
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 | 20.5Kreviews | 79% | — | $41.5M |
| $49.99 | 5.2Kratings | 92% | #80 | not modelled | |
Updates
Engagement
Reviews
Themes across 2308 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
- Miles better than 1 (duh, but it needs to be said) - Bit easy, but it does have a quickly accessible and toggled hard mode that you will have to dabble with to do everything! - So many more progression systems than 1! - Does have a bit of jank. Hopefully these will be ironed out. - Very interesting... side areas. I'm assuming there's more than one, but it's like a completely different game (genre). Quite spooky. - If you like to explore and lose yourself in an open world where you might eventually wonder where tf you are, this game is GREAT at that! (But also has hints on the map at what the "normal" path is) Anyway! Super good and glad to see a 2 that's better than 1! (Unlike Dark Souls lmao)
玩了十几个小时了,整体来说,游戏是推荐的,比起一代史诗级进化,作为二流类魂完全合格,甚至在部分战斗系统上完全超过了大部分类魂游戏,但在模仿魂类游戏这块的通病也是一个没落几乎全犯了。 你以为是个类魂游戏?实际上是个刷子游戏,只要你肯刷材料,肝等级,天赋跟石头等级一旦起来形成互补效果,你角色强度将来到一个非常逆天的水平,有无限处决的,有自带隐身的,还有直接全程霸体跟BOSS激情互殴的,谁怂谁孙子。 如果你还抱着传统魂游光凭技术就想匆匆通关,那么不好意思,折磨的就是你这种人,数值带来的差距是巨大,极难用技术去抹平。而且在陷阱,阴人,触发式怪群这方面,这个制作组初期就是纯奔着整死你去的,哪怕首发版本的堕落之主或者明末都要甘拜下风,但为何最后我还是愿意给个好评呢?因为配装稍微成型的玩家,数值会告诉你为啥制作组会这么设计,在足够数值支撑下,以一敌多,BOSS混战等一系列类魂游戏的大忌,本作的数值都会告诉你答案,直接战斗爽就行了! 目前来看整体游戏表现瑕不掩瑜,制作组在魂方面很阴险的同时,在配装数值方面也非常的慷慨,只要能熬过前面十几个小时异常难受的开荒之旅,只要等级够了,那么一切都会好起来的。
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Latest in each market: best RU #24, 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 2.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ABSOLUTE CINEMA
h
If you do a running attack and miss a shield enemy with the first weapon, they have the bugged ability to throw you into the sun. So far a 10/10 experience
昏暗的树林中一个硕大的BOSS坐在轮椅上不停从八百里外撞啊撞啊撞啊,然后爆射你喷火,只会三招,只能闪避,闪避又和残疾人一样判断及其严格,然后就是成群的抱脸怪。我打着打着感觉自己和这个BOSS一样渐渐也变得神志不清起来。 PS, 地图昏暗堆怪及其严重只能跑酷还很难跑酷因为全是DPS锁定或者很窄的路堵住你的,极限的药量和相当于没回的恢复量,莫名其妙卡顿的手感包括远程,还有真TMD的暗啊!!!!有遗迹第一守护者那味儿了!!! 还有那稀烂的地图引导!!!!!!!我是谁我在哪我要干什么……和你一比轮回之兽都变得眉清目秀了起来,8月一烂烂过一烂阿!!!! 地图另一个非人设计就是八百里一个篝火点游戏中称之为信标,你到了这个信标第一步还要再打个地牢,美名其曰净化信标,然后又是堆重复和攻击超高怪,然后再篝火迷宫里再死一万次。篝火和篝火之间的距离简直是没遇到过的超级远,boss门口没有,地牢门口没有,你必须打一群一刀半血的小怪往往摸到Boss身前了血瓶空了,然后再跑一遍,你猜怎么着血瓶又空了。老魂玩家肯定对这个门无法从这一侧打开不会陌生,但是魂游这样的设定往往是为了为玩家跑完一遍图之后提供篝火点的节近避免玩家的重复折磨,在致命躯壳2里您猜怎么着,没有,根本没有节近,你就慢慢跑慢慢打吧,篝火八百里远,及其稀少同时所有的地牢,墓穴之类的小迷宫都没有节近,你只要死了就重新再跑再打再死,所以前期我在地图里就像在沙漠里寻找水源的旅者一样脑子里只有到底什么时候有篝火,每一场地牢探险尤其是带boss的都与伟大的格洛无椅子版的跑图何其相似,甚至有过之而无不及,至少大黄蜂可以打怪回血,致命躯壳2里你只能非常憋屈的往前跑,但是时不时被堵住去路,只能硬打然后再被打回篝火重来N次。
Úžasná grafika, obrovské rozľahlé oblasti, rôznorodé príšery a zrúdy, dobrá ovládateľnosť, temné až hororové zvuky, no proste hra na veľa veľa hodín...:)
I have no issues with this game personally. Plays great and looks great, it does just enough to set it apart from the genre that I'm enjoying my time with it and that is somone that is burnt out on the souls genre. Literally zero complaints the vibe works for me and the gameplay is fun it's really all I need. The only thing missing is coop but this is a solid souls like and it's okay without it. It's miles better and I mean MILES better than the 1st game. First game feels like a tech demo compared to this. Don't even have to play 1 to get into this just jump in have fun. If the combat looks good to you it's an easy recommend.
Top game, smooth af
我就问制作组一个问题。六足虫打完之后,我怎么找到我死掉的魂和那个钻出来的信标!
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