
Play as android MIO in this mesmerizing metroidvania where you explore the Vessel, an enormous technological ark overgrown with machines gone rogue. Uncover its secrets, enhance MIO's abilities, and save the spaceship and its residents from oblivion.
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): 9/day in the week to Sep 4 → 10.57/day in the week after.
About

A mesmerizing, intertwined, decaying world awaits.
You are MIO, a nimble robot with extraordinary abilities. You wake up in the Vessel, a space ship drifting aimlessly in space.This enormous technological ark, whose initial purpose remains unknown, lies now as a field of ruins, overgrown with lush vegetation and machines gone rogue.
Nobody knows why the Pearls, The Vessel's AI caretakers, have ceased functioning. Forgotten by all, the Vessel faces imminent shutdown. Dive into its depths to revive its lost memories, as you unravel your true past and destiny.

Delve into this mesmerizing metroidvania, as you guide MIO through the vast expanse of the Vessel. You won’t be alone on your journey. Repair damaged robots and help them to unveil the Ark's past and gain valuable bonuses. Interact with the environment to learn more about its past and memories. Unravel the dark secrets behind its tragic blackout. And let your curiosity guide you as you discover its many secret pathways.

Experience a magnificent world of breathtaking scenery and innumerable details. Inspired by comics, paintings, and anime, its universe is full of wonder and artistic curiosities. Let its unique and dynamic soundtrack, blending lo-fi beats and choral melodies, carry you through this captivating universe.

As a gigantic labyrinth, the Vessel is a true living organism, with its own ecosystems, bestiaries and architectures. Earn game-changer abilities, like grappling hook, air gliding or spider-like wall clinging, to help MIO progress through this twisted and interconnected space. Master precision, rhythm, and timing to find the perfect flow!

Face off a diverse array of over 30 enemy units and 15 formidable guardian bosses. From the relentless Mosquito to the menacing Scarecrow, confront a variety of deadly adversaries each with their own distinct fighting styles and movement patterns. Use your arsenal of powers to adapt to every encounter. Evade foes using your Hook, unleash orbs as powerful projectiles, and even create decoy clones to strike from unexpected angles.

Enhance and customize MIO abilities by scavenging enemy components. Spice up your fighting skills with many Modifiers and transform MIO into a formidable force tailored to your playstyle. Would you make your grappling Hook a deadly lasso or an evade move? Sacrifice your Shield to boost your damage? It’s always your choice!
Will you rise to the challenge and save the Vessel from oblivion? Will you dare to seek and wake its memories?
Sums Steam only; Xbox, PlayStation, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 5Kreviews | 83% | — | $2M |
| $14.99−25% | 1.2Kratings | 74% | — | 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 712 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game made a pretty good first impression with an engaging world and beautiful artwork, but by the time I'd hit my first big skillcheck on the second boss (ACAT) I realised that it was reminding me way too much of Silksong. I beat Silksong with no mods after months of gruelling effort, and the angry, empty feeling inside afterwards when I realised how little actual fun I'd had playing it, and how utterly unrewarding the experience was has lingered long enough for me to realise that I don't want to go through anything like that again. And even though the runback to the boss I was stuck on in MIO wasn't particularly long or remotely difficult, I felt that old, miserable feeling return. Well, I'm not doing that to myself again. Sorry MIO, your artwork is beautiful and I'm sure your storytelling might have been great, but past experience has taught me that a game that's so unforgiving that I have to look up guides and watch tutorials to beat the bosses breaks the immersion and the interest. Maybe if you're younger, have faster reflexes and a lack of other more rewarding demands on your time then this is worth it, but I'm going to find something less punishing to do with my life. I only wish I'd spent less time with this game, then at least I could have got a refund.
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Every market we collect.
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 2,400 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.
