
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 726 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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....
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.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 728 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Probably my favorite game in the genre: beautiful, heartfelt, and very open progression-wise. This is a game very much designed for people who enjoy self-directed exploration: it's very willing to let you get yourself completely lost, and has a lot of freedom of routing even before you start playing around with just how expressive the movement system is. A big thing I love are the ways this game keeps you from feeling super powerful or like you've conquered the game's world. A player character that stays tiny and vulnerable means that the world doesn't feel as much like it's shrinking as you explore and become familiar with it. Over the course of the game, you become clever and skilled enough to survive, not strong enough to. While it's somewhat less of a focus than the exploration and platforming, combat is elegant and nicely centered on Mio's movement kit: the more you prioritize staying in the air in a fight, the more fun it is.
Очень противоречивая игра. Некоторыми моментами способная вывести из себя. Временами хочется закрыть её, удалить и больше никогда к ней не возвращаться вновь. С другой стороны это довольно крепкий проект, выгодно отличающийся внешне от конкурентов по жанру своей холодной акварельной стилистикой. Многим почему-то такой стиль не зашёл, но на самом деле он лишь подчёркивает всеобщий упадок в игре, вокруг всё выходит из строя, замирает и не подаёт признаков активности. Мы управляем роботом, который пытается восстановить жизненно важные системы корабля — ядра. Каждое ядро находится в своём биоме: одни территории сковал лёд, и мы бодро скользим по замёрзшим локациям, уворачиваясь от опасных препятствий, на других территориях пышным цветом распустились опасные растения, между которыми нам приходится лавировать, а самые сложные уровни связаны с технологическим цехом, вот там точно придётся продемонстрировать все чудеса акробатического мастерства, иначе истинную концовку игры получить не удастся. Из плюсов я бы хотел отметить большое количество боссов. Друг от друга они кардинально отличаются как внешне, так и атаками. Они обладают несколькими фазами, и за каждым закреплена отдельная музыкальная композиция. Их не обязательно всех уничтожать, часть из них опциональна, а победа вознаграждает лишь приятным собирательным бонусом или срезкой локации. На некоторых уровнях музыка неимоверно доставляет, там где нужен темп, играет бодрая электроника, там, где спокойные локации — звучит легкий эмбиент. Но мне совершенно не нравится женское завывание, каждый раз звучащее при запуске игры, оно дико нервирует, хотя в финальной схватке кавер этого трека звучит очень круто. Многие секретные места круто запрятаны. В этот раз секретные стены ломать не надо, решает внимательность. В основном секретные проходы скрыты в тени, либо нужно ловко допрыгать, используя весь арсенал умений. К некоторым дверям требуются особые ключи. Что не понравилось — это отсутствие прогрессии, оно номинально есть, мы собираем перки, улучшаем здоровье и урон, но сама боевая часть не меняется на протяжении всей игры, ни одного нового комбо или оружия, только то, что даётся по дефолту. Второй момент — по сюжету со временем у нас отбирают часть здоровья и не возвращают, причём это делается не единожды. Ломается вся суть метройда — мы скребем по сусекам, пытаясь найти усилители брони, чтобы стать сильнее, а у нас часть здоровья просто отбирают по желанию левой пятки разработчиков. Акробатика тоже может вывести из себя, т.к. любой спецприем требует полную полоску энергии, которая восполняется только тогда, когда мы стоим на земле, и это занимает время. До части боссов приходится прилично тащится, если погиб в схватке. И это занимает время. Даже просто полечится и восстановить перламутр требует удержание кнопки на несколько секунд. Это занимает время. Самое простое действие — крисстализировать местную валюту, тоже требует удержание кнопки. И это занимает время. Разработчики крайне неэкономно относятся ко времени игроков. И моя личная боль — карта. С самой картой проблем нет, проблема в её отрисовке. Всё, что мы открываем по пути, отобразится только тогда, когда мы отдохнем на чекпойнте. А если я увижу что-нибудь интересное, маркер придётся ставить на глаз, т. к. в этот момент на карте отображён туман войны и наш инверсионный след. Количество маркеров ограничено, разработчики, жалко было дать игроку больше? Меня просто бесит эта экономия. Короче, как-то так. Я её прошёл, местами получил много фана, местами сжёг много нервных клеток. Есть и положительные моменты, и много отрицательных. Можно привыкнуть. Не могу сказать, что мне игра не понравилась, но и рекомендовать её я бы поостерегся. И я бы не стал её советовать новичкам.
