
MO: Astray is a pixel art, side-scrolling, action-platformer. Lead MO through mind-bending puzzles using special abilities. Bizarre enemies, threatening traps and ingenious level designs await.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.14/day in the week to Sep 8 → 0.29/day in the week after.
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.
About
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.49−50% | 5.1Kreviews | 92% | — | $733.6K |
| $7.49−50% | — | — | — | 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.
Engagement
Reviews
Themes across 58 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好玩
十分高质量的横版跳跃游戏
Consindering I bought this game after seeing 10 seconds of a trailer back then and only finished it now...MO:Astray is an extremly interesting and immersive game. The storybeats are a bit losely thrown together towards the end and yet it tells a great story about humans, their ideals and what we are capable of with great leadership (well or...really terrifing one depending on how you look at it) I liked the game a lot and it goes on my list of "inpirational games" that keeps growing day by day.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $733.7K | 1.5K | 90% | $19.99 | |
| $733.4K | 2K | 90% | $12.99 | |
| $733.9K | 15.8K | 80% | $1.99 | |
| $733.2K | 1.8K | 76% | $15.88 | |
| $732.7K | 1.1K | 86% | $15.99 | |
| $732.5K | 2.8K | 83% | $14.99 |
Related
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Traditional Chinese, Korean, Simplified Chinese
Hours played at review time, across 58 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
灾难通关了,对于横板跳跃来说难度中等,更何况还有自动回血容错还是很高的 就是考验微操比较多一点,总体来说还是很不错的游戏,推荐喜欢玩横板跳跃的玩家 如果是第一次接触的玩家需要考虑考虑.
What a pleasant surprise this game has been! Honestly, I was drawn to it because of its aesthetics, and I was hoping it would be a fun platformer. It has indeed exceeded my expectations. The artwork is wonderful. Even though it’s pixel-based, it’s incredibly detailed and skilfully crafted, creating a very vivid world despite the circumstances. MO is incredibly cute, although I admit that, when it attaches to a creature’s head, it looks a bit disturbing for some reason. The start of the story is interesting enough to keep you engaged and it forces you to continue playing. The story is delivered in an unusual way: it is up to you to collect the necessary pieces and put them together. While the game leaves a few questions unanswered, this is a welcome choice that leaves room for imagination. A special mention goes to the soundtrack. It is fantastic and does an excellent job of creating a great atmosphere, charming or mysterious at times, and quite emotional by the end. The mechanics are quite unique for a platforming game and I definitely needed some time to adjust. As the game progresses, MO unlocks a few abilities that add to the fun. In addition to the platforming challenges, there are exciting puzzles to solve, but never get frustrating enough to make you want to give up. I only played on the easiest difficulty, so I cannot vouch for the higher ones. For most of the game, the controls are tight and work well. Unfortunately, towards the end of the game, they are not as responsive as I would’ve liked. This is particularly noticeable when you need to perform a series of quick movements or when the direction you’re aiming at is barely visible. This could be skill-related for sure and I wonder if it would be better with a controller. However, this is just a minor inconvenience. Overall, I have really enjoyed this game from start to finish. It is an unusual platformer, with a nice amount of challenge. Easy to recommend!
Um jogo bem divertido, com mecânicas, quebra-cabeças e desafios de plataforma bastante únicos.
Moe astray I originally purchased this for $5 when it was on sale and I left it open on my computer a lot and never really played it but I sat down restarted it and I thoroughly enjoyed this game The overall environment of the game is uniquely designed for being on an alien planet and just the color scheme with every single level is absolutely astonishing The main character MO and his gimmick is also very interesting and I've never played another title that allows you to read the creature's minds and I think that's very interesting although I wish they would have done more with it then just give the final thoughts of the person and or creature I think this game is absolutely worth the $15 and it is a solid 7 out of 10 in my book only for the ending I personally did not like the Evangelion Style last fight because what initially allured me to the game and playing it as a whole was the alien Dead Space Vibes with all the zombies like Monsters and Aliens
This was a good game with a very interesting story and world building. I'm a little annoyed that I missed one collectible somewhere and at times I was frustrated with the controls, but overall I enjoyed the game.
