
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 | 20.6Kreviews | 79% | — | $41.5M |
| $49.99 | 5.2Kratings | 92% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 2348 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
В игре крайне плохо выстроен баланс: - рядовые противники убивают с одного\трех ударов, большинство противников не реагирует на попадание из двуручного оружия ни коем образом; - боссы отвратительные (половина боссов это усиленные рядовые противники), дизайн сюжетных боссов разочаровал; - прогресс персонажа не соответствует повышению уровня сложности на локациях (я стараюсь зачищать все локации с подземельями); - зачистка подземелий максимально скучная и однообразная, как и сам дизайн подземелий, от которых уже просто тошнит за редчайшими исключениями (очистка светочей в том числе); - дизайн локаций и его разнообразие отсутствует напрочь, все локации это набор А-сетов с разным цветовым окрасом; - разнообразие противников крайне печально (практически всю игру сражаемся с одинаковыми противниками); - в игре нет адекватного отражения характеристик используемого оружия; - прокачка таритов слишком долгая; - я прошел немало souls-like проектов, эта игра оказалась одна из самых дерьмово сбалансированных среди всех (НАМНОГО хуже того же dark souls 2).
Media

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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 |
|---|---|---|---|---|
| $41.7M | 46.8K | 88% | $39.99 | |
| $41.7M | 124.6K | 92% | $14.99 | |
| $41.7M | 56.4K | 90% | $29.99 | |
| $41.7M | 146.4K | 81% | $14.99 | |
| $41.8M | 76.6K | 90% | $29.99 | |
| $41.8M | 140.8K | 96% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.8M | 20.8K | 59% | $29.99 | |
| $43.6M | 106.2K | 57% | $34.99 | |
| $144.4K | 334 | 68% | $24.99 | |
| — | 0 | — | — | |
| $309.4M | 356K | 95% | $59.99 | |
| $3.6M | 12.3K | 75% | $14.99 |
Latest in each market: best RU #33, 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 2.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Lords of the Fallen but it's actually a good game.
Балдеж
souls often get stuck into unpassable textures after death attack moves project you forward resulting in many many many death by falling some and a lot of enemies reset lock on, i mean the just cancel it your character dies in one or two hits enemies are numerous and clumped up, and ♥♥♥♥♥♥♥ agressive idk, game is not expensive, but this difficulty is cheap
I'm digging this game. Banger art-style and combat feels great.
Greetings, developers. I finished the first Mortal Shell and got 100% of its achievements, so I came into Mortal Shell II genuinely wanting to support this game. Even back then, however, I found the time-limited Twitch skins annoying. Unfortunately, with Mortal Shell II, you have decided to go even further down that road. Let me make something very clear: [b]the price is fine.[/b] I also have absolutely no problem with rewarding people who pre-order the game or participate in the demo/beta. Give those players skins. Give them early access to cosmetics. Give them something cool for supporting you early. That is perfectly fine. What is [b]NOT[/b] fine is deliberately making those cosmetics permanently unavailable to every player who discovers or buys your game in the future. That is FOMO. And FOMO is a [b]disgrace[/b] to this industry. Before someone comes with the inevitable [b]"they're just a few skins, who cares?" argument: the scale is irrelevant. [/b] My objection is to the practice itself. If these skins are insignificant enough that nobody should care about missing them, then they are insignificant enough that you do not need to permanently lock them away. You cannot use their desirability to create psychological pressure to buy your product now and then dismiss their importance when that practice is criticized. And I am not writing this because I missed them. [b]I OWN THEM.[/b] I pre-ordered the game. I participated in the demo/beta. I qualified for the exclusive cosmetics myself. I am quite literally part of the group that benefits from this artificial exclusivity, and I still refuse to support it. That is why I am refunding the game and leaving a negative review. This negative review is [b]not a judgment of Mortal Shell II's quality[/b]. I have played the beta for more than 6 hours and got 100% achievements. Also played the devout edition for about an hour, and from what I have seen so far, the game actually seems pretty good. I sincerely wish the development team success, and I hope the game does well on the strength of its own quality. But that is precisely the point. [b]You should be backed by the quality of your game, not by horrendous marketing psychological strategies designed around fear of missing out.[/b] You already had my money. I wanted to play your game. I qualified for the exclusive content. Yet I cannot criticize companies for using FOMO while simultaneously rewarding one for doing exactly that simply because, this time, I happen to be on the privileged side of the artificial deadline. So I am giving up the game and the exclusive cosmetics and taking my money elsewhere. Not because the game looks bad, but as a matter of principle. And this does not need to be permanent. If you eventually make these skins obtainable by future players — put them in the shop, sell them as a cosmetic pack, make them unlockable later, whatever reasonable solution you prefer — I will gladly reconsider this review and buy the game again. Rewarding early supporters is fine. [b]Punishing future customers for not being here at the "right" moment is not.[/b] I genuinely wish the team the best, and I hope you reconsider this decision. FOMO has become a disgrace to modern gaming, and this industry desperately needs developers willing to move away from artificial scarcity rather than finding new ways to normalize it. You seem to have made a good game. [b]Please have enough confidence in it to let the game sell itself.[/b]
Waste of money. I don't feel like adding everything thats wrong with the game. It's just bad whole thing
Ночью, на глухом полустанке мужик садится в проходящий поезд и просит проводника показать ему свободное место. Проводник и говорит: — у меня только одно место свободно в купе, но там какой-то алкаш едет, весь день сегодня буянил, никто с ним вместе ехать не желает. Делать нечего, мужик согласился. Заходит в купе — глядь, а алкаш спит себе сном младенца. Ну, мужик поужинал и тоже лёг спать. И вдруг так живот скрутило, аж мочи нет — бегом было в туалет, а дверь купе напрочь заклинило. Мужик уже собрался на газетку, и вдруг его осенило. Расстегнул алкашу ремень, спустил ему штаны, наложил кучу, штаны поднял обратно, застегнул, и лёг спать. Утром просыпается — смотрит, алкаш-то давешний сидит задумчивый-презадумчивый, чай пьёт и говорит: — слышь, сосед, вот я 30 лет каждый день водку пью, но вот между брюками и кальсонами первый раз насрал...
你要是玩过一代就知道他已经做的很好了
dope ♥♥♥♥
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