
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 →
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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
peak
I need more of this
Классная игра, знаю ещё с момента когда и демки не было. Ждал игру и не пожалел, супер кайфовая и легкая (под вечер отдохнуть). Фан сервиса конечно много и не уместен от части, но это не страшно. !Спойлер! В конце конечно даже чуть грустновато стало ведь показали то что она не выживет то старости лет
I would ignore this games flaws if they would just fix how clunky the parkour is
At start I didn't think, I would be this happy to finish Motorslice. Parkour in this whole Mega Structure is challenging and fun<3! The Motorslice Team stomped AAA into the ground! *salute* "(o.o)"7
Very fun. Runs great and looks amazing I have my gripes on the combat and those floating ♥♥♥♥♥♥♥♥ but it did add to the game still so its ok couple of low key gooner cut scenes but for the most part the cutscenes did build the story to be less 2D
4/10. well this game is good only for its visual and music but thats all. boring gameplay. bad optimization. the final mechanic unlocks after just 30 minutes of play. controls are clunky. It feels like there's still a lot of work on game but they probably won't doing anything. I didn't finish this game because it's repetitive. this game is a peace of ♥♥♥♥ wrapped in gold foil.
let me open up by saying this game is not for everyone. not only is it very hard casually, (which is why it can have a forgiving autosave) but the parkore mechanics can be a little tough to come to grips with, even if they make sense as you play (my only major gripe is that crouch/roll is on ctrl by default and not shift when nothing else uses it, but thats minor since you can change that) the good - The platforming felt very fluid to do, and was satisfing when done right. all the interactions with P were very charming and made me like the character more. all the little atention to detail across the game with animations felt really nice. the inspirations of the game are worn on its sleave for the better, the game feeling like a cross of neir, shadow of the colosus as well as metal gear rising, just as a platformer. the game clearly has a lot of lore that is not fully explored but it all helps the atmosphere of the game. speaking of, the lofi inspired music is something i really loved. makes me wish there were more tracks that played more often the bad - the orbs. many of them are behind either exploring or platforming chalenges. and while many are fine, many others are not. the forgiving autosave can sometimes make it that you loose some orbs or have to to tons of backtracking just to try again at one, which is increadibly frustrating. collecting them doesn't unlock any extra content which is a shame as it feels there is little reason to get them all other than satisfaction...which is hard to justify when some of the worst ones are so frustrating to attempt the wind. there is not much wind in the game, but the wind that is there is such a pain because you gain too much momentum while on them, making it hard to control at times speaking of wind, the tractor boss in the wind area feels really jank as it took me well over 30 minutes of running around without anything changing before it flipped over some of the rest talks with P felt off as there felt like there was so little context as to why she was saying what she was saying. and your influence on these things are so uninpactful at one point i thought that P would say she cant hear you at all. what i would want more of/ change - i would want more lore. the world felt so interesting, but felt empty because nothing gets explained at all. and im all for reading and figuring it out myself, but there was just nothing. made the games ending make me ask why rather than i wonder what secrets there are. i would also want the collectables to unlock stuff as you go through the game. be that art, costumes, music, or even lore (tho i would rather lore be incorperated some other way) the level design was super solid, but maybe either make the be less check points, or make there be more orb deposit locations. the point of the orb deposit spots is to let them go when you are safe, so either change how you account being safe, or add more deposit spots so its less frustrating collecting them. a day night cycle would be nice too, as the world is so pretty, it would be nice to see the passage of time, especially with the game feeling like so much time has passed and lastly i would want there to be more music just as im slowly exploring the vast world. over all i would say that the game is increadible when you finally figure it out, but is not perfect by any means and even feels a little jank. i would want more of this game, but some fine tuning needs to be done for sure
La que estudia ingenieria mecanica:
(Summary at the bottom) Motorslice feels like a blueprint for the best indie game you've ever played. Unfortunately, certain aspects of the game are simply janky. So it's hard to recommend to the average gamer. However, if you're up to conquer the jank, I think you'll find something VERY special within. [h3]Atmosphere[/h3] Splatoon 2: Octo Expansion, Tunic, Girls Last Tour, Oyasumi Punpun, and Motorslice. Each of these games/manga have the same fantastic atmosphere. It seems like the world just barely isn't real. There's something clearly wrong with what you're seeing and interacting with. But it isn't tangible enough to bring up in conversation. In fact, if you did, people would likely say that you're crazy. The word I've seen tossed around is liminal space. But I think comparing this atmosphere to the backrooms goes too far. There's so much more nuance here. Like a dream that you suspect might be a dream, but you can't wake up. Inside areas feel like they're straight out of a horror game due to the phenomenal sound design. The constant drafts from the harsh desert winds make doors bang and vents creak while you check every corner expecting something horrifying to jump out at you. The outside areas are as imposing as they are gigantic. It seems to me that they load the entire game world in at the same time. The scale of the megastructure you're climbing is almost beyond words. It begs the question, who built it? Why? How could anyone have constructed something so large and complex? These are questions you'll not get the answer to. Personally I prefer that; I