
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
With its beautiful visuals, haunting soundtrack and excellently paced storytelling, MIO has delivered far more than I could wish for. All of these aspects have sparked excitement to start each play session, to discover new areas, to persist against tough bosses and to collect together the lore of the dying world you find yourself trying to save. MIO's player moveset lends itself both to intricate and addictive parkour sections, but also an airborne fighting style that is a joy to master and shines particularly with the 18 different bosses making you feel incredibly slick for figuring out the best ways to use your movement while keeping up the attack. This moveset often allows for a number of unique ways of solving the same problem throughout the world, giving a great sense of freedom and discovery, though also leading to some small frustrations when you get stuck on a section due to overlooking the one approach that is much easier. MIO's upgrade progression feels very well put together throughout, with many things to find for the attentive player and many upgrades existing to let the player ease the aspects of the game they struggle with the most, though this also ends up encouraging the player stick to their trusted set up for lack of extra resources to experiment with. The economy of MIO struggles a little with too few sinks for the ingame currency nacre, especially for careful players and those that use the increased currency drop modification early. It would have been wonderful to see an option to reveal missing secrets in the late game for a good bit of nacre, to help the player clear out the last missing things and get the final few achievements. The aspect of MIO that faltered the most for me was the travel speed, lacking accessible fast travel for much of the early game and only providing one very minor option of increased travel speed near the late game that is very easily missed. This makes some of the runbacks feel rather sluggish even with the provided shortcuts and can be a bit of an annoyance with the tougher bosses. Overall, I would highly recommend MIO if you are the type of player that values a good story, a polished game feel and can bring some small level of patience and the will to persevere against tougher challenges thrown your way.
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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
AMAZING game. Truly. The art style is so unique and vibrant. The sparse use of phenomenal voice acting is really impactful. The soundtrack is great, really emotional and fitting. I got goosebumps constantly. It can be a bit frustrating, especially with some of the runbacks, but overall it was quite enjoyable and despite the difficulty, it was super fun. So sad that the studio behind this amazing game has shut down though.
Danger! Если вас привлекла красивая рисовка, то лучше пройдите мимо. Искренне удивлен, что большое количество людей пишут, о том насколько эта игра невероятная (меня это тоже подкупило, хоть я и не из тех кто верит отзывам). Давайте по порядку. Как я характеризую любые игры? у меня есть две категории: 1. Игры созданные людьми для людей 2. Создано не людьми для нелюдей. Эту игру я отнесу ко второй категории. Я не играл ни во что пол года и наткнулся на эту игру, такой частой ненависти к разработчикам я испытывал только к Elder ring (тут конечно разрабы не дотягивают, но видимо у вас все впереди). Сначала поговорим о плюсах - рисовка действительно радует глаз, приятные локации, особенно когда ты их открываешь изучаешь, с приятной музыкой космического стиля, мне это действительно импонирует и постепенно погружают в лор, где произошло неведомо что и тебе в этом придется по ходу игры разобраться. Теперь о минусах: если коротко, все остальное. За милой картинкой и приятной музыкой прячется монстр, который генерирует и вытягивает из тебя негативные эмоции. Разрабы чуть ли ни с порога начинают над тобой издеваться отправляя в локации, где кроме того, что ты постоянно умираешь и бегаешь непонятно куда ничего не происходит. (Без шуток это задумка игры, чем ты больше умрешь в начале тем быстрее активируется сюжетная линия). Далее о взаимодействии персонажа с миром игры. Персонаж не очень отзывчивый и по ходу игры довольно слабо развивается, тебе как бы дают новые способности, но заточены они в основном на том, что б тебя еще сильнее мучить довольно хардкорным платформингом, который сложный не потому что он сложный, а потому что сделан таким образом, что интуитивно тебе не понять, что нужно делать и приходится десятки, а то и сотни раз умирать, чтоб пройти одну ветку испытаний. Из раза в раз будешь краешком задевать корни или не дотягиваться немного до уступа или элемента к которому можно притянуться. И когда твои хп закончились приходится бежать по минуте в ту же локацию и повторять все тоже самое ,пока не вызубришь маршрут и не сотрешь джостик. Боссы примерно та же история, бежать, вызывать лифты или перебираться через какие-то заросли, чтоб тебя убили и ты времени на дорогу тратил больше, чем на самого босса. И это с самого начала игры!!! Благо где то на в первой 3-ти игры нашел настройки, где мобы тебя не атакуют, плюс боссы после каждого файта становятся чуть легче и одна единица хп восстаналивается если просто стоишь на земле. Ибо я не представляю, кто в здравом уме готов был бы пробегать все эти препятствия в каком нибудь Горне из раза в раз от места сохранения, кто проходил тот знает о чем речь (Эту модификацию можно найти по