
Their Flesh Is Your Weapon. Mortal Shell II is a standalone sequel action-RPG with adrenaline-charged, high-stakes combat. Possess warrior Shells, dethrone false gods, redeem a ravaged world.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
Mortal Shell II is a standalone sequel to Mortal Shell that significantly expands on the original with unrestricted, adrenaline-charged combat, extensive weapon upgrades, and free exploration.
The forgotten Shells of eight lost warriors are scattered throughout Mortal Shell II’s ravaged world. Seek and possess these Shells, unleash their innate abilities, and discover the story of each by unravelling their secrets.


Mortal Shell II offers a clean, agile and grounded combat system, with options to think strategically about upgrading melee and ranged weapons.
Unrestricted by stamina, players exploit multiple tactics to shatter enemy posture and strike critically.
Mortal Shell II’s open world is compact, tightly interconnected and immersive. It is designed with respect for the player's time.
Those who wander from the golden path can discover new Shells, weaponry, upgrades, curiosities and more.
Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 20.8Kreviews | 79% | — | $42.2M |
| $49.99 | 5.2Kratings | 92% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 2392 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
балдеж
Amazing so far!
The best Soulslike I've ever played.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best RU #34, worst UK #100 · 14 markets collected
US · last 30 days
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, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America +3 more
| $49.99 |
| 1.1Kratings |
| 86% |
| — |
| 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.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I feel like I'm playing Demon Souls again for the first time but without the stamina bar. Not having the stamina bar is a game changer. Also having so many shells with differing playstyles combined with tarstones and different weapons make up for a lot of build potential and replayability for the game. Will recommend anyone not to skip this one!
优化不错,运行流畅
跑圖跑得有點辛苦, 打擊感還行, 類魂遊戲一說再說 絕對不能貪刀 絕對不能貪刀 絕對不能貪刀 絕對不能貪刀
TLDR at the bottom if you can't be bothered to read. STAMINA BAR: If you've played pretty much any other Soulslike, you know the drill by heart. You run up, hit an enemy twice, roll backwards, and then stand there staring at your green bar for a second and a half just waiting to catch your breath. In Mortal Shell 2, they just threw that out. Without a stamina bar you can actually stay in and keep the pressure on. The fights feel so much more natural and flowing. THE WORLD: The world is a massive, sprawling, gloomy landscape that’s genuinely just fun to get lost in. You aren't being pushed along a linear track by some annoying glowing marker or a mini-map that spoils every surprise. You’re just out there on your own. Is it a bit confusing? Totally. I’ve definitely walked into areas I had no business being in just because a view caught my eye. And the map is stubborn enough that you’ll probably find yourself doing a few accidental laps. BUILD VARIETY: One of the best things about actually getting into Mortal Shell 2 is how much freedom you have to mess around with your playstyle. You aren't locked into just one way of playing, and experimenting is half the fun. Instead of a generic character, you’re hopping into different warrior Shells you find scattered around the world. Each one has a completely different feel, some are absolute tanks that can take a massive beating and keep swinging, while others are quick, light, and let you dart around enemies like it's nothing. Pair those Shells with a solid arsenal of weapons and it opens things up even more. Mixing and matching passives, weapon types, and shell abilities actually lets you find a groove that fits your Playstyle. PRICE: In a landscape where standard video games routinely cost seventy or eighty euros right out of the gate, seeing a mid-tier studio price their game fairly. You aren't getting squeezed for AAA money, and for the sheer amount of world to explore and hours of getting lost in weird dungeons, it feels like a genuinely honest trade. BALANCING: The Balancing can be all over the place. Because the world is completely wide open right from the start, there are no artificial roadblocks stopping you from wandering wherever you want. That sounds great on paper, but in practice, it means it's dangerously easy to take a casual stroll down the wrong path, stumble into a late-game area, and get absolutely vaporized by a regular mob. NAVIGATION: The map and fast travel systems are stubborn, to put it mildly. There’s no hand-holding, no minimap tracking your every step, and no glowing trail pointing you right to your next objective. The world is massive and deeply interconnected, which is great for exploration, but it also means you will get turned around. SAME ENEMIES: When you first kick things off, the variety is great. You’re constantly running into new, grotesque Enemies. But once you push past the halfway mark, the game starts leaning a little too heavily on recycling. Instead of rolling out entirely fresh threats for the later zones, you'll find yourself fighting a lot of the same enemies you smashed hours ago, just with slightly bigger health pools, more annoying stats or a different color coat of paint. It doesn't totally ruin the experience, but when you're deep into a massive new area and realize you're fighting the exact same creatures you fought three regions ago. Score: 8.5/10 A mechanically bold and atmospheric release that rewards patience. TLDR * The game ditches the traditional stamina bar entirely, letting you stay on the offensive and keeping fights flowing naturally. * The sprawling, gloomy landscape is genuinely fun to get lost in without a glowing marker or mini-map spoiling the surprises, though it can get a bit confusing. * You can hop into different warrior Shells and pair them with a solid arsenal of weapons to experiment and find a playstyle that fits you. * At a mid-tier studio price of 49,99 €, it avoids standard AAA pricing and feels like an honest trade for the amount of world to explore. * Because the open world has no artificial roadblocks, it is very easy to wander down the wrong path and get vaporized by a late-game mob. * The stubborn map and fast-travel systems offer no hand-holding or minimap tracking, meaning you will likely get turned around. * While enemy variety starts out great, the game leans too heavily on recycling earlier enemies with slight stat tweaks or color changes once you pass the halfway mark. * Score 8.5/10
前作からマップ、敵のバラエティ、使える武器が凄まじく増え、「凝縮されたエルデンリング」みたいな何かと化したシリーズ第2作。 広大な全体マップのそこら中にダンジョンがあり、強敵やら謎解きやら探索要素がこれでもかと散りばめられている。 前作から引き続き、戦闘は「アドレナリン全開」。 敵の攻撃を避けて一発入れる、といったソウルライク的な実質ターン制の戦闘をベースにしつつ、今作では攻撃モーションを一時停止してパリィを叩き込めるため、主導権は常にプレイヤー側が握り続けられる。 強大なボスを前に「敵だけ楽しそう」になりがちなこのジャンルにおいて、正面から対等にやり合えるのはシリーズの特色としてしっかり継承している。
Good overall but this game has some LOW lows that could have been easily avoided but weren't for some reason??
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