
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 | 20.8Kreviews | 79% | — | $42.2M |
| $49.99 | 5.2Kratings | 92% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 2392 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Jogo bom e barato. Valeu cada centavo!
先总结,如果抛开最终boss体验,那7/10吧,但是如果加上最终区域和巨石和最终boss,那只有5/10吧 先说优点,rpg构筑系统挺好的,我玩的巨剑,众所周知巨剑有个跑重无敌复读,确实很轮椅,不过巨剑还能玩无限冻结,都挺不错的,看了网上视频,可以玩的bd还是挺多的。画面优化算不错(?),但是我4070tis用的2k不是很能代表,话是这么说,这游戏我的电脑一天总有一次报错闪退。 然后可能就没什么优点了,都是传统类魂的内容,其他好玩都好玩在他是个类魂了。 缺点:首先就是地图设计拉胯,什么叫四通八达不叫好的箱庭设计,躯壳2非常好的证明了这点,玩起来就是迷路的感觉,从地牢出来我就不知道我现在在哪了,说起地牢那更是垃圾设计,前期还好,后期就更是敷衍了事,并且与外面体验割裂,因此就出现了从地牢里出来忘了外面在哪怎么走的情况,至于说篝火设置如何和365里路,这点应该是众所周知的,就不多说了。 然后是素材复用,无论是地牢素材还是怪物素材,所以前十小时和后十小时的探索体验几乎一样,并且游戏本身算上主副就只有十几个武器和8个躯壳,二十多个小时加上这么大的地图,中后期世界探索多数给到的反馈只有强化石,甚至很多地牢也是强化石,所以整体中后期探索体验非常糟糕。 最后是boss设计,就算你是200不到的游戏,你boss设计演出也不能这么随便,演出设计拉就算了,boss设计的也一般,并且终局boss更是拉一坨大,巨石和最终boss都梆硬,我就没见过这么刮痧的boss。然后最重量级的最终boss的设计,再打之前,我是看过老e小肉包的简单评价(没看过他们打),有预期的,但是没想到依然是破防了,什么叫主推bd构筑,结果最终boss最后阶段非常容易直接给你封印所有能力?这下游戏唯一的优势没了,设计突出一个左右脑互搏 以至于我打这个boss二阶段就上去跑重摸一下肩撞一下就跑,就怕胯下看不到它插剑放封印波。 这游戏我个人认为底子是不行的,优化救不了这游戏,毕竟后十小时的重复体验是很难改的,底子上限估计就也就7-7.5分吧,需要的不是优化,是大型更新。这个价格我反正是不推荐
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $42.3M | 108.3K | 96% | $24.99 | |
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| $41.9M | 132.3K | 97% | $19.99 | |
| $42.5M | 22.8K | 59% | $49.99 | |
| $41.8M | 140.8K | 96% | $14.99 | |
| $41.8M | 76.6K | 90% | $29.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $14.8M | 20.8K | 59% | $29.99 | |
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| $144.3K | 334 | 68% | $24.99 | |
| — | 0 | — | — | |
| $309.4M | 356.1K | 95% | $59.99 | |
| $3.6M | 12.3K | 75% | $14.99 |
Latest in each market: best RU #34, 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
_ /(| ( : __\ \ _____ (____) `| (____)| | (____).__| (___)__.|_____ SSt
very good
Ich hab das Spiel jetzt durch gespielt. Abgesehen von der Grafik die Wirklich genial ist und das Kampfsystem ist das Spiel wirklich Schlecht. Man wird rein geworfen ohne Roten Faden wo man sich etwas dran halten kann. Die ganze Karte ist Monoton und vor allem zu groß für so wenig "Gnaden" Man Stirbt einfach dumm weil man blockiert wird oder Ge-Oneshotted wird. (Nicht zu vergessen dann 2000 KM wieder zu laufen zum Ort des Todes. (Mehr Walking Simulator) Also die 14 Stunden waren 2 Stunden Spaß und 12 Stunden Reine Qual. Das Level System ist auch nicht gut. Ich hab Elden Ring 7 Mal durch gespielt Black Myth Wukong 8 mal Sekiro Lies Of P Aber dieses Spiel war für mich das Schlechteste Souls Like von allen da Hilft leider keine gute Grafik und Hack&Slash. Wenn ihr es Spielen Wollt kauft es wenn es für 20€ oder so ist. Schade das ich es nicht refunden kann.