ходу игры если что). И даже эти моменты, которые меня оказуалили, лишь снизили мою ненависть, но никак не устранили ее. Сюжет история отдельная, в итоге после первой четверти игры я уже перестал следить за каким-то развитием (наверное потому что оно не ярко выражены или эта задумка автора), какие-то полу пустые диалоги и свитки, которые ты находишь с оборванной информацией подписанные разными именами. Тут видимо без блокнота или наркотиков не справится. Хз, наверное мне просто лень стало вникать. Все чего я хотел это уже как можно скорее пройти эту игру, без особого интереса и написать вот этот отзыв. Без негатива, но вот есть игра Ori 2 части, которые я по два раза прошел с огромным удоволсьвием. Где приятный и интуитивно приятный платформинг, где каждая твоя новая абилка расширяет твои возможности и какой же кайф когда у тебя все получается и если что-то не получается, то не обвиняешь криворукость и издевательство авторов, а исключительно свою. Здесь же я задавал вопрос: ну какой (идиот) это придумывал? В том же ори, минимум слов и насколько там простой, понятный и приятный сюжет, который спустя годы можно вспоминать. Возможно она слишком простая, на более широкую аудиторию. Я и не утверждаю, что MIO должна всем нравится. У каждого продукта свой потребитель, но сделайте вы тогда так, чтоб рандомному человеку было комфортно и приятно играть, поправьте этот дебильный хардкорный платформинг, сделайте фонтан прям возле боссов или чтоб была кнопка рестарт, а не прихдилось постоянно бежать до него. Сделайте возможность возвращаться к хранителям с любой точки карты, а то это редкостный дебилизм бежать в какую то глушь, забрать безделушку, так называемый контент и не иметь возможности оттуда выбраться. Приходилось выходить и заходить в игру по новой. чтоб с хаба начинать. Сделайте прокачку персонажа более адекватной, я не про абилки, а про эти модификации, которые в основном бесполезные, либо стоят очень много ячеек. Это как мем - собери себе девушку за 5 рублей. 2 рубля - пердит, 3 рубля - рыгает, 6 рублей - любящая и адекватная. Один прикольный момент еще отмечу, это то, что на этом космическом корабле происходит упадок, все умирают и тд и твой персонаж тоже по ходу сюжета становится слабее. Ты вроде ходишь собираешь себе хп, а у тебя их берут и отнимают. Это прикольный ход, за это лайк. Подытожу, для меня за этой ширмой, оказалось совсем не то, чего бы я хотел после того, как не играл пол года. Если вы читаете этот отзыв и думаете в нее поиграть, то сразу скажу вам НЕ ДЕЛАЙТЕ ЭТОГО, сэкономите себе силы, время и нервы. Эта игра не про чил вообще. Приходишь после работы расслабиться, но злишься еще больше. Игра подойдет тем, кто любит страдания и ненавидит сам себя. Всех обнял!
To start things off, MIO is a lovely game. There are a couple aspects of its design that I personally don't agree with, but overall the game is great and has earned its place among my favorite metroidvanias. Let's do a quick rundows of all its aspects: Exploration: One of if not the strongest aspects of the game. The map is huge and it's a joy to explore. It's mostly non-linear, too, or at least that's how it felt to me. It gave me a similar feeling to when I was playing Hollow Knight for the first time: just walking around, getting lost and soaking in the environments and worlbuiling. Combat: I was coming fresh from Nine Sols, so I might be biased. With that said, the combat was pretty good! The bosses felt pretty easy actually, not to say that they were pushovers, but I didn't have a situation where I'd have to spend hours upon hours frustrated over a boss. And the final boss was [spoiler] both of them were [/spoiler] a spectacular show and a lot of fun. Regular combat was alright too. Platforming: Hooo boy, this is where it gets interesting. I am an Ori player, I very much enjoy parkour, but this game is on a whole other level. Certain secions were BRUTAL. Also there is no healing mechanic in this game outside of certain spots, you it's not uncommon that you have to run across the map to a parkour section and you only have a couple tries before you die. HOWEVER, there is an accessibility option which gives you temporary HP when you stand on the ground [spoiler] there is also an modifier that you can get later in the game which does the same thing [/spoiler]. So there is a workaround for this issue and that's how I was playing the second half of the game. Graphics & music: This game is BEAUTIFUL! The colors are vivid, the locations are super creative and the music sets the mood perfectly. It's a very unique look, a bit sketchy, a bit 3D. That's partly why exploration feels so fun. Story & characters: Mio has a simple, but a very engaging mystery. It takes some reading of item descriprions to put everything together, but it's very rewarding. There's also a cast of lovable characters with unique personalities and a couple of them will definitely stick with you. Additional notes: Now, let's talk about the annoying design decisions I mentioned. You start the game with I believe 3 HP, and while you do find health upgrades, there are also scripted points where the game REMOVES your health upgrades. Permanently. So you pretty much are left with 3 HP anyway by the end, and that IS very annoying, especially during parkour and especially because there is no healing mechanic. To sum up, the game does have a couple flaws, but overall it's a beautiful, engaging and fun addition to the metroidvania catalogue. I'd say give it a shot, there are definitely aspects of it that you're going to enjoy!
