
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 9/day in the week to Sep 4 → 10.57/day in the week after.
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?
Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 5.1Kreviews | 83% | — | $2.1M |
| $14.99−25% | 1.2Kratings | 74% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 755 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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。
a fun break from harder games like hollow knight. 8/10
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German*, Spanish - Spain*, Japanese*, Korean, Polish, Portuguese - Brazil, Russian*, Simplified Chinese*, Traditional Chinese +3 more
| $19.99 |
| 1Kratings |
| 85% |
| — |
| not modelled |
| $19.99 | 23ratings | 80% | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 757 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2] MIO: Memories in Orbit [/h2] [h3] Art Direction [/h3] The art is fantastic, honestly. The whole hand-drawn, painted vibe looks gorgeous, especially how the lighting interacts with the brushstrokes. Some of the vessel's landscapes are great, though the camera could've done a slightly better job showing them off in a few spots. My only issue is the character and boss designs—most of them just didn't click for me, and MIO's tendrils look kinda weird. Still, it's just a matter of personal opinion, and not enough to drag the score down much. Score: 4.5/5 [h3] Combat & Mechanics [/h3] I've got a lot of thoughts here. I'm usually not huge on basic combo attacks, but they feel genuinely good in this game. Though they're essential for keeping your energy up and holding your position during boss fights, and some mechanics hold you back. There are some really clunky bits. The down-slash range is way too short. If you miss, there's a huge delay before you can attack again, which got me killed in parkour sections more times than I'd like to admit. Then there's the hairpin, which was my 2nd main damage dealer for bosses. Love the i-frames and mobility, but its visual range is totally misleading. Even 25 hours in, I kept missing it by pixels. It desperately needs a slightly bigger hitbox or more leeway. As for the modifiers? Honestly, they weren't implemented well at all. 90% of them are super niche, cost too many notches, and just aren't that useful. Plus, locking the HUD behind a modifier is a bizarre choice. Some of them even mess up the combat flow (like the heavy strike after a hairpin delaying your next move). I ended up just slapping on passive damage buffs the entire playthrough. All that said, the general movement and combat are still very fluid. Score: 3.8/5 [h3] Difficulty & Level Design [/h3] Oh, the runbacks. I don't inherently hate runbacks, but in this game, they are absolutely terrible. Checkpoints are so incredibly sparse that every single death means a massive trek just to get back to the fight—even for the final boss. It just eats up so much of your time. This ties directly into the game's difficulty problem: the bosses aren't actually hard (none of them!). The difficulty feels artificial because the game just makes you walk so long that you forget the boss patterns, or you take stupid damage on the way back. The "hardest" boss in the game is literally just an easy boss with a cheap one-shot mechanic. Really? On the flip side, some of the platforming sections are hellish in a good way (I love hard parkour sections, even if they take my sanity away). The game delivers on tough platforming, even if a ton of my deaths were caused by that short down-slash and the misleading hairpin range. Score: 2.5/5 [h3] Soundtrack & Audio [/h3] The OST is really good—unique, consistent, and fits perfectly. The only thing missing is more intense musical intros for new areas to match the art direction. Sound design for attacks and enemies is solid too, except for a weird static noise tied to some of the modifiers. Score: 4.8/5 TL;DR: A gorgeous game with incredibly fluid movement, great map, creative bossfights, hard parkour sections, but held back by frustratingly sparse checkpoints, tedious boss runbacks, and an upgrade system full of useless modifiers. The artificial difficulty is annoying, but it's worth playing if you enjoy challenging platforming and have the patience for the trek. [h2] My overall Score: 8/10 [/h2]
Just intentionally frustrating game design. Beat a boss? Get punished with a jumping puzzle and lose all your cash. Beat an insanely difficult jumping puzzle? Get a useless reward. Almost all modifiers you find are completely useless. Not just situational. No, they are just trash. Find an HP up? Story takes it away right away and you basically always have the starting HP. Travel points are initially deactivated and you have to beat more jumping puzzles to activate them. And even if you activate them, they aren't all connected and you are still forced to walk A LOT. I hope you like walking, because for every boss attempt you will have to walk. No challenge on the way. Just walking to get more play time I guess?! Just beat the bosses first try then. Which is basically impossible with how random the boss attacks are. Basically all boss attacks start with a white flash and then they can either attack you or ninja shuriken around for a minute. There is not much story and not much dialog. But at least the game has good atmosphere. Can't recommend playing this game unless you are into severely punishing platformers with meh controls. My problem with the controls? How about a boss centered around a specific mechanic that just bugs out randomly. And it just gets worse and worse the more you play. Not just the difficulty. That would be fine. But it just gets more annoying. Things that other platformers put in optional endgame areas are everywhere here and mandatory to beat the game. No idea why the review score is so high. Maybe most people only played the first few hours and gave up and thought they just weren't good enough? No, the issue is the game and not the players. It's just frustrating and constantly makes you want to quit.
