
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
Best Souls-like of 2026. Good: - combat - visuals - atmosphere - sound Bad: - enemy attack tracking is way to aggressive (if you don't dodge at the last second, the attack will always follow you) - agro leash is almost infinite - crashes (GPU crash) frequently on highest settings on AMD RX 9070 XT (fully stable on HIGH)
I've spent 46 hours exploring and progressing with the main line I rated this game 8/10, I absolutely loved it n shi, but isaac's gate sucks Overall the best Action RPG I've ever played
Didn’t like the first Mortal Shell. Definitely recommend this one. Combat actually moves now. Hardening isn’t the default block anymore — it’s a Seal you choose (out of many) — and they yanked stamina off actions entirely. Fights are faster, meaner, and way less of a slog. Shells finally feel like different playstyles instead of reskins, and weapons have enough options that breaking the game is half the point. If you like Soulslikes that let you go full power-fantasy, this is one worth your time. You do not need the first game unless you want to hunt for lore. Visuals and sounds the part. Dark, gritty, a little washed-out on purpose. Some people will call it bland; I think that’s the aesthetic doing its job, and the audio really enhances the mood. The visuals are so good, the real crime: no photo mode! The whole game aesthetic is built for one. This is one thing that would keep me playing longer after completing it to run around looking for great shots. What’s weaker: most bosses. A few fights have real presentation and flow. But a lot of them feel like “what if we just… did this” and then you never think about them again. This is critical, as this genre is defined by their bosses. Enemy roster also repeats itself quite a bit — you’ll know the whole cast by about the midpoint. The difficulty spikes in certain parts of the game that can be frustrating, but can be over come with patients or fine tuning your build. For the love of all this is good, give me agency of the camera during animations, these stone crab enemy animations are a nightmare that will take over your camera. And the decision to map sprint and interact to the same button to open doors, pickups, and NPC dialogue...this is down right diabolical. Story is the usual genre template: world’s ending, you’re the chosen one, go fix it. Cool setup, but no real weight. It has The environment in spades, and some cool characters, but you never feel as if any of it really matters. Being this is also a shorter game — about 30-40 hours to finish, (took me 50 to 100% it) so there’s just less story to tell, less lore to dig up, and fewer things to do than something like Elden Ring (~80). It is why I believe the narrative never gets room to expand the story out fully in its open world setting whereas if it was a linear experience 40 hours would easily be enough. What seems would enhance this style is having its open world but once you are entering the area bosses level, make it a more linear environment, adding a more thematic experience for the player, then upon completion of that boss back to the open world, rinse, repeat. Launch was messy for quite a few people (crashes, silly bugs). What I hit was minor, not game-breaking. Optimization still isn’t perfect, but it runs solid enough. This seems to be industry standard, as most games seem to release half baked. [u] After the updates [/u] : Devs took notice. Spawn points, resources, weapon balance, bugs, performance — a small team turning that around this fast is rare. This game feels much better after this patch as I have all the resources I need to build out my shells and play around with different concepts. The game feels like it found its stride: dark-fantasy Soulslike that isn’t afraid to have a sense of humor. Cold Symmetry earned a sequel. I’d gladly play another. Review Score: Gameplay: 8/10 Story: 6/10 Visuals: 9/10 Audio: 8/10
Bei manchen Gegner Desings frage ich mich echt was die Entwickler genommen haben aber sonst schönes spiel
a garbage game
+打击感不错 +每种怪物有独立的处决动画 +前期高密度的小副本探索,副本关卡质量尚可 +足够多的职业和装备搭配 -怪物种类稀缺,换皮当boss -每个boss技能都很少 -后期怪物纯堆数值+韧性,不弹反打着很恶心 -部分怪物出手动作太快,弹反不弹反都很恶心 -地图设计单调,缺乏纵向结构 -后期明显产能下降,可探索内容大幅度减少,副本结构单一 -优化像坨大便 -黑的地方黢黑,亮的地方瞎眼 -后期很多怪物飞天、处决动画对不上位置的bug,感觉都没好好测就端上来了 只玩上半张地图可以给到8.0,全图7.0。
“给这个游戏好评的人他百分之一万没有玩到后期”我差点就被大主播唬住了以为有多粪多难呢,蛋蛋龙和巨石确实设计的不好,但这俩离的近了只会用篮子砸地板很难想象自称老ass的人类能卡在这儿。终章另外俩boss交互的很好下班大半夜给我打爽了,我说打游戏还是别看锐评视频呀,脑子和技术但凡沾上一样都能爽玩,他们却只沾上了脾气。
decent game, 8/10.
Fun game but a bit underwhelming
想了半天感觉还是给个好评吧,我个人体验下来还是不错的,不过仅限于中期了 前期传统魂游,回合制交互,搜集到一定数量的技能石头和武器/人物之后开始好玩起来,我尝试了几套玩法:前期拿到斧刃开始用冲刺三旋击配合出血被动秒怪,中期开始用寒冰巨剑冲刺二段秒天秒地,拿到专属主动技能之后更是BOSS直接变路边一条,我中期开始BOSS都是一次过,除了最终BOSS确实血厚没秒掉以外。 这游戏有个严重的问题就是当你拿到新武器,你得有配套的技能石头(主动+被动)搜集齐并且把他们升满才算完整BD才能有不错的游玩体验,如果你运气不好或者漏了哪里的石头,那可能你强行玩这把武器的体验就不会很好(我拿到加特林和弩炮一直想玩可惜一直没拿到对应的主动技能石头唉) 不过除此之外BD成形之后还是很爽的,包括但不限于左弓连射十字弩,轨道空爆,抛斧机设置电锯秒霸体怪,还有一些流派就不提了 但是……游戏到了后期就感觉开始有点折磨了,之前打过的怪在后期图里血贼厚,然后还有几个攻击速度贼快的精英怪两刀就能秒你,我本来还在体验其他BD的最后不得不掏出我最强的寒冰巨剑,后期的地图设计感觉挺敷衍的,好几个大场景就只有几个眼熟的小怪。 总体来说如果玩过类魂比较多的玩家玩这个应该还不错,其他就还是谨慎购买吧 —————————————————————— PS:最后的存档点里面的彩蛋倒是挺有意思的,会读你的steam库,在里面你可以玩“看描述猜游戏”,我的出现了像怪猎,绝地潜兵,求生之路和传说之下等等游戏的对话。和朋友一起猜还挺有意思的