prefer the mystique rather than a long and drawn-out explanation. At times it makes my mind run wild with ideas; other times I simply exist within it without a thought to spare. It's seamless and perfect. My words can't do it justice. But I hope I've given you a taste of how it made me feel. [h3]Platforming[/h3] Platforming makes up the overwhelming majority of the gameplay in Motorslice. If you plan on just jumping and running through these levels, think again. There are tons of obstacles you interact with in unique ways. Running, jumping, free climbing, pole hopping, pipe swinging, wall running, wall climbing, vaulting, motorslicing, etc. The rollout mechanic for avoiding fall damage just feels really nice to use. It really lets P flow into her next action. While 95% of the platforming feels flawless and cohesive, that last 5% is unfortunately filled with issues. The game can be VERY picky about requiring you to hold the left analog stick in the EXACT position it wants in order to give you the input that you want. This leads to frustration from time to time due to you feeling cheated out of a successful attempt because the successful input window is stupidly tight. You'll often know the exact string of inputs needed to get a collectible. But in the process you'll die 5 times because the game isn't quite agreeing with the inputs you're using. Then there's motorslicing... Getting the swap direction mechanic to work as you want is finicky but manageable. Many reviews list this as a major flaw with the game. However, near the endgame I had no issue with it. It's all about waiting till P faces the direction that you want her to motorslice in. Don't be too hasty. Be precise and you'll manage. I do want to stress how DEEP the platforming mechanics are. When the platforming works (and it usually does), it feels simply fantastic. Overall, I chalk up the platforming issues to developer inexperience. This game was developed by a tiny team consisting of 2 brothers in Brazil. I hope I get to play a sequel one day where the platforming is perfected because the movement is super cool in this game. It's just annoying to actually get right at times. [h3]Combat[/h3] Combat was the most disappointing aspect of Motorslice for me. Going in I expected to be hacking and slashing my way through many hundreds of enemy machines. The actual number of enemies in this game is probably only 100-150, and all common enemies are essentially one shot. The bosses are super cool for sure, but they are realistically platforming encounters rather than combat encounters. You don't need to master the combat whatsoever, and the mechanics aren't deep at all. If you want hack and slash action, look elsewhere. I'm sure Regular Studio will improve their combat in newer games when they have more experience. But for now the nicest thing I can say about it is that combat offers a nice change of pace compared to the other content that takes up the majority of the game. [h3]Story, writing, dialogue, and cinematography[/h3] Motorslice doesn't offer much more lore than it needs to. P is a cute tomboy who talks to her silent flying camera companion to let off steam. She doesn't go into long exposition about the world and why it functions the way it does because it's old news to her. She usually talks about what she's interacting with, what she's seeing, or sometimes past experiences. As someone who talks to myself a lot, I found the dialogue fairly spot on. Many reviews cite the dialogue as being terrible, but I found it quite refreshing personally. I appreciate how P never overplays her hand. She isn't the type to dwell on the positives or negatives. She sits in the middle with that bored/apathetic look on her face (it's quite cute). I lastly want to touch on the static shots used in the cinematics for the game. Regular studio really found the absolute perfect areas to display in these cutscenes. Every shot has multiple interesting aspects to observe and often displays the magnitude of the structure you're exploring. The composition and scale look so good in these cutscenes, and I appreciate the artisanship of camerawork that is displayed. [h3]Difficulty[/h3] Motorslice is a video game that will not hold your hand whatsoever. The difficulty mostly comes from 3 areas, which are general platforming, collectibles, and navigation. The first category is self-explanatory, so let's talk collectibles. There are 250 orb drones scattered throughout the game. Some are easy to collect, some have a satisfying difficulty, and some feel like there's no feasible way to obtain them whatsoever. There's no achievement for getting them all, and you only get a reward for collecting all 250 of them. So I got 116 on my playthrough and plan to get the rest on a later attempt. The navigation aspect of Motorslice's difficulty is controversial. Being the patient person that I am. I like wandering around and exploring till I eventually find the right way. Many gamers felt their time was wasted by having to self-navigate through these levels. Due to the liminal aspect of this game's level design, I believe this was always going to be an issue. While this is a very valid critique. I personally found it engaging rather than being a blight. [h3]Characters[/h3] I approve of the cute, bored, tomboy waifu. Thank you, Regular Studio, for giving gamers what they actually want and rejecting the wokeslop trash that has plagued gaming for the last 2 decades. MORE CUTE TOMBOYS AND LESS CONCORD FATSO'S PLEASE! [h3]Summary[/h3] Motorslice is a game with soul, a game with purpose, and a game with unique aspects that make it a must-play for anyone who values video games as an artistic medium. The atmosphere, writing, dialogue, tomboy MC, and worldbuilding are all S-tier perfection. The platforming is like an uncut gem. Beautiful in its own rite. But, nonetheless, imperfect. The combat with common enemies is the least interesting part of the game, which is a shame. The bosses are all excellently designed and super satisfying to defeat. The difficulty is likely quite high for those who are less experienced with platformers. Overall, Motorslice has aura and character. That alone is more than you can say for 95% of new releases. I would happily recommend Motorslice at full price. Just know that you may not have the smoothest experience here or there.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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