
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
Amazing game. Shame the studio was shut down because so far this is probably my game of the year.
我是被画风和良好的评分吸引而来的,然而这制作组的良苦用心实在让人难以招架。 1.非常薄弱的引导,完全不知道该走哪里去。 2.数量稀少的篝火,配合弱引导+使用篝火才能刷新地图+难度极高的跳跳乐 探图体验比较糟糕。 3.无法随心所欲使用的探图技能,我就是玩到这里被劝退了,拿了个神行步可以爬墙,但一爬能量槽就不停掉,而且其他的探图技能都是共用一个槽,大大提升了跳跳乐难度,配合2完全是灾难性的体验
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
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.
MiO has the incredible feeling of coming out after games like Hollow Knight, Silksong, and Ender Lilies, in that it's base control scheme is incredible. The timing of the combo feels natural, and the pace of bosses is punishing if you're greedy, but it's never something that feels like you're missing an ability to interact with combat, or puzzle solving.
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
Amazing story, has very nice combat and platforming, feels like hollowknight but I personally think it on the same level as it.
Its funny, it's sad, it's stylish - very good BUT... - leap of faith runs - bad, very annoying, especially when camera angles don' focus on next POI or elements obstruct it so only way is to know it by heart to succeed. + controls feel wonky at times. - boss signaling inconsistent: sometimes a star icon blinks sometimes not! Same for some trash enemies. - I was 70% through the game when I learned you can stride over background elements! Somehow tutorial missed it??? or maybe I am stupid - Absolutely hate permeant HP reduction mechanic Still recommend 8/10
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。
Better than silksong
[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]
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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