除了画面,指引、探图和战斗没有一点正反馈,玩了是让人恼火的设计。网上宣传类比奥日、空洞骑士,简直吹牛上天了。就是看网上宣传买的,结果大失所望。
This is a fantastic vision of what a metroidvania should be. The story is excellent and told through play, not exposition. The actual gameplay and movement feels fantastic. And to top it off the game is beautiful with a very distinct style. Pick it up if you like the genre, you'll probably like this one.
This is an easy recommendation. The art is so great, the movement mechanics are so smooth, the story is hauntingly beautiful. Even the boss fights are the fun kind of boss fights where I wanted to spend time to learn the moves and counters instead of bashing my head against the wall. I agree with some of the criticism that the run backs to the bosses can get a little annoying but that was never enough to ruin my enjoyment of the game. As a fan of Metroidvanias in general, this game is excellent.
开荒过程中会有些许红温,在一些地方可以看到制作组的“小巧思”,然而在玩完之后还是认为这是一座非常好的类银游戏。无论是美术还是音乐都是绝佳的,而在游戏设计上能感觉制作组有可以使他与空洞骑士、丝之歌、奥日做出区别:下批任可以重置空中状态但是没有伤害、没有传统的冲刺,或许这也是有人诟病其战斗系统的原因,但是在熟练之后搭配游戏出众的音乐还是会有极致的爽感。 地图设计有浓厚的黑魂式的箱庭设计。在游戏开始时各种锁着的门就可以体现。而最惊艳的是游戏中后期才会被玩家发现的[spoiler] 环形地图设计 [/spoiler] 总的而言非常推荐有有类银基础的玩家购买。
Short version: The game is incredible all around and I loved every bit of it. The core gameplay as a platforming-heavy MV is top notch with fun movement, challenging and creative platforming puzzles, good boss fights, and being heavily rewarded for exploration. On top of that, the music, art, setting, and environmental storytelling are all incredible. The story's theme is very much in line with games like Nine Sols and NieR Automata. Very strongly recommend to anyone who is a fan of platformers, metroidvanias, and deep environmental storytelling. Longer version: PLATFORMING: The game's core mechanical focus. Very creative platforming puzzles, the harder stuff is technically optional, but most players will likely want to accomplish them. I absolutely love the movement mechanics. It has MV staples like double jump, jump resets, and glide, but the other two primary techs are more unique and really enable the puzzles and movement. Players are heavily rewarded for exploring, but you will likely need a guide to find everything since some paths are very well hidden. COMBAT: As said above, the game is much more platforming-focused than combat-focused. Think something closer to Celeste than Metroid, Castlevania, etc. That said, combat is still fun! Movement tech and the upgrade system give players a fair amount of creative freedom in how they battle, but players may find certain loadouts to be so much better than others that some modifiers go unused. Overworld combat is more prevalent in early and mid game, while late-game is almost purely platforming and boss fights. I do like that the overworld critters aren't just to annoy you; they are often a part of the platforming options throughout the game. Boss fights are fun, most are challenging without being overly frustrating. Like most games with soulslike influence it's about learning the dance and finding that sweet spot of greed vs patience. Only a few boss patterns feel a little unfair and even then there are ways to mitigate them. MUSIC & SOUND: The music score is solid, but I wish there were more tracks so certain ones weren't used so often. The sound design is amazing. Every little sound effect, nuanced music shifts, etc. are all perfectly placed and extremely satisfying. You truly hear the Vessel around you and your own presence within it as you explore. VISUALS: The art is beautiful and very stylized. Some people may not like that the art transitions between rendered and sketched styles, and that's a fair opinion, but it is clearly intentional and adds to the environmental storytelling. Personally, I am a big fan of anything with the hand drawn aesthetic, so I love it. STORY: Very strong environmental storytelling, similar to a Soulslike influence. You get the gist of the world around you at the surface, but there's so much more if you're someone who loves digging in. The Vessel, its history, how it arrived in its current state, and the current events are pieced together through the general environment, structures, in-lore symbolism, out of context foreshadowing, items, item locations in relation to their surroundings, item lore descriptions, NPC dialogue, recountings of events and their aftermath written by unreliable/biased narrators, etc. I would very often get a new lore reveal and dig through prior foreshadowing to piece together the context and full depth of the story beyond the immediate actions we are undertaking. OVERALL: Very strong 9/10 for anyone that enjoys platformer heavy MVs, games with questions of existentialism that don't necessarily have a correct answer, games with deep environmental storytelling, and games set far into a dystopian setting where the defining world events have long since happened and protagonist must find their purpose and decide how to move forward. As noted, it loses just a bit for not having a broader music score, but it is not something that significantly detracts from the game. That said, if you prefer a more combat-heavy game in this genre, then Nine Sols, Hollow Knight, Silksong, or Bloodstained: Ritual of the Night are all worth checking out.
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
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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