
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 | 5.1Kreviews | 83% | — | $2.1M |
| $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 773 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Biggest issue upfront. The latter half of the game is just White Palace slop. A repetitive series of one-hit kill platforming sequences. Many with blind jumps for which you either succeed instantly by luck or else you are forced to repeat as many times as it takes to memorize the route. In a number of cases, because of the stamina mechanic for many abilities, you simply do not have the time to observe what is happening around you until it is too late. Couple that with OHK plants that have fuzzy boundaries which make consistent estimation of where their hitbox is located difficult. And you get a frustrating endgame experience filled with repetition of the same handful of rooms over and over which saps the momentum and sense of mystery the game spends its first half establishing. Long, difficult puzzle platforming sections are fine. I do not care for them being mandatory to progression and I do not care for every single one of them functioning in the exact same way. There is more than one way to make a puzzle platforming section difficult. Reconfiguring the exact same OHK mechanic over and over isn't it. That aside, the first half of the game is pretty good. Stereotypical amnesiac player character piecing together what happened in the world scenario. Nothing to write home about. But competently executed and paired with the music and visual style and writing. There is a charm to the world which compels you to keep building up your sense of place and to keep interacting with the various characters you run across. Exploration and platforming are quite enjoyable and there's just enough enemy variety to keep things interesting. I can't say that there are any particularly tough bosses. With the one possible exception of the boss that was killing me in two hits. If you deem that sort of thing hard then there you go. There's enough interaction between your abilities and combat that the game is basically over by the time you've explored that aspect of the game's mechanics. It's pretty good... were it not so annoying by the end. Silksong ran afoul of the same issue IMO. So it seems to be something of a developing theme in the genre. Shame really.
Media

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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 775 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我想过会很好玩,没想到会这么好玩,地图设计之精妙绝伦超出我的想象,能想出这么闭环的地图作者也是给类银琢磨透了。更顶级的是震撼而又绚丽的场景,演出,第一次在一款独立游戏中感受到这么独特的法式美学,打完真结局也让我久久不能忘怀。秘奥,我感觉我的一部分灵魂永远的留在了这款游戏中。 可惜的就是boss敌人方面的设计还是有些欠缺,虽然跳跳乐是跳爽了,可是跳完之后却没什么强敌来宣泄情绪之类的。能称得上打爽的也就真结局的boss,最后boss倒是设计不错,但就一个最终boss有点独木难支。因为本质上进入游戏后期也就这一个正经boss(还有一个趣味洗衣筒boss),后面那么大几段跳跳乐,包括“上面”,和“下面”这么大的地图,没有个守关boss打打总觉得心里空落落的。可惜的是也不会有什么dlc了,不然整一个boss连战也挺不错的。 (想念神居设定,能和流程里各类boss的全盛姿态对战真是极好的设计)
不输于空洞骑士和丝之歌的美术,还有甚至更胜一筹的地图设计
Very good, didn't like the soundtrack and there was a lot of walking. Also it reminds me too much of Hollow Knight, although it excels at world design, and the boss fights themselves are very enjoyable.
神作,艺术品,我目前最喜欢的一款类银 SF的世界观令人舒适,音乐优美,风景动人,角色轻盈 如果玩过好几款类银,或者对自己的操作有自信,那这款游戏就不难,值得一玩,从头开心到尾 在这方面没自信的话就不推荐
Muito bom
坩埚打红温了,左边跳了至少四个小时,差临门一脚没过。 为什么下+跳是下冲,本来想下劈按错了变成下冲真的很傻逼啊!!! 我觉得坩埚最后一段是我遇到的地图中最难的, 首先回血点放在了安定点回不去的地方(我也不理解这个设计,看起来是特意把回血点与最后一段隔开)没有办法在不小心被二次判定伤害后回血(只有一次伤害判定会只打掉盾然后回到安定点)。 其次路程极长,虽然前半段利用神行步很简单,但会令人高度紧张和疲劳, 然后是连续下劈加神行步、漂浮劈砍接钩爪下劈。这个地方的位置很难找准,如果位置不对就会撞上红树,当玩家好不容易过了这里时,紧接着是一段连续的下劈加跳跃漂浮的路径,由于并不能看到地图的全部,加上下方的雷的速度很快,只有一次下劈机会。之后是必须下劈跳跃漂浮才能过的水中刷子。但是如果手指因为前面的连续操作而疲劳的话,下劈跳跃很可能变成下冲,人物会一头栽到岩浆里面。 再之后需要让过一片低矮的红树,并且不能再用之前习惯的下劈漂浮了,因为你需要使用钩爪才能脱离苦海。你依然只有一次机会,因为这是供你下劈的雷的源头,除非你很有节奏感(在经历了这么多苦难之后依然不疲劳),不然很难在这里维持不掉落岩浆。又因为不能按漂浮了,很容易节奏马上乱掉然后掉进该死的岩浆中。 这段跳跳乐的节奏和我在游戏中经历的任何一个跳跳乐都不一样。别的跳跳乐对我来说就是,哇很有挑战,不过我似乎找到了诀窍(包括水滴,我觉得水滴的最后一段跳跳乐设计得就很惊艳),但是这个,我只能说,哪个傻逼设计的,他能不能把自己设计的傻逼跳跳乐无伤过十遍再端上来给大伙吃。
Buen gameplay, buen mapa, buena dificultad, buen arte, buena bso, en definitiva un buen metroidvania.
할로우나이트와 셀레스티를 섞어놓은듯한 게임 플랫포머 입문작으로는 난이도가 높지만 이 장르 좋아하면 꼭 해봐야될정도로 잘 만들었음 아트랑 연출이 좋고 대시나 이단점프같은 능력이 아닌 독창적인 능력으로 새 길을 여는 것도 신선함
it's pretty good, only problem is the difficulty scaling. it starts pretty difficult, but the difficulty does not scale as fast as the player's skill, making the last boss a breeze instead of a challenge
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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