
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
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.
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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
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
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.
MIO的优点和缺点都是万里挑一的,它们对体验的影响同样显赫,很难判断谁能覆盖谁。不过众所周知的是,MIO的工作室Douze Dixièmes已经于2026年6月关闭了,所以市场已经给出了它的答案。就我的游玩体验而言,令人惋惜的并不是什么“叫好不叫座的独立神作被永远埋没了”,而是制作者们明明有着过硬的功底和不少的小巧思,只是实在太傲慢了。 先说说被我称为“傲慢”的缺点:MIO的开局体验糟糕到可以与雨世界一较高下。开局五格血上限然后哐当扣成三格、没有随身回血手段、小存档点回血要钱、死亡丢失所有钱(连魂都没得捡)、不提供地图、第二个存档点离第一个十万八千里。这其中一部分是后续可以解决的,例如地图多死几次就有了,但很多问题得一直伴随到通关。甚至还会出现令人哭笑不得的新问题,例如地图不实时更新,得坐篝火;下劈没有伤害;完成某些特定进度后会再扣除血上限,好像我拼了命地找那么多碎片不是为了变得更强,只是为了不变得更弱,以至于被boss两三脚踢死。 关于“傲慢”这件事,我在Ender Magnolia的评测里已经充分解释过了,没想到这么快就能遇到一个反例。我只能认为MIO的制作组对自己的游戏太没有自信,只能通过这么多粗俗恶劣的手段来延长游戏时间、提高“硬核程度”,或者更糟糕,趾高气昂地想让玩家捧着游戏舔着玩,通过堆叠沉没成本让他们死心塌地,直到MIO尊贵得无以复加。说一千道一万,玩家是掏钱来玩你的游戏的,游戏业首先是服务业其次是制造业,游戏首先是商品其次是艺术,玩家首先是顾客是上帝,其次是可能愿意欣赏、产生共鸣的潜在知音。从lgbt到不能回血的类银,任何的倒反天罡都会被无形的大手迎头痛击,我想不通为什么2026年了还有制作组想不通这个道理。 退一万步讲,如果你本身很有钱或者不指望靠这个赚钱(至少不至于拿了一堆融资然后因为销量不达预期被迫倒闭),又有一个足够自洽、足够有说服力的idea,那你或许可以闭门造车,在世界观或者叙事的要求下自然而然地产出一些很偏执的设定或者机制,例如雨世界里蛞蝓猫的零容错和极其受限的性能(对初见而言)。乐意买单的玩家可能就会乐意玩下去甚至理解一切然后产生共鸣,就算退了款把开发者骂得狗血淋头,那也是可以忽视的代价。(说句题外话,雨世界的原版和dp真是在艺术家的傲慢和商品性之间进行取舍的绝佳的例子。) 很傲慢地把傲慢的部分点评完了,接下来聊聊优秀的部分。除了后期某个恶俗的双boss之外,boss战的设计在类银里算是非常优秀的那一档。从新手村门卫开始,每个boss都很舍得设计招式,甚至偶尔能见到一些二段派生,海琳博士和真结局boss尤其精彩。boss的出招大多也很板正,或许有人会喜欢刀光剑影的近身缠斗,但我更喜欢摆好架势、说一不二、各自见招拆招的感觉。 地图设计上也很有巧思,例如涉及剧透的某个双层结构以及大回环。还有些路径藏得颇有星际拓荒的味道:不是提供单向门的另一侧,而是提供某个特殊视角,让你看到之前看不到的东西,找不着路也是心服口服。 至于很多人诟病的跳跳乐,我觉得根本问题不是关卡设计不行,而是没有望远镜以及不能随身回血造成的昂贵学费。说到这里,我认为如果删掉蜂巢血的话好评率还会下降30%,如果开局就提供蜂巢血作为底层逻辑的话(辅助模式还是存在心理成本的)好评率还能上升30%,销量再翻几倍也说不定。移动机制不太好上手,但上手之后觉得还是挺自洽的:所有特殊机动都消耗同一个能量条,由此很好地平衡了操作性和解谜性。不过客观来说跳跳乐在类银里还是偏难的,到流程中期就有白宫的难度了。 最后是美术和氛围,这长板长到能把木桶变成一个长柄木勺。我本来就特别喜欢墨比斯画风,哪怕算上动画和漫画,MIO在我体验过的所有类似作品里也是最优秀的一位了。此外还有一个几乎没有小怪和跳跳乐的纯氛围地图,在我这里是大加分项。还有每一颗珠的配音演出,让人觉得这做一整款游戏就是为了这几口醋。越说越觉得我的语言实在太贫瘠了,完全不足以描述它带给我的震撼。 中文本地化(ECI Games)非常负责且优秀,译者的小巧思不比原文少。可惜的是我并不擅长吸收归纳碎片式的剧情,到最后也没能完全理解几个关键人物的利害关系,或许日后再找个解析视频看看了。
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!
It's pretty good. 10/10 artstyle, the story is great, and the movement tech is fun for the most part. The bosses weren't too difficult at least for me, but the biggest problem with this game is definitely the runbacks to said bosses, which even when optimized, still take around a minute and change.
If you like Hollow Knight and Nine Sols, this game is for you. Beautiful scenery, fun combat, and great story so far. Quite the hidden gem of a game.
getting a new double jump every time you hit something might be the greatest mechanic of all time
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.
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
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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