move? Sacrifice your Shield to boost your damage? It’s always your choice!
Will you rise to the challenge and save the Vessel from oblivion? Will you dare to seek and wake its memories?
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 92 reviews with recorded playtime.
Reviews
Themes across 92 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1]Tight Platforming. Beautiful Visuals. Few Annoying Designs. [/h1] It's a shame to see the studio shut down, considering this game is probably one of the better metroidvanias I've played. It goes to show how brutal this industry can be. Now to be frank, I wasn't impressed by MIO: Memories In Orbit initially. The demo version of the game back in Steam June Nextfest 2025 left me quite divided. The visuals and the control were good, but some design choices made it difficult to appreciate the effort. Even though the full version still has some problems, the good easily outweighs the bad. If you enjoy exploration and tight platforming, MIO: Memories In Orbit is definitely the right choice for you. [h2]Things I Like About MIO: Memories In Orbit:[/h2] [list] [*][b]Beautiful Visuals:[/b] A good artwork catches your eye. An iconic style draws you in. I believe MIO has achieved both with flying colors. It uses the water paints to stroke the environment with vibrant colors, then it uses colored pencils to scribble the finer details, the contour, and the shadow effects. This way the game manages to veil the levels with a dreamy filter. It's beautiful, and you can easily immerse yourself in this long-lost alien ship while exploring. [*][b]Spherical Camera Angle:[/b] Normally in metroidvania I am fine with simply looking up and looking down, but MIO goes further than that. The game allows you to rotate the camera 360 degrees. This design benefits greatly from the 2D gameplay in a 3D environment. Not only can you see what's above and below you, but you can also see more clearly what's in front of you and what's behind you. Thanks to this wide camera angle, I've discovered so many hidden passages and secrets, and I enjoy every moment. What's more, this camera also lets you take in the grandeur of some really atmospheric locations in a more cinematic way. [*][b]Training Room For New Abilities:[/b] This is something I like but not many metroidvanias follow. When you gain a new ability in MIO, the game sends you into a simulation to let you try it out. It goes from basic maneuvers to advanced obstacle courses and finally to abilities mix-ups. I like this kind of introduction. It allows you to familiarize yourself with the fundamentals of said ability in a stress-free zone. [*][b]Movements And Platforming:[/b] Here comes the best part of the game. The basic movement of MIO (the protagonist) herself is really good. She has an innate double jump. She can bounce on enemies. Her airborne attacks carry forward momentum, and she can reset her jump in the air when she hits something. All these traits already point to a very promising early-game exploration. When you acquire all the essential abilities, the game just opens up so many possibilities. Grappling, gliding, and climbing feel so good to control, and all of them connect seamlessly to each other. Interestingly, all the mobilities share one single, never-changing energy bar. It's a rare sight in metroidvania, and I believe MIO does this on purpose. This design choice not only emphasizes how you should chain each ability but also tests your skill of resetting energy. Yes, it makes platforming more precise and more demanding than usual, yet the satisfaction you feel after threading the needle is very addicting. [*][b]Other Compliments:[/b] [olist] [*]Combat is sufficient. Bosses are fun to fight. MIO's move sets may be simple, but there are some interesting mods you can equip to weaponize all the gating abilities. [*]Surprisingly, there is no contact damage. Rejoice! [*]I like how cleanly the soothing exploration soundtracks connect