
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 | |
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Engagement
Reviews
Themes across 2432 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Hello everyone!! I've wiped the game clean. I explored all the corners, looked under every stone, passed NG+, got all the achievements.) A magnificent soulslike, definitely worthy of standing next to the Elden Ring. What I liked the most: 1. ANIMATIONS. The contractions look very beautiful and dynamic. The character is very responsive to the controls, the controls themselves are not overloaded with unnecessary keys and their combinations. This is a huge plus. 2. Graphics and level design are atmospheric and stylish. well done. 3. Shells/classes — there’s room for a creative approach to building your own build. 4. The bosses are good; I especially liked Prince Isaac. 5. The development of the game world, its richness in content, especially in the first half of the game.What What I would add to the game: 1. A small hanging lantern on the character’s belt on the left side; dungeons are full of dark corners. 2. More variety in enemies. Especially in the second half of the game. There are few opponents who use elemental damage — fire, ice, poison, electricity, etc. In this form, items with elemental resistances simply gather dust in the backpack. 1. A mage class with a staff and custom spells. 4. I would expand the game map. A couple of large areas to explore, where there would be slightly fewer fights but more puzzles and secrets. 5. We need to add content to the night mode. Currently, there are too few differences from the day mode! 5. Quests!!! We also need NPCs with interesting, humorous quest chains. A frog, a cat, and a bag‑headed character... that’s very few for a game of this level. I’ll say nothing about the fat man in chains who feeds on darkness. It’s hard to even call that a quest. 6. The ability to drop unique weapons or their parts for crafting from Bosses. A great example of this mechanic is found in the game Remnant (both in the first and second parts). 7. We need a tower of darkness that reaches into the stratosphere. Let it have random arenas and boss battles of increasing difficulty. And let Coach Geness sell tickets for entry. Let the tickets be expensive, and let the player be able to enter the tower only once a day and complete only one floor (or fail to complete it if defeated). Let it have new bosses that aren’t on the game’s main map. The developers don’t have to create many bosses at once; they could add floors to the tower as the game is updated. For example, 1 boss per update. The developers would have plenty of room for creativity, and players would be more inclined to return to the game after the endgame. 8. We need to somehow revitalize the hub. It’s too empty. Add, for example, a greenhouse where the follower guards the dead‑end tunnel; give players the opportunity to grow flowers there, for example, and scatter various seeds across the game map in secret zones or hard‑to‑reach places. Or create a trophy hall, and let the bosses drop these unique trophies, for example. 9. Achievements — remove the achievement for deflecting all attacks from the nonamed prisoner, and instead add an achievement for the player having sat on all the observation pedestals in the game. 10. The lute as a crossbow is a decent idea, but the implementation is weak. It’s better to remove it from the crossbows, but add functionality to the lute: using music, you can solve various puzzles and unlock secret passages. And we need an item in the inventory that would emit a sound signal when approaching a secret location or a secret passage. Poking your weapon at every wall is inconvenient. Also, playing the lute near every corner will be inconvenient, so we need a radar item that can detect a secret location, say, within a 10‑meter radius from the player. P.S. if you want to transfer money to me for all the above-mentioned creative ideas, write to me personally, I will tell you where.) Всем привет !!! Игру затёр до дыр. Облазил все углы, заглянул под каждый камень, прошёл NG+, получил все достижения.) Великолепный soulslike, однозначно достойный встать рядом с Elden Ring. Что понравилось больше всего: 1. АНИМАЦИИ. Схватки выглядят очень красиво и динамично. Персонаж очень отзывчив к управлению, само управление не перегружено лишними клавишами и их сочетаниями. Это огромный плюс. 2. Графика и лвлдизайн - атмосферно и стильно. молодцы. 3. Оболочки/классы - есть простор для творческого подхода к построению своего билда. 4. Боссы - хороши, особенно понравился принц Исаак. 