
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.
Most likely between $25.3M and $71.7M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $49.99 | 79% | approximately $42.2M |
| PlayStation | $59.99 | 88% | — |
| Xbox | $49.99 | 86% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $26.43 on Steam · Russia (−47%). Compare 17 prices in 15 markets →
Reviews
Themes across 2470 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
Killed the last boss, died from DoT during the cutscene, broke the game :)
Первый мой опыт соулслайк гейминга. Сравнивать не с чем, но есть что сказать. Достаточно понятна в изучении механики боя с различными вида оружия, способностями и особенностями каждой оболочики, хотя ожидал что-то невероятно хардкорное, т.к. наслышан о сложности dark souls'ов и других игр этого жанра. Сюжет - ♥♥♥♥♥ непонятно, но очень интересно. Средневиковый мир - жестокий, мрачный, завараживающий. Большое разнообразие противников, каждый пытается дать тебе пиздюлей используя свои особые возможности. Интересные боссы, некоторые заставили попотеть, но на каждого мне хватило не более 7 попыток, в целом достаточно пару раз проебать, изучить патерн ударов, далее уже пизды получают они. Но иногдла не достаточно просто парировать и контратаковать (без спойлеров). Новички, скорее всего, оценят эту игрушку. P.S.Особый респект разработчикам за оболочку проксимы =)
**A fantastic foundation with room to grow** At first, I thought the limited variety of weapons might become a problem, but I now understand that this was the right design choice. The weapons feel genuinely unique, rather than being superficial variations with mostly visual differences. I would love to see more weapons added in the future, but I hope they maintain the same level of individuality and identity. The same can be said about the Shells. Each one feels unique and authentic, and I would definitely like to see more Shells, along with better balancing between them. And, of course, we want Harros back. The soundtrack is fantastic and does an excellent job of creating the atmosphere of the game. However, there were moments during exploration—and even during some miniboss encounters—where I felt the absence of music. More consistent use of the soundtrack could make some areas and encounters even more memorable. The environments are beautiful, and the different biomes do a great job of conveying contrasting feelings of comfort and despair. Each area offers a distinct atmosphere and creates different experiences as you explore. I also really enjoyed the moments when the game steps away from its traditional gameplay to let us experience memories or play as other characters. The first-person horror puzzle sequence is a great example of this. These moments add variety and help make the world feel more interesting. The upgrade/leveling system is probably the area I would most like to see improved. At the moment, it feels somewhat simplistic and doesn't leave much room for meaningful decision-making or creativity. In practice, it often feels like simply progressing from level 1 to level 2. I understand that we can choose how to allocate points in a Shell's skill tree, but I would like to see more depth and meaningful build choices. ### Gameplay improvements I'd like to see * **Dodge-attack moves:** I would like every primary weapon to have a dodge-into-attack move. Just as running attacks provide an offensive option while moving, I think there should be an attack that can be performed immediately after a dodge. * **A more rewarding perfect dodge:** The timing of the dodge could be explored further. Similar to how a perfectly timed Harden/block rewards skilled players, a perfectly timed dodge could trigger a different animation and provide additional frames of opportunity for a counterattack. This could add another layer of skill and mastery to the combat. Overall, Mortal Shell II has a very strong foundation. The unique weapons, distinctive Shells, beautiful environments, atmosphere, and willingness to experiment with the gameplay make it a very enjoyable experience. I hope the developers continue expanding the game while preserving the unique identity of what is already here.
the last boss is bugged as hell.
jogo ridiculo como que me colocam uma porra de um boss com 5 fazes joguei meu dinheiro fora...:(
There are some decent ideas and its definitely a huge improvement over their first game, however the majority of the game feels cheap and lazy. Many mechanics, like stealth for example, only work about half the time. It feels like the enemy AI doesn't account for being interrupted so if they're in a string of moves they'll just keep doing it and tracking you regardless. Similarly they'll also often just totally ignore you and walk slowly as you beat them down because they haven't finished their intended action of walking to a point and a lot of the time they're just walking into a wall endlessly. The lack of biomes also kind of wore on me too, every area is basically the same palette and the environments don't really change much. It makes the game feel kind of very samey and more of a checklist of getting all the things and scraping each point on the map rather than feeling exciting to explore and wondering what comes next. Much of the game feels like its developed by multiple teams who have never met each other. There are some environmental puzzles and sequences that are pretty cool. But then you move into an attached area and it feels completely devoid of any creativity with everything sort of just strewn about in a linear path for large sections. I'm not really sure if it was a time issue or what, but the quality in level design is so wildly different from section to section. The bosses seem ok in design, but in practice they're not very fun. The overwhelming majority I killed before they really did anything and it didn't feel like a boss as much as just an elite enemy. They're also often kind of unwieldy and just spamming attacks and magnetically tracking at lightning speed around the area. This kind of brings me to my last problem which is the tracking, both on the enemies and the player. Its incredibly egregious. I've missed enemies only for the game to flip me 180 degrees and land the hit and a lot of times quick enemies are flying around as I'm flying around and its just a button mashing mess as we're both just abusing the tracking of the game. The combat in general though just doesn't feel great and the combo system seems a bit random as if its going to keep your combo count for an expected second or so or 15 seconds later you try to stab with the first combo but the game decides you're still on the 3rd combo and you're locked into an animation for which there isn't really any animation cancelling in the game. A lot of my problems I really can't tell if they're genuine bugs or corner cutting in development or just intentional design that's just bad. Everything feels like it was just looked 'good enough' and didn't go through much testing to see if things functioned the way they're written in the game or expected to work.
The game is really fun, but there’s one thing I seriously don’t understand. Did you guys actually test the Nun’s skill before releasing it? Her illusion AI is absolutely terrible. I have to use the skill like five times just to get her to attack once, if I’m lucky. The Nun is a really cool and attractive character, but her skill is so bad that I just can’t use her. Please fix this. Seriously.
对小厂出品的游戏,警惕警惕再警惕 篝火很少,地图绕到不行,死一次根本不记得怎么到死的地方 尤其是那个SB地下城,我从篝火出来,绕了半天进了地下城,地下城还是个双层的,我在下面打boss死了,直接给我送回篝火! 我都忘了怎么去那个地下城了。 玛莉卡楔石这么好的设计为什么不学? 是觉得自己的地图设计水平已经可以开宗立派了吗? 我就不往后期体验了,你这个游戏在我这就配四小时,以后如果没有添加地下城的复活点,我不会再打开这个游戏
我觉得挺好玩,前期拿到合适的BD就随便打,后面还不知道。目前体验不错
sehr weniger bugs... meistens durch neustarten behoben