with the dynamic battle music. [/olist] [/list] [h2]Things I Dislike About MIO: Memories In Orbit:[/h2] [list] [*][b]Currency Loss On Death & No Healing Items:[/b] I wholeheartedly accept punishment when I fail in video games, but it's a completely different story when said punishment is unrecoverable. In MIO, if you die, you lose all your Nacre Droplets (the currency you use to buy stuff) permanently unless you turn them into crystal. I am still struggling to understand the purpose behind this. One fatal mistake can lead to you losing all your hard-earned Nacre. It can make you unnecessarily paranoid during exploration. Since Nacre Droplets are also the only way to heal at Nacre Basins, this design also leaves almost no room for mistakes during long platforming sections. [*][b]Plot Device:[/b] I don't think plot device and gameplay are ever going to find a happy middle ground, at least not in MIO's case. During certain points (usually when you reach certain areas), MIO will begin to malfunction and permanently lose one of her health crystals. This, from the lore perspective, makes sense because you are an android in a dying ship. Without proper maintenance your core gradually decays. However, from the gameplay perspective, it feels awful to lose one point of your health. This makes finding health upgrades more like returning back to your comfort state instead of feeling stronger as time goes on. It needlessly bloats the difficulty of certain areas and boss fights as well. [*][b]Other Compliments:[/b] [olist] [*]Checkpoints are scarce and spread out. It's been so long since I experienced runbacks this many and this obnoxious. [*]You cannot teleport between the upper level and the lower level, making backtracking in some areas really tedious. [/olist] [/list] [b]中文小簡評[/b] (可惜製作團隊解散了,不然我還滿期待他們後續作品的發展。) 2025年六月Steam新品節時有玩過試玩版,當時只覺得畫風和操作不錯,但一些機制設計的有些反人類便無多加著墨,直至今天通關後我的想法才稍微有些改變。《米歐:軌道記憶》的確是款傑出的類銀河系惡魔城,雖然遊戲本身有幾個較嚴重缺點,但整體而言利大於弊,如果你喜歡技能探索和緊湊的跳台本作無疑是個好選項。 [b]喜歡的點[/b] [list] [*]很喜歡這種先用水採大量上色後再用色鉛筆細細描繪線條的手法,介於草稿與上色成品間的畫風意外地很適合描繪異星太空船,成功營造出那種如夢似幻的唯美氛圍。 [*]一般類銀河系惡魔城只需上下看即可,但《米歐:軌道記憶》讓你能360度旋轉視角,不僅可以更仔細的觀察上下與前後的關卡佈置,充分利用2D遊戲在3D場景下的優勢找出隱藏道路或秘寶,同時你也能用更好的視角欣賞一些非常優美的場景,截出自己心儀的圖。 [*]解鎖新的關鍵技能時主角會自動進入一個模擬程序,教你如何正確使用該技能,難度循序漸進,讓你可以在無壓力的環境中好好熟悉新技能,是個少見但很棒的設計。 [*]操作手感流暢,主角自帶二段跳,可以輕鬆在敵人頭上彈跳,空中攻擊時會將角色向前推,空中擊中敵人或水晶時也能重置跳躍,讓開場探索的可能性比同行多了好幾倍,而當你解鎖「髮簪」、「蛛行」與「滑翔」後,整個地圖幾乎沒有你到不了的地方,探索的樂趣直線上升。 [*]有趣的是,所有技能都共享一個固定的能量條,這在類銀河系惡魔城中算是較少見,如此設計不僅強調了技能之間的銜接,更加考驗你重置跳躍與能量回復的技巧,也使得跳台部分比同儕更加講究精準、更具挑戰性,也更具有成就感。 [*]戰鬥方面偏單調,但是Boss戰的精采程度彌補了這點,遊戲也提供許多模組可以強化主角性能或是將關鍵技能變為戰鬥利器。 [*]沒有接觸傷害真的是太棒了。 [/list] [b]不喜歡的點[/b] [list] [*]不太能理解主角死亡後會丟失所有珍珠母液滴(貨幣)的設定,而且還撿不回來,光是這點就讓探索變得緊張,要不斷留意身上的財物數量,更何況液滴還是你在野外唯一能回血的手段(在珍珠母池消耗液滴回復保護層),容錯率大幅降低,特別是一些較長的跳台挑戰,幾乎沒有轉圜的餘地。 [*]到達指定區域時,主角會突然故障且永久失去一格保護層,從劇情的角度來說雖然合情合理,但在玩法方面就顯得格外難搞,除了讓保護層數量升級失去意義(少一格血再加一格血回來,只是不斷地回復到正常狀態而非逐漸變強)外,也讓後期部分關卡與Boss的難度不必要地膨脹。 [*]中繼點少且分散,已經很久沒有走回頭路走的這麼躁了。 [*]飛船上下層中繼點無法相互傳送,想來回穿梭就得搭一個很長的電梯,很浪費時間。 [/list] [quote=author]If you like what I write, please consider a follow to [url=https://store.steampowered.com/curator/45738167/]my curator[/url] page, thanks! 如果你喜歡我寫的東西,可以追蹤[url=https://store.steampowered.com/curator/45738167/]我的鑑賞家[/url]喔![/quote]
全鸡巴跑图绕圈圈去了,跳跳乐我能忍受,要我绕来绕去必须给个差评,玩一轮下来boos长啥样我都忘了
太好玩了TT未开辅助大约13小时打完结局1,20小时打完结局2。结果两个结局打完后发现居然还有非常多的(跳)地(跳)方(乐)没有探索,40个小时才完成了全收集。游戏的隐藏真的非常非常多,只要是能想到可以探索的地方,几乎一定有一个小奖励等着你。最有成就感的时候大概是完全靠自己探索收集完了所有镀件,感觉跟制作者脑回路小小地对上了一下。 画风更是不必多说,在我心目中的类银top1。没有过于花里胡哨让人看不清人物,但场景的美和震撼一点都不少,玩游戏的时候根本控制不住截图的手。[spoiler] 我永远也不会忘记第一次走进教堂和第一次走上太空时被震撼的感觉 [/spoiler] 跳跳乐的设定也非常多样,每当我觉得技能已经拿全,跳跳乐不管怎么样都已经定型了的时候,这个游戏都会给我一个惊喜。当然到后面越来越难偶尔破防也是很常见的情况... 剧情也很少见地非常对我胃口。尽管一开始也像其他谜语游戏一样不知道剧情在说什么,但到了最后主线还是非常清晰。尤其是收集的小故事/和人物的对话,[spoiler] 从机器人的角度看待世界真的很有趣 [/spoiler]。 对我来说唯一不够惊艳的地方可能是boss的设计吧,整个游戏里的boss基本上出招都很固定且没有碰撞伤害,一旦能看懂前摇就很好过,[spoiler] 闪避技能实在是太作弊了 [/spoiler] 另外很喜欢的一点是,整个游戏里基本上有boss的地方就有复活点,有跳跳乐的地方就有回血点,十分友善。让我感觉能专注应对制作者给我出的难题。 听闻工作室倒闭的消息我真的非常非常伤心,太希望能玩到游戏的续作了TT 但不管怎么样这都是一个非常好的游戏,如果你喜欢类银河恶魔城和跳跳乐,请务必来试一试!!