Gorgeous pixel art/animation, beautiful music, a compeling nerative, and fun action/puzzle platforming. I can't recomend this game enough.
“It’s a game about cute slime travelling through a devastated world…” Yeah, right. Our playable character maybe is a cute, round and bouncy creature with big eyes, but nothing aside from them is nice and cozy. The game itself is a brutal journey through an abandoned, nearly destroyed research station, where death, violence and decay reign supreme. But first things first. Mo:Astray is a 2-D platformer heavily focused on solving environmental puzzles and, to a lesser extent, combat encounters (which happens, also in big part, to be more about thinking and memorizing, rather than about reactions and dexterity) and very minimalistic exploration. What really differentiate this game from other platformers is how you control your character. Instead of simply pushing a button to jump or dash, you need to use the left or right trigger and aim with your right stick, while using the left one to move MO around maps. Your movement abilities are overall pretty limited. Aside from jumping, later you can unlock double jump (same principle here — hold left trigger, aim with right stick, you have two, maybe 3 seconds to execute move, or you will fall, which can be pretty annoying during fights), dash, which you use to break things and stun enemies. MO can also attach themself automatically to walls and ceiling. Sporadically you can also turn into a balloon and float mid air, but it is mostly situational. And… that’s it. Okay, so why am I writing so much about controls? Because I think it is the weakest part of this game. It demands both fast reaction and precision with jumping and aiming. It’s less of a problem with slower parts of games, but combat is another story, as well as a big chunk of puzzles, which have time constraints and need to be executed flawlessly. And I don’t know, maybe I have too big hands, but I constantly struggled with aiming in this game. In some cases — like with the last boss — I temporarily switched to mouse and keyboard to beat obstacles. Aiming with the right stick was not precise, especially when I was forced to adjust direction mid moving or jumping. The major difficulty is not from the game itself, but with wrestling with controls. Another weak thing is combat, but this time is intentionally designed that way, mainly because it is a secondary experience compared to puzzles, considering how late in the game you got access to your fighting abilities — first two from total of six chapters you spend without way to fend of enemies, and up to chapter five encounters are sporadic and limited. Your main weapon is your ability to rip enemies' heads clean after jumping on them, as well as bash to stun or break their armor. Aside from bosses and battle droids from late game, all of them die from one hit. Nothing revolutionary or special here. So, what else about gameplay? Mentioned puzzles — there is a huge variety of them. From simple jumping that requires avoiding insta-kill spikes, to moving objects, using cranes, lifting and pushing boxes, spawning clones that you can control in limited range, avoiding air currents, dodging buzzsaws… each level introduce new type of them, so gameplay do not become stale and repetitive — in majority cases, because there are still variations of the theme — although take into consideration, that majority of them can be brute-forced once you understand the pattern and find solution. There are also ones focused on timings and precision, which I am going to admit I didn’t like, because it pisses me off when I am rushed with solving puzzles, because my tiny brain cannot compute doing thinking stuff and hand-to-eye coordination at the same time. Finally, something about the story — it is surprisingly flashed out and deep, considering the genre of this game. And definitely not for kids. Its told mostly through retrospection (because the entire place is desolated research station), finding memories and scanning enemies thoughts, and tackles topics like unethical experiments, torture, revenge and death. People die to toxic gases, are executed, brutally murdered, and the game does not shy from showing more “in your face” moments of gore, pain and agony. And yet it refuses to give every answer on the silver plate, you must figure a big chunk of lore on yourself, both through text as well as environmental storytelling. That’s all. Oh yeah, Play on disaster difficulty. Or at least adventure. Don’t be a little ♥♥♥♥♥. Now. It's over. Go home or something.
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Where this game's players are, estimated from review languages.
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