
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 | 20.2Kreviews | 79% | — | $40.7M |
| $49.99 | 5.2Kratings | 92% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 2138 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
개발자의 시선이란 대체 무엇이길래 보스전에 잡몹을 넣게 되는 걸까 이걸 선호하는 플레이어를 단 한 명도 본 적이 없는데도
[h1]45小时全成就,充满可笑邪教的传卵之路[/h1] ᅟᅠ先说说美术和动作方面,首先点名批评跑攻手感就是一坨屎,人物造型只能说盔甲还挺帅的,斩杀、击杀整的也比较有爽点,爆浆的感觉也算我买的一个理由,人物故事及世界观嘛……以前玩老滚5的时候可能我还有心情了解一下那些邪教设定的故事背景,算是不得不品的一环,现在看两眼没新意没创意的只觉得味大熏,不太想深入了解一些满身符文,吃人挖心的邪教分子了。 ᅟᅠ唯一有印象的支线和剧情就两个,一个是那两只癞蛤蟆和有个地牢中扮演一个最后被爆头的小兵,玛德这个癞蛤蟆还生了,甚至你弹琴还会跳舞,你要想表达这些东西多用点这种方式还算有创意,其他的完全没印象,最后看躯壳记忆基本就是一边玩手机一边点,还养猫养狗呢,难怪动物的命比你们贵,我看你们才是宠物,还必须看完这些人的故事才算成就,走路跟散步似的硬拖时间也不能跳纯无语,对于一些就解密玩法,比如穿门切换地图场景这种,刚玩过霍格沃兹之遗也有同样的,并没有什么新鲜感。 --- ᅟᅠ玩起来有没有快感呢?说实话还是有的,本来就是玩一个粪招对粪怪,魔法对抗魔法,很多人的乐趣就是找个自己喜欢的轮椅爽玩,比较有流量的视频都是轮椅相关,大更新初看时觉得你把我整的巨剑跑攻粪招搞没了,才爽了几天,有点影响心态,不是说改的有什么问题,但是改过之后也依旧是用脚填的数值,给人感觉就是把我的粪招搞没了,粪怪还是一样,也没弄出什么优秀的战斗体验,本来是想差评的。 --- ᅟᅠ但是通关后细细想来,你们在强制三周目全成就这一块突然开智了,把全成就流程缩短为一周目,有些玩家为了全成就得干了三周目,我是更新后才继续打的,也算是得到了一点更新后的好处,给好评吧。 ᅟᅠ新加篝火点就不提了,虽然不足以逆转之前三百六十五里路的差评,但也算听取了玩家的建议,所以没事多吃点瞬悟是对的。 --- ᅟᅠ鉴于你们有这种传统,说不定之后DLC又+点恶心的成就,那时候会再改差评。 --- 总计评分🏆7.8/10 玩法/设计🎮2.4/3 画面/美术🗺️2.5/3 剧情/叙事📽️1.4/2 氛围/音乐🎶1.5/2
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Latest in each market: best RU #26, 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 2.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
"Entrei pelo Buttbait da Próxima, quando percebi abundância magistral estava na obra inteira!" Esse foi o game que me tirou o cabaço nos Soulslike — um gênero que curto, mas no qual nunca tinha conseguido chegar até o fim. Parecia uma maldição! Admito que minha fase de superar o impossível, o meu modo Prime, já passou. Hoje, admiro aqueles que são capazes de dominar esse tipo de dificuldade, que era tão comum antigamente. A qualidade visual está finíssima. Uma dica: ajustem a câmera, deixando-a com o mínimo de movimento para não dar dor de cabeça e enjoo. No início tive esses sintomas, mas depois que arrumei, a jogatina fluiu e pude admirar a ambientação junto com o estilo artístico. Quase 98% da jornada fiz com a casquinha corpulenta da Próxima, que se tornou minha predileta. Os outros 2% foram com a 'meio quilo' da Genessa, já que derrotar a Prole Malborn com a freirinha se torna extremamente fácil. Aliás, na segunda jogada, a Irmã será minha casquinha principal. Eu amei a aparência de ambas. A Próxima tem uma mistura de Sauron, devido à coroa espinhuda, com um estilo Robocop destacado na boca, além de uma armadura exoesqueleto semelhante a Alien, contendo fortes inspirações de Hans Ruedi Giger (Ah! Tem o filme "A Experiencia" que é inspirado nas obras dele, e o jogo bebe muito desses longas.) Já a Genessa é uma guerreira divinizada: elegante em seus movimentos como o