全鸡巴跑图绕圈圈去了,跳跳乐我能忍受,要我绕来绕去必须给个差评,玩一轮下来boos长啥样我都忘了
25h一结局通关 是个长版很长同时时短板也很短的游戏,不要被这独树一帜的清新美术骗了。整体偏探索,战斗系统并不深入;地图设计也很优秀。 极其极其不推荐给新入坑类银的玩家游玩,游戏随着剧情推进跳跳乐不减反增,甚至会减少血上限,没有自我回血系统且只能在单独的回血点回,中途死亡会丢钱也没法捡钱,游戏也相对缺少便捷跑图的技能和道具,365里路是常态。甚至有很多护符都没什么卵用。很多人玩起来会非常有挫败感;如果你没有足够的耐心和信念会很难支撑甚至破防退游。 但是!如果你喜欢像我一样清干净地图和不厌其烦的跑图,以及擅长平台跳跃的深度类银玩家[spoiler] 深度抖M玩家 [/spoiler],那么我会非常推荐!同时我也对工作室的解散感到遗憾和惋惜。聚是一团火散是满天星,希望制作者们能重振旗鼓继续开发他们想要的游戏。 个人滤镜 8/10
A phenomenal game from start to finish. MIO pulled me in with its immersive atmosphere and incredible level of detail. There is so much environmental storytelling and little "useless" touches that flesh out the game world and sell the game's vision. MIO starts out deceptively easy with its slow falling speed, simple enemies, and cutesey appearance... but the spaceship that makes up the game world is facing [i]multiple[/i] catastrophes at once, and the game quickly turns up the heat on you. The map design is outstanding, with your standard array of collectibles like lore drops that help you unravel the mess of what is going on, MODs to alter your combat and exploration, raw damage and health increases, flavor items, and secrets. Ohhh, [i]the secrets.[/i] There are secret paths, and secret items, and secret lore. Also secret superbosses, secret ZONES, and secret... well, let's just say exploration is always rewarded. I was never bored with traversing the map, and never felt lost with where I needed to go. The combat is pretty simple - but not easy. The focus is on precision of movement and timing, especially dodges and aerial control. Boss design is delightfully creative, increasingly challenging, and every one has their own jamming soundtrack that left me hungering to hear more. There is no "story mode" difficulty, but there are several assist options to make things easier for players who are frustrated by what the game throws at you. I died a LOT to both the endgame/secret platforming challenges and bosses, but I never felt like I was killed by jank or unfairness, or a lack of clarity on what to do. Any grumpiness I felt was quickly outshone by the consistently high quality experience MIO provides, and conquering those sections was immensely satisfying. What an emotional experience. I feel like I more than got my money's worth.
9.9 out of ten the movement feels clean and fun the parkour sections we're fun the bosses we're all fast pace and exciting I suggest getting if you like metroidvanias the game also has challenging moments. it misses out on a 0.1, all because this master piece of a game wasn't endless so I could enjoy it forever
Absolutely adored this game, and cannot recommend it highly enough for anybody who enjoys Metroidvanias. Of particular note, MiO does a good job of separating exploration from combat, in that every boss feels unique, and are the main combat challenges, while the segments between are often more about puzzle solving and platforming skills. Rather than, say, annoying enemy gauntlet #5 with that one flying dude who chucks things at you from *just* outside your range. You know which game I'm talking about... But that aside, this game also removed one of my *biggest* pet peeves that's been prevalent in games since times gone past, and I feel is an archaic element from an era when memory was limited, and animations were expensive: THERE'S NO CONTACT DAMAGE! Asides from one enemy who *literally* has saws spinning, which it actually makes *sense* to have contact damage for, every other enemy you can walk into, and as long as they're not actively attacking you? NO DAMAGE It's beautiful.... Much like the amazing OST, too!
Disclaimer: "git gud" community, continue scrolling, this review is not for you. I tried very much to like this game, because there is much to like. The hand drawn graphics style is gorgeous, the gameplay is solid, the lore is intriguing. I found myself wanting to explore more and more, and I've spent 26 hours in the game. But then I stopped, very close to the end I think, because I had enough. The bosses ruined everything for me. I understand hardcore gamers wanting a challenge. That's fine. But I'm a casual player who plays to relax. I could do exactly that, relax, between bosses. Sure, there was some tricky platforming, and there were some nasty mob enemies, but these felt manageable and fair. The bosses require you to learn patterns and follow a very specific dance, and leave very, very little room for error. I tried using the in-game assists, and they helped a little, but they really don't do much. They only "weaken" the boss a little bit more every time you die fighting it, giving you up to 2x damage against them after trying 15 times (according to the answer of a dev I found on the Steam forum of the game). It does absolutely nothing to reduce the aggression, speed, frequency of attack, etc. In probably what is one of the last (or the last) boss fight, I found myself just starting the fight and walking away to do chores in my home until I died so I could weaken the boss and try again. I just got tired of trying and decided I was done. It's a shame, because I think I would have loved the game if it allowed much more flexibility in lowering difficulty. It has so much more to offer than these boss fights, it's clear the devs put a lot of effort on everything else also. But now I'm just bitter. I wouldn't call that game a "metroidvania". It's more a "souls-like" with some Metroid elements.
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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