
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.
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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
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
Engagement
Hours played at review time, across 123 reviews with recorded playtime.
Reviews
Themes across 123 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
Только что прошла эту игру, на моем счету 12 часов, 500 смертей и вот мое мнение. Я бы не назвала эту игру плохой, скорее просто 7-7,5/10 и на то есть несколько причин: 1) малое разнообразие врагов, неудобное управление (нужно понимать механику и паркура, и следить еще и за положением камеры), и отсутствие визуального маркера (куда идти и тд, но у вас проблем может не возникнуть ибо я слепая, сори). Бой и паркур часто заменяют друг друга, так что в этом плане сложно заскучать. По сюжету мало, но он простой, легко воспринимается. Возможно многие не поняли сюжет из-за того, что не пробовали поставить себя на место героини. Если не тыкать на ответы орби типо "стань моей женой", мы можем получить хоть какой-то намек на желание героини искать плюсы в своей работе. Игра неплохо играет на наших желаниях связанных с похотью, подкидывая нам ответы от орби, которые никак не вписываются в происходящее, и совершенно не подходят его роботической природе. Внешность героини здесь довольно сбалансированная и умеренная, ей не делали большие формы (что кстати очень положительно, и показывает что у разработчиков не было желания заработать известности на излишней вульгарности. Но все-же я уверена что фанатского 18+ контента с самой Пи будет немало, хотя сцену с показом ее лифчика крупным планом можно было обыграть по-другому). А вот с ее телом в целом напрашивается вопрос - как она, на вид такая хрупкая, выдерживает такие нагрузки? В этом плане у ее тела маловато объема мышц, можно было сделать ей более заметный рельеф. Возвращаясь к теме сюжета, хочу указать внимание на том, что у Пи очень тяжелая судьба. Пройти сложнейшие испытания, практически без ресурсов (не отрицаю что у нее есть какие-то модификации или вся мегаструктура - симуляция), и потом понимать что у нее на плечах еще одно, а может еще несколько еще более сложных испытаний, и на все это у нее - всего одна попытка. Игра хорошая, но утомительная. Немного поплакала над легким сюжетом, разделив тоску героини с ней, даже зная что сама героиня об этом не знает, и что "это всего-лишь игра". Возможно, я когда-нибудь снова запущу эту игру, вспомнив о Пи, ее судьбе, и о том какой подвиг она совершает. Насчет "подвига" - мы не знаем для чего она работает в такой тяжелейшей сфере, но выкосить сотни машин в огромной мегаструктуре имея у себя в распоряжении всего лишь бензопилу, два термоса, и пачку печенья, - это показатель готовности главной героини к самопожертвованию, и самое главное - мы не знаем ради чего.
симулятор паркура с проработанным фансервисом(Кодзиме бы понравилось). 10 рассыпаний на органы от небольшой высоты из 10 (пойду лорнс люр пиратить ибо деняк нема)
It was a really fun experience! The parkour was very fun, engaging, and challenging though sometimes a little unresponsive on some of the moves, though I was playing on controller. The boss fights were really fun and reminded me of Shadow of the Colossus, and the lore is given to you very sparingly but builds a very interesting world that I would love to know more about. I want an art book, or just regular book about this game, that's how invested I was in the story. A little bit of a complaint, half way through the game the difficulty of the parkour takes a sudden spike, but that's not a huge issue, and you get used to it after a while. Very fun game. Would recommend.
Гегагедигедагеда о А(й) в биин мерит элонг тайм эго Вэр дид ю кам фром? Вэр дид ю гоу? Вэр дид ю кам фром, Коттон-Ай Джоу?
Had a lot of fun with this, gameplay loop stayed fun, except for the wind section which I've never enjoyed in a game before, I won't spoil anything but the ending had me so confused. I swear I'm gonna need a Vatividya analysis on this to understand
Yes, I am!
El juego es muy bueno en lo que se propone mecánicamente. El parkour es fluido y satisfactorio una vez que le agarras la mano: correr, wall run, slide, usar la motosierra para impulsarte… se siente genial y hay varias secuencias donde realmente notas tu progreso. P, aunque no habla mucho, tiene muchísimo carisma a través de sus animaciones idle y movimientos. Los niveles con estética brutalista y toques Backrooms están espectaculares, y los bosses gigantes dan una buena sensación de escala. Sin embargo, se nota que el estudio quiso abarcar mucho y terminó apretando poco. El world building es increíble visualmente, pero el lore es mínimo y se da de forma muy irregular. Eso rompe un poco la vibra “slice of life” que prometían y deja muchas preguntas sin respuesta. Entiendo que querían misterio, pero termina sintiéndose incompleto. Los drones y algunos sistemas secundarios se sienten desaprovechados (los recolectas con esfuerzo y riesgo, pero su utilidad es muy limitada). Los bosses están bien, pero en la segunda mitad se vuelven más una prueba de todo lo aprendido que encuentros memorables con mecánicas nuevas. Al final, es un juego con ideas excelentes (muchas inspiradas en clásicos), pero que no las explota del todo. No es un mal juego ni mucho menos. Cumple en jugabilidad y diversión pura, y se nota el amor en el diseño de niveles y movimiento. Pero con un poco más de tiempo, recursos o enfoque en la narrativa y los sistemas secundarios, podría haber sido algo especial.