Genres
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*, Korean, Polish, Portuguese - Brazil, Russian*, Simplified Chinese*, Traditional Chinese +3 more
| $19.99 |
| 1Kratings |
| 85% |
| — |
| not modelled |
| $19.99 | 23ratings | 80% | — | not modelled |
| $19.99 | — | — | — | 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 714 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Tight Platforming. Beautiful Visuals. Few Annoying Designs. [/h1] It's a shame to see the studio shut down, considering this game is probably one of the better metroidvanias I've played. It goes to show how brutal this industry can be. Now to be frank, I wasn't impressed by MIO: Memories In Orbit initially. The demo version of the game back in Steam June Nextfest 2025 left me quite divided. The visuals and the control were good, but some design choices made it difficult to appreciate the effort. Even though the full version still has some problems, the good easily outweighs the bad. If you enjoy exploration and tight platforming, MIO: Memories In Orbit is definitely the right choice for you. [h2]Things I Like About MIO: Memories In Orbit:[/h2] [list] [*][b]Beautiful Visuals:[/b] A good artwork catches your eye. An iconic style draws you in. I believe MIO has achieved both with flying colors. It uses the water paints to stroke the environment with vibrant colors, then it uses colored pencils to scribble the finer details, the contour, and the shadow effects. This way the game manages to veil the levels with a dreamy filter. It's beautiful, and you can easily immerse yourself in this long-lost alien ship while exploring. [*][b]Spherical Camera Angle:[/b] Normally in metroidvania I am fine with simply looking up and looking down, but MIO goes further than that. The game allows you to rotate the camera 360 degrees. This design benefits greatly from the 2D gameplay in a 3D environment. Not only can you see what's above and below you, but you can also see more clearly what's in front of you and what's behind you. Thanks to this wide camera angle, I've discovered so many hidden passages and secrets, and I enjoy every moment. What's more, this camera also lets you take in the grandeur of some really atmospheric locations in a more cinematic way. [*][b]Training Room For New Abilities:[/b] This is something I like but not many metroidvanias follow. When you gain a new ability in MIO, the game sends you into a simulation to let you try it out. It goes from basic maneuvers to advanced obstacle courses and finally to abilities mix-ups. I like this kind of introduction. It allows you to familiarize yourself with the fundamentals of said ability in a stress-free zone. [*][b]Movements And Platforming:[/b] Here comes the best part of the game. The basic movement of MIO (the protagonist) herself is really good. She has an innate double jump. She can bounce on enemies. Her airborne attacks carry forward momentum, and she can reset her jump in the air when she hits something. All these traits already point to a very promising early-game exploration. When you acquire all the essential abilities, the game just opens up so many possibilities. Grappling, gliding, and climbing feel so good to control, and all of them connect seamlessly to each other. Interestingly, all the mobilities share one single, never-changing energy bar. It's a rare sight in metroidvania, and I believe MIO does this on purpose. This design choice not only emphasizes how you should chain each ability but also tests your skill of resetting energy. Yes, it makes platforming more precise and more demanding than usual, yet the satisfaction you feel after threading the needle is very addicting. [*][b]Other Compliments:[/b] [olist] [*]Combat is sufficient. Bosses are fun to fight. MIO's move sets may be simple, but there are some interesting mods you can equip to weaponize all the gating abilities. [*]Surprisingly, there is no contact damage. Rejoice! [*]I like how cleanly the soothing exploration soundtracks connect with the dynamic battle music. [/olist] [/list] [h2]Things I Dislike About MIO: Memories In Orbit:[/h2] [list] [*][b]Currency Loss On Death & No Healing Items:[/b] I