
Parkour through the ruins of a megastructure, climb massive bosses, and hunt down every construction equipment in this slice of life action-adventure with immaculate vibes.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 7.71/day in the week to Sep 8 → 10.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
PARKOUR
Parkour through a brutalist post-apocalyptic world with smooth gameplay, and engage in seamless combat encounters. You must use your skills and agility to find your way in this desolated place.
Play as a girl named ‘P’, and use everything at her disposal to escape from deadly traps. Run, climb, slide, crouch, wall run, perform stunts, and even use your chainsaw to cross impossible distances.
HEAVY MACHINES
From smaller autonomous construction equipment, to massive dump trucks, survive a hostile environment where everything wants to kill you. Who’s gonna win, a sleepy girl with a chainsaw, or an army of rogue machines?
Strike first, or die. A single mistake can cost your life in a brutal clash of metal. Too big to destroy with one swing? Climb bosses and slice them into pieces, turning colossal machines into dust.
MEGASTRUCTURE
Not everything can be solved with a chainsaw. Alone with a flashlight, you are powerless against the crushing atmosphere of the structure. Rush through the darkness in endless corridors and cross liminal spaces.
Insignificant as you are on the scale of this cursed place, you have to face your fears and complete the job. But can you fight your megalophobia?
SLICE OF LIFE
Get in, eliminate the machines, and get out. That was the job. But upon arrival, the mysterious megastructure proves far larger than expected, and P quickly realizes this is no ordinary job.
Partner with a mysterious malfunctioning Orb Drone (Orbie) and embark on the daily routine of a ‘Slicer’. Armed with nothing more than her chainsaw, P must carve through every machine along her way to the top - no matter the cost.
FEATURES
Fluid acrobatic gameplay. Climb, run and slide your way around.
Brutal fast-paced combat. You die easily, but you kill easily.
Climb massive heavy machines in epic boss fights.
Traverse liminal spaces and parkour through brutalist landscapes.
Minimalist atmospheric adventure with hardcore challenges.
Slice of life story about a girl doing a routine job in a megastructure.
Gorgeous pixelated modern low-poly graphics.
Solve puzzles with physics oriented objects.
Banger Atmospheric DnB/Jungle OST by Pizza Hotline.
Story fully voiced by Kira Buckland as P
CONTENT
8 Chapters, plus Epilogue & Prologue
8 Colossal Boss fights
30+ fully voiced and interactive story segments - aka slacking scenes
Interact with P through dozens of small interactions. Can you find them all?
Extensive selfie mode, poses, and ways to mess around
9-10+ hours play time
Sums Steam only; Xbox, PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $15.99−20% | 5.7Kreviews | 85% | — | $2.7M |
| $19.99 | 1.9Kratings | 82% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 640 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2]TLDR[/h2] Nice little game that obviously draws a lot of inspiration from the Prince of Persia and Shadow of Colossus. Fun overall, but not without issues. [h2]Mechanics[/h2] When they work they work, however: - landings have this feeling of floatiness to them, it is very easy to land and slip of a platform - chainsaw traversal have this lag to a stop, sometimes it is hard to stop in time to switch direction - the whole direction switch mechanic is a little bit finicky (it requires to stop, reposition player character in the air and start chainsaw again) - ledge/wall cracks shimming can be better, it requires the stick to point in the direction the crack is oriented in (kinda, sorta) even when there is no actual divergence in the wall crack. It would have been so much nicer to just keep the movement going as long as you keep the stick pointed in the initial direction Overall all: functional, but lacks polish [h2]Map design[/h2] Once again fine overall, however I got lost a couple of times. While this could be attribited to being bad at video games and being pampered with modern conveniances like yellow paint everywhere. But there is yellow paint everywhere (well, more like orange paint). There was this one particular section with old mall collapsing where it was particular bad for me, took me like 4-5 tries to find my way out of it. Once again these are minor issues that just required a bit more time in the oven and mainly an issue of resources [h2]Plot[/h2] There is a plot, it is a workable plot, but I wouldn't call it something special. Most of the lore is being conveyed through visual novel-like 3d scenes through the monologues of our protagonist. Environment is mainly a decoration for parkour. There is some story telling there, but minor, most of the stuff has little logic to it's placement.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil, French, Italian, German, Japanese, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Korean*languages with full audio support
| $19.99 |
| 1.5Kratings |
| 91% |
| — |
| not modelled |
| $19.99 | 47ratings | 84% | — | 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.
Hours played at review time, across 640 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i really wish I could like this. the movement is clunky and not very fun. i dont know why the game even has combat since theres barely any mechanics for it. the mc makes a 'i hate sand' star wars reference that shows her feet in the same cutscene. also it is really glitchy. i was fighting a boss, died, then got teleported to the next chapters boss. if this game didnt have a anime girl, i don't think people would be nearly as kind to it. if you want a good parkour game about exploring a megastructure, go play lorns lure. its much better
Bought it after seeing the feet scene. Honestly A great platformer shadow of colossus mix. Its so well written and the grandeur is insane.
bored
Pretty solid gameplay and mechanics, the only downside is the jumping is a touch wonky which will cause you to just careen off some cliffs. Overall though it's a great concept and recommend anyone gives it a go.