Even though it's very frustrating at times, I think overall it is a pretty good game, but be aware that you'll need strong nerves to play this game, especially the further you go
虽然游戏提供辅助模式(boss战每次死亡都会削boss血量 免费的随时间恢复的1格血) 但游戏后期的跳跳乐足以让不开挂的玩家道心破碎 没错 这游戏前中期即便有这样那样的缺点 但都不致命 唯一致命的地方就是游戏后期的干锅区域 你得完成2个极高难度的跳跳乐 从而拿到最后一个能力 之后探索全部地图 打真boss 看真结局 干锅区域的跳跳乐有多难?长时间 超远距离 不落地 不落地意味着不能保存位置 失误1次直接重头开始 我一度怀疑制作组诚心这么设计 后来看到别人评论说制作组解散了 我只想说 活™该 对于你们这群抖S制作者 18层地狱实在是太少了 100!层起步吧
趁着打折入手的,因为美术被吸引了,再加上本身我也是类银爱好者,想着打打看吧,结果就获得了可以说是我在各种类银游戏中最差的体验。 不管是刻意扣除的血上限,还是死亡后没有存起来的钱直接清空,亦或是3d地图不设置前景透明,导致根本隐藏无从找起一直抓瞎,标新立异的原地闪避,没有冲刺,再加上存档点和传送分开计算等等一系列问题,都在这个游戏里面集中体现。我不明白制作组为什么要做这些相当于用筷子夹着勺子吃饭毫无意义的特殊性,得知这个制作组解散后,大概也无从得知了。 至今为止我还在全地图搜索到底接下来该往哪走,全都是没开的门和过不去的地区,体感是引导性已经差到无以伦比的地步了。 作为一个剧情爱好者,我原本在想这么差的体验,至少让我享受一下剧情文案过程吧,结果在进入获得技能的教学关卡时我人就傻了,你一定要把一句一句的文案拆散之后放在一连串跳跳乐里面吗,我寻思如果没有解散要不你们打一架吧,只能说实在是让我体验极差,根本没办法集中精神细细品味文本。 不知道为什么评论区一直在用这个游戏和丝之歌作比较,我感觉还是别比了吧,我玩过的很多不出名的类银在游戏性方面都比这个游戏好上不少。只能说打完这个游戏之后感觉对制作组为什么解散大概也有了点猜测了。
Truth be told any criticisms I have of MIO feel kind of meaningless at this point since its developers, Douze Dixièmes, closed their doors in late june. It is a deeply unfair fate for a studio that made something so genuinely beautiful. I got a bit frustrated with the combat at times, overly simple on the players end yet not quite precise enough for the shockingly mean endgame bosses, sure. But the world is one of the best metroidvania maps of all time, with some fantastic exploration and secret finding. Its setting full of breathtaking sights and intriguing mysteries. It is a space I will remember for a long, long time. It is my hope that MIO will go down in history as an unsung gem of its era, finding an audience well into the future. Maybe that will be of some comfort to the former members of Douze Dixièmes, who deserved much better than what they got.
Art: A+. Everything else: meh+. It's easy where it should be challenging (combat) and annoying where it should be smooth (metroidvania/platforming). You have to repeat long, boring runback segments a lot because every failure is a point off a very small life pool and there are too few respawn points. If the platforming was amazing it would be worth it. But it isn't. It feels pretty good but not good enough. If they would have implemented an Ori-esque "save anywhere" mechanic, it would have turned this game on its head. My feeling is that if it weren't for them sabotaging the game with "souls-like" design choices it might have been perfect. If you like undue runbacks, overly-sparse save points, losing currency on death and other "suspenseful" mechanics then you'll likely love this game. I do not.
好评是不可能好评的,游戏后期的跳跳乐太多太长跳完也没什么正回馈,没有让人振奋的剧情,没有强大的能力,只有更多的跳跳乐。这游戏属于典型的创作者孤芳自赏沉迷于自己的艺术,一小撮玩家在那鼓吹什么2026最好的银河城,地图设计远超丝之歌云云,实际销量惨淡最终制作组大裁员,让人哀其不幸怒其不争。
Very good metroidvania and absolutely gorgeous too. Loved the movement mechanics.
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Audience
Languages: English*, French*, Italian, German*, Spanish - Spain*, Japanese*, Korean, Polish, Portuguese - Brazil, Russian*, Simplified Chinese*, Traditional Chinese +3 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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