wholeheartedly accept punishment when I fail in video games, but it's a completely different story when said punishment is unrecoverable. In MIO, if you die, you lose all your Nacre Droplets (the currency you use to buy stuff) permanently unless you turn them into crystal. I am still struggling to understand the purpose behind this. One fatal mistake can lead to you losing all your hard-earned Nacre. It can make you unnecessarily paranoid during exploration. Since Nacre Droplets are also the only way to heal at Nacre Basins, this design also leaves almost no room for mistakes during long platforming sections. [*][b]Plot Device:[/b] I don't think plot device and gameplay are ever going to find a happy middle ground, at least not in MIO's case. During certain points (usually when you reach certain areas), MIO will begin to malfunction and permanently lose one of her health crystals. This, from the lore perspective, makes sense because you are an android in a dying ship. Without proper maintenance your core gradually decays. However, from the gameplay perspective, it feels awful to lose one point of your health. This makes finding health upgrades more like returning back to your comfort state instead of feeling stronger as time goes on. It needlessly bloats the difficulty of certain areas and boss fights as well. [*][b]Other Compliments:[/b] [olist] [*]Checkpoints are scarce and spread out. It's been so long since I experienced runbacks this many and this obnoxious. [*]You cannot teleport between the upper level and the lower level, making backtracking in some areas really tedious. [/olist] [/list] [b]中文小簡評[/b] (可惜製作團隊解散了,不然我還滿期待他們後續作品的發展。) 2025年六月Steam新品節時有玩過試玩版,當時只覺得畫風和操作不錯,但一些機制設計的有些反人類便無多加著墨,直至今天通關後我的想法才稍微有些改變。《米歐:軌道記憶》的確是款傑出的類銀河系惡魔城,雖然遊戲本身有幾個較嚴重缺點,但整體而言利大於弊,如果你喜歡技能探索和緊湊的跳台本作無疑是個好選項。 [b]喜歡的點[/b] [list] [*]很喜歡這種先用水採大量上色後再用色鉛筆細細描繪線條的手法,介於草稿與上色成品間的畫風意外地很適合描繪異星太空船,成功營造出那種如夢似幻的唯美氛圍。 [*]一般類銀河系惡魔城只需上下看即可,但《米歐:軌道記憶》讓你能360度旋轉視角,不僅可以更仔細的觀察上下與前後的關卡佈置,充分利用2D遊戲在3D場景下的優勢找出隱藏道路或秘寶,同時你也能用更好的視角欣賞一些非常優美的場景,截出自己心儀的圖。 [*]解鎖新的關鍵技能時主角會自動進入一個模擬程序,教你如何正確使用該技能,難度循序漸進,讓你可以在無壓力的環境中好好熟悉新技能,是個少見但很棒的設計。 [*]操作手感流暢,主角自帶二段跳,可以輕鬆在敵人頭上彈跳,空中攻擊時會將角色向前推,空中擊中敵人或水晶時也能重置跳躍,讓開場探索的可能性比同行多了好幾倍,而當你解鎖「髮簪」、「蛛行」與「滑翔」後,整個地圖幾乎沒有你到不了的地方,探索的樂趣直線上升。 [*]有趣的是,所有技能都共享一個固定的能量條,這在類銀河系惡魔城中算是較少見,如此設計不僅強調了技能之間的銜接,更加考驗你重置跳躍與能量回復的技巧,也使得跳台部分比同儕更加講究精準、更具挑戰性,也更具有成就感。 [*]戰鬥方面偏單調,但是Boss戰的精采程度彌補了這點,遊戲也提供許多模組可以強化主角性能或是將關鍵技能變為戰鬥利器。 [*]沒有接觸傷害真的是太棒了。 [/list] [b]不喜歡的點[/b] [list] [*]不太能理解主角死亡後會丟失所有珍珠母液滴(貨幣)的設定,而且還撿不回來,光是這點就讓探索變得緊張,要不斷留意身上的財物數量,更何況液滴還是你在野外唯一能回血的手段(在珍珠母池消耗液滴回復保護層),容錯率大幅降低,特別是一些較長的跳台挑戰,幾乎沒有轉圜的餘地。 [*]到達指定區域時,主角會突然故障且永久失去一格保護層,從劇情的角度來說雖然合情合理,但在玩法方面就顯得格外難搞,除了讓保護層數量升級失去意義(少一格血再加一格血回來,只是不斷地回復到正常狀態而非逐漸變強)外,也讓後期部分關卡與Boss的難度不必要地膨脹。 [*]中繼點少且分散,已經很久沒有走回頭路走的這麼躁了。 [*]飛船上下層中繼點無法相互傳送,想來回穿梭就得搭一個很長的電梯,很浪費時間。 [/list] [quote=author]If you like what I write, please consider a follow to [url=https://store.steampowered.com/curator/45738167/]my curator[/url] page, thanks! 如果你喜歡我寫的東西,可以追蹤[url=https://store.steampowered.com/curator/45738167/]我的鑑賞家[/url]喔![/quote]
Всем, кто жаловался на сложность силксонга советую навернуть этот hidden gem и убедиться что вишенки так то сделали довольно честную игру У меня насчёт этой игры скорее противоречивые впечатления. Она мне дико понравилась, несмотря местами на... необычную... сложность, иногда вылеты и стандартные беды метроидваний, таких как абсолютно неинформативная карта мира. Где ты хоть усрись, но не покажут где скрыта та самая коллешка, ради которой пол карты перерыл. А ещё нельзя поставить метку на ещё не открытой карте, хотя я прям щас вот вижу какую-то секретку в которую пока не могу добраться. Ну сколько можно? Неужто так трудно сделать более дружелюбную карту как в Ori или Nine Sols или пипирка у разрабов отвалится я не понимаю... Но спасибо что хоть игру можно закрыть на 100 процентов за один файл сохранения. А то знаем мы эти ваши точки невозврата... А касаемо сложности: в игре идеальный баланс между платформенными сегментами (которые я люблю) и боссами (которых я НЕ люблю) и тем не менее 90 процентов боссов более чем проходимы. Почти всех их я осилил не более чем за 10 траев. Местная система амулетов интересная, хотя большую