[h1] Un Juego Intenso [/h1] un juego indie complicado, dificil en algunas partes y buena historia, linda musica, buenos niveles, de tanto que [strike] MORI [/strike] por la dificultad lo termine en casi 14 horas... y valio cada segundo, lo amo...
The game need a mod that replaces the character model with that of a hamster 'cause why does she keep jumping off to her death?
You take Shadow of the Colossus, give it one of the greatest 3D platforming systems you can play, one of the greatest environmental settings for you to use said system in, incredibly well thought out level and mechanical design and then top it all off with one of the coolest art directions I've ever seen for a game and you get Motorslice. 10/10 all around, absolutely fantastic game. To get the "lesser" stuff out of the way first, this game doesn't really have a huge overarching narrative for us to latch onto. We're drip fed stuff about the world over the course of the game via optional cutscenes and environmental storytelling, but other than that we aren't given much. I adore the way they go about it though, it fits for the game and its vibe so perfectly, even if there isn't much. It's incredibly immersive. Onto the more obvious stuff now. Mechanically, the game feels weighty but not in a bad way. P controls in a way that may feel surprisingly sluggish at first, but as you climb you really get a feel for how she works. The level design is such that it compliments her playstyle perfectly, and a few quality of life features here and there such as tracking to certain platforms or interactables mid jump help keep things flowy. Orbs are a fun collectible too, scattered here and there throughout the structure and requiring you to use your brain to get to some of the awkward ones. There isn't always a set way to grab them either, helping break up the linearity with a bit of spice. The gameplay 100% won't be for everyone and I understand that completely, it just happens that I personally really like how it controls. When you get into a groove weaving traps, grabbing orbs and clearing platforming puzzles only to look back to see how far you've come is incredibly rewarding. On that note, I don't think I can give it enough props for it's presentation alone. The way this game presents itself is unlike anything I've seen from any other game. Despite being a fairly linear game progression wise (it's not like you can climb the megastructure as you please, there's a pretty set path), the entire megastructure feels so insanely cohesive the entire way through. Nine times out of ten when you're climbing, you can look down and see somewhere you explored three hours ago, and behind that somewhere you explored six hours ago. There are no loading screens on the way up, nothing to break your stride as you go and nothing to ruin your immersion the entire way through. Even the little break cutscenes that you can sit through are entirely optional. Art style wise, the game does not slouch in the slightest. It gives off some early PS1-2 esque vibes with some Mirror's Edge influence here and there. The design of the megastructure evokes HEAVY Blame! vibes which is something I highly respect, all while paying homage to Ueda's games via presentation, albeit in this unique brutalist setting. The way the environments become part of the level design via the colours that draw your eye to important interactables, the way the areas are so massive without becoming cluttered and how cohesive and explorable the structure is just ticks all of the boxes for me. The soundtrack on top of this adds so much to this game too, so much so that it's hard to explain in any other way than it just ties the entire vibe together so cleanly. You have to experience it yourself in game, it's something else. Boss design is where the Shadow of the Colossus vibes really shine for me. They're all huge for one, but you fight them by climbing them and taking out weak points in much the same way as you do in SOTC. Even beating them leaves them as a dust covered husk in much the same way, letting you see the aftermath of the fight from anywhere in the map. No boss is particularly challenging, but they're not pushovers either. They can take a fair amount of puzzle solving to deal with sometimes, but other than that they're not too bad. What they lack in difficulty they make up for in spades with presentation, but you'll have to play it yourself to see it. While I praise the game, it's definitely not without it's flaws. On top of my massive skill issue, P doesn't always move like you'd expect her to. Jumping can at times generate too much momentum for tight platforming, and it can be fairly difficult to judge what heights will kill you and what ones will not. Orbs too, there are 250 of them but in terms of variation there are really only two types: normal and timed. More variety could have made finding them even more fun, such as one that could move on its own or even run away from you. In terms of bugs, the game is actually very polished, only occasionally messing with your momentum or camera here and there. In terms of cutscenes...yeah I can't really defend this one. I like P as a character but jesus christ not like this. In some of the cutscenes she's sexualised for no reason and Orbie's dialogue options in response are either being a huge pervert or being an actual ♥♥♥♥♥♥♥. I didn't like having P's feet and tits shoved into the camera at all. The dialogue can feel kinda clunky sometimes too. Dunno if that one's on purpose or not, but that's an issue that I personally have and as I mentioned earlier, Orbie just can't find it in him to respond like a normal person. It's a shame cuz the cutscenes that I enjoy are done so well, and the worldbuilding and story being told through them are interesting to me, it's just that 90% of them involve some gross pervy ♥♥♥♥ and you can never actually get to know P beyond being gross or mean to her. Also the flashlight sucks major balls sometimes. All in all, this game was an absolutely stellar experience from start to finish. Reaching the top and watching the ending had me begging for more. I really hope we see more of Motorslice soon.
Perfeito, simplesmente perfeito
I already want PART 2!!!!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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