虽然游戏提供辅助模式(boss战每次死亡都会削boss血量 免费的随时间恢复的1格血) 但游戏后期的跳跳乐足以让不开挂的玩家道心破碎 没错 这游戏前中期即便有这样那样的缺点 但都不致命 唯一致命的地方就是游戏后期的干锅区域 你得完成2个极高难度的跳跳乐 从而拿到最后一个能力 之后探索全部地图 打真boss 看真结局 干锅区域的跳跳乐有多难?长时间 超远距离 不落地 不落地意味着不能保存位置 失误1次直接重头开始 我一度怀疑制作组诚心这么设计 后来看到别人评论说制作组解散了 我只想说 活™该 对于你们这群抖S制作者 18层地狱实在是太少了 100!层起步吧
This game could have been a 10/10, but there are so many design choices that hinder it from reaching its true potential. There are countless places where the game doesn't respect your time, and instead tries to pad the total gameplay length, versus keeping a tight and concise experience. Platforming difficulty is extreme and paired with preciously little health (which is constantly reducing through gameplay progression), made me lose interest in trying to get 100%. Art and environment: 9/10 Music: 9.5/10 Story: 9/10 General gameplay outside of boss difficulty and platforming difficulty: 8/10 Boss difficulty and platforming difficulty: 0/10 Respect for player: 1/10
太好玩了TT未开辅助大约13小时打完结局1,20小时打完结局2。结果两个结局打完后发现居然还有非常多的(跳)地(跳)方(乐)没有探索,40个小时才完成了全收集。游戏的隐藏真的非常非常多,只要是能想到可以探索的地方,几乎一定有一个小奖励等着你。最有成就感的时候大概是完全靠自己探索收集完了所有镀件,感觉跟制作者脑回路小小地对上了一下。 画风更是不必多说,在我心目中的类银top1。没有过于花里胡哨让人看不清人物,但场景的美和震撼一点都不少,玩游戏的时候根本控制不住截图的手。[spoiler] 我永远也不会忘记第一次走进教堂和第一次走上太空时被震撼的感觉 [/spoiler] 跳跳乐的设定也非常多样,每当我觉得技能已经拿全,跳跳乐不管怎么样都已经定型了的时候,这个游戏都会给我一个惊喜。当然到后面越来越难偶尔破防也是很常见的情况... 剧情也很少见地非常对我胃口。尽管一开始也像其他谜语游戏一样不知道剧情在说什么,但到了最后主线还是非常清晰。尤其是收集的小故事/和人物的对话,[spoiler] 从机器人的角度看待世界真的很有趣 [/spoiler]。 对我来说唯一不够惊艳的地方可能是boss的设计吧,整个游戏里的boss基本上出招都很固定且没有碰撞伤害,一旦能看懂前摇就很好过,[spoiler] 闪避技能实在是太作弊了 [/spoiler] 另外很喜欢的一点是,整个游戏里基本上有boss的地方就有复活点,有跳跳乐的地方就有回血点,十分友善。让我感觉能专注应对制作者给我出的难题。 听闻工作室倒闭的消息我真的非常非常伤心,太希望能玩到游戏的续作了TT 但不管怎么样这都是一个非常好的游戏,如果你喜欢类银河恶魔城和跳跳乐,请务必来试一试!!
MIO is a game of extremes – high highs and low lows. The atmosphere, visuals, and music are breathtaking. However the gameplay is deeply flawed. Combat is enjoyable, but lacks depth. The down attack and Hairpin perform too inconsistently for the level of precise platforming demanded of the player. Worst of all, healing is limited to basins and checkpoints. This makes bosses and long spans of exploration tedious; the margin of error is too low for the severity of the punishment. This game frustrated me like few others have. And yet, I was sad when it was over. I doubt I’ll ever replay it, but I’m glad to have experienced it once. Thank you, and rest in peace Douze Dixièmes. Despite it’s thorns, the rose was still beautiful.