часть билдов старался делать на заколку. А для платформинг сегментов очень помогал амулет... не помню название короче местная кровь улья их ХК, которая регенит тебе 1 ячейку жизни пока ты стоишь на земле. И именно на платформинг сегментов игра раскрывает кучу неочевидных гиммиков. А ещё ввиду того что игра целенаправленно отнимает у игрока ХП билд на стеклянную душу сам напрашивался (как и модификатор, который отнимает все ХП). А ещё не знаю можно ли это считать прям сильным плюсом, хотя кого я обманываю... в наше то время, чтобы у игры со старта не то чтоб были русские субтитры... так ещё и озвучка - ну это я снимаю шляпу. Короче, игра не такая сложная как о ней говорят. Пара боссов [spoiler] (привет Сол и Вин/Шии) [/spoiler] конечно дадут просраться, но терпение и труд - всё перетрут. Моя личная игра года, рад что не прошёл мимо.
Good metroidvania. Unfortunately this game actively wastes your time at every opportunity. I like hard platforming gauntlets like in Celeste. But unlike that game, MIO gives you limited health so you if you fail a few times, you have to waste one minute walking back from the save point. Sometimes there is a healing station but then you have to go there and wait for the 10s animation. You also lose all money when you die (no corpse run) so you have to backtrack to bank when you notice you're carrying a lot. This offers no challenge whatsoever, just the dread of more time waste. One boss kills you in 2 hits so the runback is even more time-wasting. There are a lot of minor issues, like how the charms don't have easily recognizable icons so you have to read every description every time you want to change them. The bosses' telegraphs aren't very distinguishable, and they rely on parrying but it isn't clear when the parry is available. And that the [spoiler]permanent health loss[/spoiler] mechanic is tied to exploration, not just story progression. The in-game timer says the game took me 21 hours, but I think about 5 hours of that was enjoyable gameplay.
Le jeu est excellent. Le prix du jeu est excellent, merci les jeux indés de nous proposer des tueries à 20 euros, parfois moins. (Actuellement 14 euros, -30%) --- Je viens d'apprendre, en écrivant cette évaluation, que le studio a fermé. Je suis dégoûté pour eux. J'espère qu'ils pourront trouver une place dans l'industrie. Bon courage à vous, mesdames et messieurs. - Les déplacements et le parkour sont insane. La technique qui permet de grimper aux murs est trop satisfaisante, le double saut disponible sur chaque reset d'énergie avec les bombes, monstres, débris... quel bonheur. J'ai pris énormément plus de plaisir à battre tous les challenge de parkour / à m'en inventer (comme aller en haut de la tour de Metropolis sans les atouts pour) comparé à un Hollow Knight. - Les musiques sont fabuleuses et très variées, ce qui m'a autant surpris quand je jouais à Expedition 33. Le thème du jeu et l'histoire donnent envie, tout en rendant triste, avec un monde en déclin et des habitants incapables de savoir pourquoi. Une belle histoire de créations qui apprennent à vivre, entre le personnage de Goliath, Mel, des archivistes et des petites unités qu'on aide au fur et à mesure de notre avancée. - Les zones sont diversifiées et la DA du jeu peut faire craquer la mâchoire de temps en temps. Metropolis, le top de la map (je spoil pas), les zones des différentes Voix qu'on doit appréhender ou les plans sur les mégastructures des "souterrains". Et omg, la cinématique de la vraie fin, merci beaucoup de finir sur cette note! - Le combat est pas le meilleur non plus mais certains combats de boss exploitent à merveille nos capacités. Celui de la vraie fin par exemple ! - Le 100% est très bien, pas de succès ♥♥♥♥♥♥♥♥, pas de succès qui te demande de te buter au jeu sous guide... slt Hollow Knight^^^^^^. j'aurais bien voulu un petit succès ou deux qui relève un peu de défi mais c'est très bien comme ça. Donnez une chance à ce metroidvania, la lenteur des mouvements et le combat pas aussi smooth qu'un Silksong ne vous plairont peut-être pas, mais laissez-vous transporter par l'univers, les musiques et l'ambiance du jeu. Un gros 10/10 dans mon livre Epstein.
