
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 2432 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
this game ♥♥♥♥♥
sTUNNING!
Let's just look at the firs thour and see what I feel so far: Visuals - The first already looked quite nice for it's obviously limited budget. This one is outright gorgeous. Performance - It actually runs above what I would have hoped for. It is not one of those "Framegen required to run" games at least at my spec (1440P Ultrawide) Gameplay - High fluidity, clear timings and essentially the same twist to the Souls formula as the first. It is still a breath of fresh air. Worldbuilding - I was drawn in within the first 5 minutes. It is high fantasy yet grounded and believable. Negative/Neutral: It will not hold your hand in terms of skill expected. I expect a lot of of the bad reviews to have a lot of "skill issue" pain points.
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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
парашняк
Cojonudo
Fun
打算在20号前买的建议去找攻略 不然容易踩坑 不打算急着玩的不建议买 等后续更新再说 舜物建议只留着升级躯壳羁绊 别的一点都别花!!!!!!! 舜物建议只留着升级躯壳羁绊 别的一点都别花!!!!!!! 舜物建议只留着升级躯壳羁绊 别的一点都别花!!!!!!! 地图上的所有东西都是可以直接找攻略去拿的 别花在什么定位 买地图上 要我说趁着发售初版很多轮椅 没修正(削弱)之前赶紧爽得了 我都想不明白篝火分布是跟谁学习的 除了某个躯壳能点出杀怪回血瓶 其他的躯壳基本上你按魂思路清图是百分百不够血瓶用的 消耗品就更少了 捡的多少才加一个上限 有何用 路上除非你绝世高手 能一点失误没有 不然这游戏开荒体验巨差 真是三百六十五里路 这游戏想玩轮椅又比较困难 容易踩坑 每个躯壳升到三四阶都有一定的轮椅流派 但问题在于 你压根就没那么多资源升级 而且目前玩下来前期最好只专精一个躯壳 其他东西随便叛教 因为人物等级只需要刷魂就行 武器升级必须要推图到某个点才强化石头 小怪只掉钱和魂 剩下强化躯壳武器全是地图上捡的 一周目你也就最多弄满级几样东西
Changed review to positive once I've understood the gaame has quite a strange open world structure leading to unplayable difficulty if you take a wrong turn :-0 Other than than that the game is mighty fine (120fps without frame generation on my laptop, medium settings, 1080p 32")
Holy, this is a soulslike! ♥♥♥♥♥♥♥, Fromsoft has some real competition now. The music is insane, the visuals are stunning (the walk to Marrow Keep is chef's kiss), the performance is solid (ultra 130fps solid at 3440x1440p) the exploration is on point, everything you find is interesting, the combat is tight with so many unique playstyles, ranged weapons actually do damage! Did I mention there is no stamina system, and it somehow just works... Wild. The new option to remove load screens when you take the misty stairs down into a mini shrine/dungeon is amazing and unexpected! Bethesda take notes. Also just the design of the gates, basically dungeons with a seperate map to the overworld, I was not expecting this when I walked through (I was expecting a simple boss fight). All this polish and amazing design and yet the game is irreverent, never taking itself or the genre too seriously. [Following line only mentions early game stuff that's in the screenshots and trailers] Yes I've turned into a sheep and beat up a shepherd. Yeh I've fought an overweight lady in a wheelchair who shoots babies from an arm canon at me. It's as amazing as it sounds, and yet never too goofy to take you out of the world. The game is brilliant, despite a handful of technical hiccups that still need ironing out. I've run into a couple of bugs, one where I couldn't interact with any interactables. I threw myself off a cliff to fix it. This happened twice, both in the same village. I've also briefly had subtitles stay on screen and not disappear (which was a thing in the Beta) and loud stormy wind noises playing constantly until hard scene change or backing out to main menu fixed both. Additionally, some settings do not work, or do not work as intended. Hardware ray tracing setting does nothing (not that I see it being needed over the lumen implementation); chromatic abberation and film grain seem to be always on even when turned off if post processing is set to ultra, turning it down to high fixed this for me. I've heard of others but I will only list what I've personally come across or noticed. All in all it's an amazing start to the game (first 6-10 hours). I'll update once I've finished the game but it's so good already, if it just maintained what they have for the rest of the game I'd be satisfied. If you like souls games, soulslikes, or you're an action junkie that's never tried one, this is an amazing place to start. I'm looking forward to updating this review, as I think this game is going to be special. Edit: Important I have to add, the game has an easy difficulty (via the Slayer Seal) and a hard difficulty (via Night Mode). I think this is a great jumping in point for anyone who likes action games and the vibe of souls titles but doesn't want the difficulty many of the other games in the genre have (with exception to Wuchang and DS1 which are both relatively easy in the beginning and ramp it up slowly). Diegetic difficulty done correctly is a sign of a extremely well designed game. Through items like the Slayers Seal, Bloodhound's fang and systems like Summons (or multiplayer coop), the very best games maintain a shared, common experience, without lazy, immersion breaking text based difficulty menus. The old school easy to implement text menu difficulty leaves you tinkering up and down all game to get the level of challenge right, making challenging fights frustrating or a cakewalk, determined primarily by a menu, where you learn little and negate the reward payoff. This leads to not receiving the intended, common experience that you can share with your friends and other players online. PC Players have always had these options to change difficulty, grind requirements, or pretty much any systems for any and every game out there, it's called mods. Mods let you change any aspect of the game that you dislike, That's why the developers themselves should focus on crafting an amazing common experience for the community to figure out fun and powerful strategies, and the players who are struggling a bit too much can just use the powerful tools the developers have carefully crafted and tested to still play the same game essentially as their friend who wanted more challenge and turned on night mode. This sounds small but the shared experience, and people posting their favourite and least favourite Elden Ring bosses as the zeitgeist was all about that game was so much fun and expanded players stories into community legends. I'll also add because I think it's important. I'll take diegetic difficulty options like summons and slayers seal over a immersion breaking, silly menu option every day of the week. Players should advocate for this more, instead of lazy hp/damage scaling or other lazy menu based options that split the intended experience up.
Beautiful game so far. Its not as slow as other souls like and the combat is actually good. Love the parry system and no stamina bar.
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