5. Проработка игрового мира, его наполненность контентом, особенно в первой половине игры. Что я бы добавил в игру: 1. Небольшой подвесной фонарь на пояс персонажа с левой стороны, в подземельях полно тёмных углов. 2. Больше разнообразия противников. Особенно во второй половине игры. Мало противников использующих стихийный урон - огонь, лёд, яд, электричество, и т.д. В данном виде предметы-резисты от стихий просто пылятся в рюкзаке. 3. Оболочку класса маг с посохом и кастом разных заклинаний. 4. Расширил бы карту игры. Пару крупных областей для исследования, где было бы чуть меньше схваток, но больше головоломок и секретов. 5. Нужно добавить контента в ночной режим. В данное время отличий от дневного слишком мало! 5. Квесты!!! Нужны ещё НПС с интересными, юморными цепочками заданий. Лягушка, кот и мешкоголовый.... это очень мало для такого уровня игры. Про толстяка в оковах, питающегося мраком промолчу. Это даже назвать квестом сложно. 6. Возможность выбить с Боссов уникальное оружие, либо его части для крафта. Прекрасный пример реализации этой механики есть в игре Remnant (как в первой, так и во второй) 7. Нужна башня мрака уходящая в заоблачные высоты. Пусть там будут рандомные арены и битвы с боссами по возрастающей сложности. И пусть тренер Генесса продаёт билеты на вход. Пусть билеты будут стоить дорого и в день игрок может зайти в башню всего 1 раз и пройти всего 1 этаж (либо не пройти в случае поражения). Пусть там будут новые боссы, которых нет на основной карте игры. Разработчикам необязательно делать сразу много боссов, они могли бы добавлять этажи башни по мере обновлений игры. Например по 1 боссу на обновление. У разработчиков было бы много простора для творчества, а у игроков подогревался бы интерес заходить в игру после эндгейма. 8. Нужно как то оживить хаб. Он слишком пустой. Добавьте например оранжерею туда, где последователь охраняет тупиковый туннель, дайте игрокам возможность выращивать там цветы например, а разные семена разбросайте по карте игры в секретных зонах или трудно доступных местах. Или сделайте зал трофеев, а с боссов например пусть выпадают эти самые уникальные трофеи. 9. Достижения - уберите достижение на отражение всех атак безымянного узника, а вместо него добавьте достижение за то, что игрок посидел на всех смотровых пьедесталах игры. 10. Лютня, как самострел - неплохая задумка, но реализация слабая. Лучше уберите её из самострелов, но добавьте лютне функционал с помощью музыки решать разные головоломки и открывать секретные проходы. И нужен предмет в инвентарь, который давал бы звуковой сигнал по приближении к месту секрета или к тайному проходу. Тыкаться оружием в каждую стену - неудобно. Так же играть на лютне возле каждого угла будет неудобно, поэтому нужен предмет-радар обнаруживающий секретку ну допустим в радиусе 10м от игрока.
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Latest in each market: best RU #25, 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
re va
Мрачный соулслайк, который стал масштабнее, красивее и интереснее первой части. Механика окаменения все так же хороша, а новые оболочки и оружие радуют разнообразием. Однако кривые хитбоксы, баги и проседания кадров способны сжечь немало нервных клеток. Рекомендуется фанатам жанра, но лучше дождаться пары патчей. 7/10
막보스 때문에 비추천 주려다가 참음 기억에 남은 보스는 두세 마리 정도인 듯 그래도 막보전까진 맛있었다
What an awesome little gems we got here! A souls-like embracing its own identity, being highly visceral and much more metal than the previous opus. Each shell has its own specific powers and weaknesses, while you can create funny or overpowered builds during your playthrough. Even better, they made it so you can change your build with minimal drawback (just a bit of in-game currency). It's a big step up compared to the first one ! Everything is more fluid and less buggy (even if there are still some bugs). One downside was the difficulty: it peaks at the beginning but eases up after a few upgrades, to the point where you steamroll everything until the endgame, where there's a spike in difficulty again. It didn't bother me much, but it's important to be aware of. Before writing my own review, I read some others and could see the developers are already responding to various issues, such as limited glimpses, not enough beacons, and balancing the difficulty. The game is still not perfect, but it will probably be nicely polished in a few weeks/months.
absolutely banging
i loved this game and im exited for the dlc they will add later on but the game is fun to play and good
funny lil soulslike,nice finishers,great enemy design,not many weapons or builds u can create tho
哟齁齁齁齁齁齁
good soulslike
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