第一次见惩罚玩家探索的游戏。 MIO 的"探图越多血上限越低"是这个设计和玩家的探索行为之间纯粹是数值上的负相关,且不可逆、不可对冲(哪怕怪物同步掉血也不构成对冲,因为这削弱的是"你操作空间的下限",而不是难度曲线的相对值)。如果把"锁血"设计成对boss和跳跳乐增伤,那至少形成了"收集→变强→更容易应对后续内容"的正向闭环。 玩家真正珍惜的是“容错率”。这才是锁血最恶心的地方。玩家收集4个镀层的时候,他脑子里的期待不是:“我的数值增加20%”而是:“我以后可以多挨一下。”这是一种非常强的心理安全感。尤其类银游戏里面,最大生命值的意义非常特殊:它决定我可以探索多久。 所以当剧情把血上限扣掉以后,它实际上是在告诉玩家:“你之前为了扩大探索能力而做的努力,现在系统撤销了。” 为了表达一个艺术概念,牺牲了玩家行为的反馈价值。“舰船震颤,所有生命都受到响”——这个概念其实很漂亮。 可是设计师不能停在:“这个设定很酷。”而应该继续问:“玩家经历这个设定的时候,他觉得自己做的事情还有意义吗?” 这是游戏和其他艺术形式最大的区别之一,它是交互性的。 电影可以让角色失去力量。小说可以让主人公一夜之间变得虚弱。但游戏里的玩家:必须花费几小时去收集四个镀层。然后你告诉他:“剧情推进,没了。”那就不是单纯的叙事信息了。这是在重新评价玩家过去做出的努力。 还有掉钱这个设计,类银、魂类游戏(黑魂、空洞)死亡掉钱之所以成立,是因为它构成了一个风险管理的闭环:死了→钱掉在原地→你要冒险回去捡→这个"冒险"本身产生新的紧张感和策略性:要先捡钱还是先去别的地方,怎么避免血本无归,走哪条路更安全——这产生了极度紧张且高级的路线决策与风险博弈。惩罚是手段,服务于"制造决策张力"这个目的。 《mio》“死了就什么都没了,反正也拿不回来。” 直接零决策空间。体验直接降维成无脑的沉没成本与纯粹的沮丧。 另外还有无意义的捷径、单向门地图设计,在成熟的箱庭/类银河恶魔城设计中,每一个“死胡同”、“单向门”和“高难度跳跳乐”都承担着极其严密的体验收拢(Loop & Reward)功能。mio显然没有做好。 银河城类游戏的"探索——收益"比例,本质上是一种赌博心理学的变体(可变比率强化)——玩家愿意忍受长时间的无产出探索,是因为大脑在赌"下一个转角有惊喜"。这个系统一旦被打脸太多次(走了很久,是个死胡同/纯捷径/没东西),大脑会迅速调低对该区域乃至全图的期望值,导致玩家从"好奇驱动"退化成"义务驱动"(例如有些单向门"查攻略确认没东西就不打算开了")。 史东薇尔城等优秀地图几乎每一条岔路都有产出(哪怕只是个小道具或者视角上的信息),MIO 大量"为了捷径而捷径"的设计,恰恰是在主动教会玩家不要相信这个世界——一旦玩家学会不信任地图设计者,探索欲望就是不可逆地塌陷的,这是探索型游戏能遭遇的最糟结果。 为什么《塞尔达旷野之息》等好的探索游戏会让人产生那种近乎本能的:“这游戏怎么这么好玩?”你甚至不一定能马上说出哪里好。 因为它不是靠某一个惊天动地的机制让你爽。 而是几十、上百个微小的设计反馈,几乎全部朝着同一个方向工作: 让你的行动有意义,让你的直觉值得相信,让你的探索值得继续。 这才是真正意义上的“游戏性”。 而MIO的问题,恰恰是它有不少非常漂亮的设计点,却经常让这些设计点互相不服务,甚至互相抵消。所以才会出现一种特别可惜的感觉: “你明明会设计一些东西,为什么把游戏做成这样?”