Anakin, mas implacável e atropeladora como o Akuma. O que conecta esses três personagens na minha analogia é a quase 'urgência' de suas gameplays: todos têm uma barra de vida de papel, que contrasta diretamente com a quantidade de dano massivo que causam a seus oponentes. Os chefões, esses são uns "tú" de cachorro, Monólito da peste, ficava girando igual beyblade, mas vencê-lo antes da primeira grande atualização é gratificante e a gratificação fica ao quadrado, sendo nice cadeiruda Prox sua algoz nessa jogada. Minha indicação vai principalmente para quem nunca conseguiu jogar Souls até o fim. Aqui você irá conseguir progredir e desmontar as builds, remodelando-as/reciclando a pontuação de xp facilitando demais a adaptação no enfrentamento dos Boss, recomendo esse "Sorvetão"!
Artificial Suicide 2
I don't know what they did between the beta and the final version. I thought it was super fun, and now it's just frustrating. You fall while attacking pretty easily, you have to walk a lot between checkpoints, the enemies have super telegraphed attacks, and if any normal mob grabs you, you're instantly dead.
除了堆怪且小怪一个红失误没躲过直接一管子血,以及小怪逆天仇恨隔着老远也能来正义群殴,且人均背后有眼隔着好一段距离也能感知到背后的你,哦还有地牢附近没篝火死了要跑好长的路以外,死壳子2还是好玩的....... 因为探索体验很好,当然地图设计是根本没有的这就是开放地图给你塞了东西跟刺客信条那样的据点没什么区别,但探索奖励很好,还有这个道具叠加升级也是很好的设计,蘑菇捡多了也能变成很强力的道具而不仅仅是其他游戏的制作素材,死壳子2做到了你探索过程中找到的所有东西都是有很大用的,这是我觉得这部好玩的最大的点。 然后是战斗体验,我玩的时间不长所以没体验出啥但没体力条确实舒服多了,但小怪人均三四连的疯狗,被打了第一下的时候如果再贪你就会喜提血条消失术,所以感觉弹反没什么大用,不过反正我本来也不爱弹。 然后美术画面什么的都还可以,有点像堕落之主。哎没体验太多但整体是好玩的,不过现版本只适合体验过魂2和丝之歌级别恶意且坚持下来的玩家。
다대일 전투를 모르겠으면 제발 넣지 좀 마라. 보스 2마리가 계속 공격하니까 때릴 틈이 없네. 가불기는 왜케 많이 쓰는 거냐.
With all the magnetism, skating and spinning mid-animation, anything that isn't a boss is an absolute chore. Bonus points lost for having worse runbacks on average than Dark Souls 2.
你能打有个屁用,小怪人多,直接跑路。信标监牢罐子别乱打,会炸死自己。身上有魂,没有血瓶了可以直接回主菜单。5个圣卵解锁信标传送功能,需要回大本营上交
Demo was 100 times better. IDK what made you devs ♥♥♥♥ the balancing so much. Parry is unusable now, not only it does half the posture dmg compared to demo, but the animation is so ♥♥♥♥♥♥, that if you miss a parry you stand there like an ♥♥♥♥♥♥♥ with your hand raised up, while the enemies pound you. Enemies now have way more health, bosses are on crack, its nothing like the demo. Gloom seems to be less as well. The enemy I used to farm for 2k gloom per kill does not even respawn anymore. Why did you ♥♥♥♥ up the balancing so much? Who did you do it for? Those elite basement dwellers? I was so hyped about this game, now Im disappointed. Please revert the balancing to the state it was in the demo. P.S. Im still at the beginning of the game and I'm sure things get worse later.
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Players by region
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