
Their Flesh Is Your Weapon. Mortal Shell II is a standalone sequel action-RPG with adrenaline-charged, high-stakes combat. Possess warrior Shells, dethrone false gods, redeem a ravaged world.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
Mortal Shell II is a standalone sequel to Mortal Shell that significantly expands on the original with unrestricted, adrenaline-charged combat, extensive weapon upgrades, and free exploration.
The forgotten Shells of eight lost warriors are scattered throughout Mortal Shell II’s ravaged world. Seek and possess these Shells, unleash their innate abilities, and discover the story of each by unravelling their secrets.


Mortal Shell II offers a clean, agile and grounded combat system, with options to think strategically about upgrading melee and ranged weapons.
Unrestricted by stamina, players exploit multiple tactics to shatter enemy posture and strike critically.
Mortal Shell II’s open world is compact, tightly interconnected and immersive. It is designed with respect for the player's time.
Those who wander from the golden path can discover new Shells, weaponry, upgrades, curiosities and more.
Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 18.7Kreviews | 79% | — | $38M |
| $49.99 | 5.2Kratings | 92% | #80 | not modelled | |
Updates
Engagement
Reviews
Themes across 2228 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
优点:无精力条,可以跑酷跳过所有垃圾一般的地图;饰品石升满强度还算可以,但是仅限前期 缺点1:各种盔甲兵究极逆天强修正,零帧起手带锁头带位移;(这就是盗贼为什么比较强,闪避进入隐身可以让ai丢锁定) 缺点2:血瓶太抠搜,已经到后期了,3口豪饮甚至回不满血,更逆天的是总共只有7口; 缺点2:各种无篝火365里路,整个图北半区原野上就一个幽影森林的篝火,加上金子做的血瓶更是纯纯的享受; 缺点3:武器模组垃圾,能玩的只有一个斧刃,其余都是各种意义不明的剑柄打击或是下戳;躯壳平衡性太弱,各种不明所以的设计,比如只有1m短的AOE,只有1s的潜行隐身。 被精英斧子兵气晕了,特地来打个差评,实际上已经憋老半天了
難しいと理不尽を履き違えている。やり続けてもイライラが溜まるだけでフロムゲーのような達成感はない。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best RU #25, worst UK #100 · 14 markets collected
US · last 30 days
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, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America +3 more
| $49.99 |
| 1.1Kratings |
| 86% |
| — |
| 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.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
great
Ну тут 10 из 10. Максимально затягивает. Демка затянула на 10 часов, что уж говорить про полную версию игры.
When you die it's often a lengthy trek back to your 'gloom'; it'd otherwise be manageable, but the game keeps crashing... If you crash before recovering your gloom, it's permanently lost. I've had 3 crashes in ~3 hours, the last one wiping out a fat stack. It's also not especially well optimized (like I've seen others claim).
это не игра а кусок кривого кода в красивой обертку, противник ударил в 2 метрах от тебя? поздравляю минус половина хп, ты здох рядом с обрывом или скалой? с 50% вероятностью можешь попрощаться с душами, бой проходит рядом с деревом или любым подобным объектом? забудь про увороты и подобного там навалом некоторые навыки могут промазать по стоящему противнику в упор, камера улетает хрен пойми куда если рядом есть больше 2 противников (ведь зачем наводиться на ближайшего противника если можно на чела за скалой в 2 км от тебя ?) ,графику приходится настраивать для каждой локи отдельно так как на поверхности от любого отражения ловишь флэшку а как в подвал заходишь то дольше 2 метров нихрена не видно, противникам глубоко насрать на то что по ним прилетело железом весом больше чем они сами зато главного перса может бабка скалкой запинать так как любой урон по нему вгоняет в стан, ну и хренова куча максимально затянутых анимаций ведь зачем спешить? можно неспеша подняться с земли пока тебя бомжи отпинают за 1-2 удара, еше прикольно когда чел просто с места спиной к тебе прыгает на 4 метра по дуге (авто наведение на перса в момент переката) получает в полете по хребтине и без проблем сносит тебе 2/3 хп при этом анимации удара или чего то подобного нет он просто задел тебя жопой..... кароч сплошное разочарование. подозрительно что у нее в стиме очень положительный оценки хотя половина обзоров отрицательные.
Peak and worth the money!!!
fun
缺乏公平的难度设计: 经常在玩家没有失误的情况下给予惩罚。不讲理的机制打破了类魂游戏“通过死亡积累经验并获得正反馈”的平衡性。 糟糕的关卡与堆怪逻辑: 地图极其昏暗且缺乏视觉地标。狭窄的地形里堆叠了大量机制不合理且击杀回报极低的怪物,同时地上充斥着无意义的陷阱,在尽头也没有更好的道具反馈。 零碎的探索体验: 在极易迷路且同质化严重的地图中,击杀的怪物尸体都会消失。无法通过残留的痕迹来判断是否探索过该区域,极大增加了跑图的烦躁感。 相比1代有进步, 但是核心完全没掌握“箱庭引导”与“风险/收益平衡”内核。如果追求优秀战斗交互和地图箱体设计的类魂玩家,建议谨慎入手
wanted to like this game. I have thousands of hours in from games and really got sucked into lords of the fallen, the best souls like not from from. My experience may not be yours, but, i like soulslike because of the open and fun to explore world. the combat isn't my main draw, but from lets you cheat mechanics as much as their npcs do and you can grind levels and then enjoy a slower paced exploration with easier enemies. this game is just not enjoyable. its lik,e they thought the difficulty is what made souls games so succesful and they dont understand that the artificial difficulty in froms games is only addictive because you gain power and then beat that hard are or boss and feel like you really had a good fight. when in reality you either learned the move timing and/or ground souls out till the fight was easier. mortal shell 2 is just a 1 shot simulator. after the beta area i have not survived more than 1 hit on any enemy but the useless "grunts", which will 2 shot me lol. why even give me a ♥♥♥♥♥♥ estus flask if i get killed in one hit? why make me respawn at a beacon 20 minutes from the instanced dungeon that i died in? this game has a beautiful world they do do not encourage you to explore, and exploration is a huge draw fin soulslikes. just llook, at the loretubers popularity. mortal shell has me avoid new dungeons because i know i will get 1 shot by a hiding enemy and then have to fight back to the dungeon to try again. why not let me spawn at the entrance to this instanced dungeon on death, like elden ring? the combat is fun when you get into the flow but i find myself running more than fighting because i know i have a long walk back if i die, and i die in 1 missed parry.
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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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