[h2] MIO: Memories in Orbit [/h2] [h3] Art Direction [/h3] The art is fantastic, honestly. The whole hand-drawn, painted vibe looks gorgeous, especially how the lighting interacts with the brushstrokes. Some of the vessel's landscapes are great, though the camera could've done a slightly better job showing them off in a few spots. My only issue is the character and boss designs—most of them just didn't click for me, and MIO's tendrils look kinda weird. Still, it's just a matter of personal opinion, and not enough to drag the score down much. Score: 4.5/5 [h3] Combat & Mechanics [/h3] I've got a lot of thoughts here. I'm usually not huge on basic combo attacks, but they feel genuinely good in this game. Though they're essential for keeping your energy up and holding your position during boss fights, and some mechanics hold you back. There are some really clunky bits. The down-slash range is way too short. If you miss, there's a huge delay before you can attack again, which got me killed in parkour sections more times than I'd like to admit. Then there's the hairpin, which was my 2nd main damage dealer for bosses. Love the i-frames and mobility, but its visual range is totally misleading. Even 25 hours in, I kept missing it by pixels. It desperately needs a slightly bigger hitbox or more leeway. As for the modifiers? Honestly, they weren't implemented well at all. 90% of them are super niche, cost too many notches, and just aren't that useful. Plus, locking the HUD behind a modifier is a bizarre choice. Some of them even mess up the combat flow (like the heavy strike after a hairpin delaying your next move). I ended up just slapping on passive damage buffs the entire playthrough. All that said, the general movement and combat are still very fluid. Score: 3.8/5 [h3] Difficulty & Level Design [/h3] Oh, the runbacks. I don't inherently hate runbacks, but in this game, they are absolutely terrible. Checkpoints are so incredibly sparse that every single death means a massive trek just to get back to the fight—even for the final boss. It just eats up so much of your time. This ties directly into the game's difficulty problem: the bosses aren't actually hard (none of them!). The difficulty feels artificial because the game just makes you walk so long that you forget the boss patterns, or you take stupid damage on the way back. The "hardest" boss in the game is literally just an easy boss with a cheap one-shot mechanic. Really? On the flip side, some of the platforming sections are hellish in a good way (I love hard parkour sections, even if they take my sanity away). The game delivers on tough platforming, even if a ton of my deaths were caused by that short down-slash and the misleading hairpin range. Score: 2.5/5 [h3] Soundtrack & Audio [/h3] The OST is really good—unique, consistent, and fits perfectly. The only thing missing is more intense musical intros for new areas to match the art direction. Sound design for attacks and enemies is solid too, except for a weird static noise tied to some of the modifiers. Score: 4.8/5 TL;DR: A gorgeous game with incredibly fluid movement, great map, creative bossfights, hard parkour sections, but held back by frustratingly sparse checkpoints, tedious boss runbacks, and an upgrade system full of useless modifiers. The artificial difficulty is annoying, but it's worth playing if you enjoy challenging platforming and have the patience for the trek. [h2] My overall Score: 8/10 [/h2]
开荒过程中会有些许红温,在一些地方可以看到制作组的“小巧思”,然而在玩完之后还是认为这是一座非常好的类银游戏。无论是美术还是音乐都是绝佳的,而在游戏设计上能感觉制作组有可以使他与空洞骑士、丝之歌、奥日做出区别:下批任可以重置空中状态但是没有伤害、没有传统的冲刺,或许这也是有人诟病其战斗系统的原因,但是在熟练之后搭配游戏出众的音乐还是会有极致的爽感。 地图设计有浓厚的黑魂式的箱庭设计。在游戏开始时各种锁着的门就可以体现。而最惊艳的是游戏中后期才会被玩家发现的[spoiler] 环形地图设计 [/spoiler] 总的而言非常推荐有有类银基础的玩家购买。
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.
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| — | 0 | — | — | |
| — | 0 | — | — | |
| $179.7K | 1.3K | 78% | $8.74 | |
| $2.9K | 24 | 67% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2M | 8.3K | 97% | $13.99 | |
| $2M | 25K | 79% | $3.74 | |
| $2M | 2.6K | 86% | $24.99 | |
| $2M | 5.3K | 96% | $9.99 | |
| $2M | 2.8K | 92% | $34.99 | |
| $2M | 8.2K | 89% | $14.99 |