TL;DR Parrying everything is awesome, parkour is satisfying and smooth, explore giant world with huge structures, fight colossal machines, main character is cute. Motorslice is definitely one of the most unique games I've ever played. I was hooked from start to finish and always craved the next chapter. The game really reminds me of the manga Blame! by Tsutomu Nihei, where both the protagonist from Blame! and P seem to be searching for something special in a huge megastructure (or megastructures). I'm a big fan of Blame!, which only boosted my enjoyment and appreciation of Motorslice and its story. The game's combat is incredibly satisfying. You can parry just about ANYTHING that tries to kill you, including traps on walls and floors. If you fall into a floor shredder, you can parry it and then jump off before it turns on again! (Thank you, game tips, for telling me I could parry traps!) All enemies can be parried, and of course, the bosses too. I'm pretty sure parrying is entirely optional (except for the final boss, I think?); if it's not your style or it's too hard, you can simply roll or run in another direction to evade attacks. But I mean, why would you ever dodge a boss's attack when you could gain that awesome aura and feeling from parrying it instead? When it comes to the smaller enemy types, there are several ways you can combo off each one and destroy them. You can usually just kill them with a single basic attack, but for flair, I think it's better to get a bit creative and use things like wall running, jumping, and sliding to strike them. You also have the option to lock on to enemies, which, as a keyboard and mouse player, I barely used. I guess this option was intended with console users in mind. I will say, however, that the bosses sometimes felt a little too quick to defeat, especially the earlier ones before many of the environmental hazards are introduced. There just aren't that many things to kill you once you're on or close enough to the boss after evading or parrying their initial attack. I ended up disabling boss checkpoints in the settings so I would have to defeat them in one life. Even with no checkpoints, I still quickly killed most of the bosses in what felt like a minute. The only boss that put up a real challenge for me was the Chapter 7 boss. I died many times, but it still felt great to go against a powerful enemy. I eventually beat him, and even though it took me a while, I enjoyed it a lot. Regardless, fighting all the bosses and seeing their design was a cool experience. My favorite boss visually was probably the Chapter 3 boss because of his drill gun. I loved the game's parkour system and would spend a lot of extra time in areas just playing around, trick-shotting enemies, and jumping on them like in an Assassin's Creed game. The game felt like it was more parkour than combat, which I really liked because it made you appreciate your surroundings more and I had more fun with it anyway. I searched for and collected all the lost drones and had a great time finding them all in their little niche spots! I often found myself accidentally skipping entire checkpoints and sections of the map while exploring. The skips weren't hard to perform, either; sometimes all it took was a single jump to a platform. I want to say that most of these skips almost felt intentional by the developers for the sake of speedrunning the game. I don't speedrun games, so finding these on my own was awesome. Saw another review mention the comparison to Mirror's Edge's parkour system, and I can definitely see some similarities. Some of the puzzle parkour could be outsmarted if you knew the limits of the game's mechanics, like air-dashing with P's weapon to reach distant platforms or jumping perfectly to reach surfaces you were meant to wall-run on. The game gives small hints on where to go through the orange coloring of objects and the scratch marks on walls. Sections often have several pathways to reach the next area, which I found great. I could totally replay the game several times and find new, potentially faster ways to reach the next objective each time. At any point in the game, I could look down and see past areas I had completed and the remains of previous bosses defeated, especially from the top. Very cool feeling of accomplishment. I found the interactions between P and Orbie really cute. I would always try to poke and click P to see both dialogues from the two options during slack-off scenes. I liked how the third-person camera is canon with Orbie, and Orbie is us, the player, as an AI, with the combat music that plays during fights apparently coming from Orbie too! There are plenty of little things Orbie and P do when looking at P or in selfie mode, including THAT one face, and THAT one action she does with her leg when you view her from below. It's a shame she didn't bring her other uniform. It's nice to see this little wholesome peace between the two in a world that's constantly trying to kill P. If Orbie were a real person, I think this game would've taken a slightly different turn. I'll continue to play the game and explore. You can totally just go out of bounds and start walking in a random direction just to look around and absorb the environment. There are a few strange secrets that I've encountered, and I'm looking forward to finding more. Thank you, Regular Studios. I'm full.
GOOD GAME, BEAUTIFUL WAIFU! ❤️💎
Balls, chainsaw and machinery, very good.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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