As someone who loves the Metroidvania genre, I have to say that the designers of Mio should have paid me a consulting fee so as not to waste the tremendous amount of manhours spent making this game. In short, Mio is a 5 out of 10 game that should be a 9 out of 10 game. The bones of a great game are there: great visuals, sound, and movement. A perfectly cromulent story. A vast collection of secrets. But there are some huge drawbacks that positively undermine the enjoyment one would otherwise have in this game. Most notably, Mio has the worst pathing of any game I have played. This manifests in several ways. First, checkpoints are sparse, so any death leads to tedious runbacks, particularly from bosses. This is not even the Silksong kind of runback where you have to navigate some challenging platforming, but literally just a tedious walk back through elevators and whatnot. Additionally, not only are checkpoints sparse, but upon unlocking them you also have to unlock a feature for every checkpoint that makes fast travel possible. That means that if you are stuck somewhere in the map, you cannot fast travel to another area to save/spend your currency until you unlock the fast travel mechanic for that area. Insane. The pathing woes continue. Mio takes a note from Hollow Knight where newly explored areas do not show up on your map until you venture back to a save point. I suppose this preserves the feeling of “exploration,” but it is ultimately kind of tedious because you cannot tell where you’re going and therefore need to backtrack to areas to find pathways that you missed. Even worse, upon having the map, you’ll see pathways leading to areas that you need to visit. Fair enough. However, there are also areas that are NOT represented on the map as potential pathways but are instead hidden as secrets in the pathing. These are not optional areas either, but pathways to MAJOR parts of the game. This creates an unfortunate Metroidvania problem where you overlook the necessary progression point in the game and waste time exploring other areas that you’ll find yourself locked out of. Horrible! Combat is not much better, I’m afraid. Mio is rather limited as pertains to weapons/skills. There are a few dozen “charms” in the game to upgrade Mio, but they do not change how the character plays much. You are essentially spamming the same three-hit combo over and over. Boss fights are fun enough, but they often have too much HP for Mio’s pathetic damage, and their attack patterns never really change. It’s more of a repetitive slog that you master rather than a fluid combat system. Mio represents a lot of unrealized potential, unfortunately. Better mapping/pathing, more checkpoints, a slightly more nuanced combat system, less boss HP, and a few other tweaks would have made this a wonderful experience. But instead, upon beating it, I was glad it was over, and I have no desire to explore the beautiful, yet tedious world for all the items, secrets, and endings. Alas.
MIO is a masterpiece. A labour of love in every aspect there could be. The lore, world building, characters and their development. The soundtracks and sound design. The art style - truly a unique art direction with so much attention to detail. The gameplay. The inventive bossfights, the unique twists on well-known metroidvania features. The difficulty - both in combat and platforming sections. The whole game never failed to amaze and surprise me. It played with my emotions. I was saddened, I was relieved, I got frustrated and I was overwhelmed with joy when I finished a hard section or bossfight. To me, MIO was a touching journey worth every second spent on it.
你跟监察者是有什么不能分开的理由吗? 每次坐下存档起来都得卡在那里? 18h少说跟你那监察者黏了1h
美术好音乐好,如果那些红色的草对我更友好一点就更好了TvT本人应该是不会有耐心搓全成就的....
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