Fantastic game overall, with some caveats that I hope the devs will address without much delay: -Some of the hitboxes for specific boss fights are a little ridiculous, especially in the late game. Specifically the end area with the very last four bosses, with the most egregious being the very last boss. NOTE: Hexapod too. Dude, come the ♥♥♥♥ on. I should not die behind the boss when there's nothing hitting anywhere near me. -specific essential items for the very last boss (devs know the one I'm talking about) need to be alluded to somehow. The need for this item is not communicated whatsoever, and it is essential. -at least two of the last couple bosses (ESPECIALLY the last boss) need to have the HP DRASTICALLY reduced. It's difficult for the sake of being difficult, and as a VERY seasoned vet to this genre, it feels terrible. -Upgrade items for weapons need to be a rare drop on endgame enemies. This shouldn't even be a question. The upgrade system itself is fine, but our options in the late game are FAR too limited. I shouldn't be forced to smelt my main weapon just to upgrade another. That or double the amount of these found in-game. Preferably just make thoracite drop. That would be the ideal option, here. Some positive feedback: - the fighting system in this game in general is *chef's kiss*. It looks and feels fantastic on the whole. I'm really excited for new game plus and future DLC content. That said PLEASE spend adequate time polishing this prior to release. The endgame bosses do make me just a little bit hesitant. - the design of characters, tone and settings of the game are perfect. It conveys the feel of the world very well and has it's own unique flavor. This is a huge achievement, and it should be praised. -each shell is it's own extremely unique playstyle, and most are viable in their own right. Again, huge achievement here. I'm really looking forward to additional shells in the future. Based on some environmental cues in the game, it seems like this is very likely to happen with future DLC. That's excellent. Overall: This is a fantastic game that is absolutely worth playing. I will absolutely continue to support this studio if they continue their effort in balancing and fixing things as they have been so far. I really hope to see some effort in fixing endgame balancing, as this is my biggest concern at the moment, and poses a threat to enjoyability on future playthroughs. I think this game in general is a huge achievement for a smaller studio, and I love the overall feel of it. With some minor adjustments I can see myself running through multiple new game plus cycles. Thank you for the fantastic game. Keep doing your best!!!!
Good
Отличная игра для любителей "сосаликов"! Она собрала в себе множество разных механик. Тут тебе экшончик из GoW, миадзаковские костры, рпгешное билдостроение, запутанные мрачные данжи, довольно жеские боссы (особенно под конец игры). Система оболочек тоже доставила (проходил за Тиля). Так же доставило огромное количество юмора и отсылок. Да, похожа на множество игр в том числе Elden Ring, Секиро, Tainted Grail, GoW и т.д., но ощущается игра как что то самобытное. Советую ценителям хорошего геймплея и тем кто хочет с головой провалится в интересное дарк-фэнтези! Хотелось бы поблагодарить разрабов за добротную игру (слышал много СНГшных ребят). Так держать!!! Так же хотелось поблагодарить Григория за помощь в преодолении последней локаций! Отличный сюжет, отличная музыка, крутая боевка, атмосфернные локации... чего еще надо? От меня 10 электро балалаек из 10 таверен Фалгрима!!!
No matter what settings used @ 4k, the game is blurry. This is sadly normal for UE 5 games, but it is still worth pointing out. Even Preset M/L did not fix the blurryness. Reflex is causing stutters, and there is no way to turn it off without an engine.ini file. Doesn't matter if you use FG or not. Problem is doing so adds another 25ms of input latency, but does help the stuttering. 90 fps felt more like 30 with how bad the stuttering can get. Frame gen itself won't turn itself on half the time. No matter if the option is on or not in options, FPS is the same. First time I've ever seen that with FG. Film grain/motion blur/vignette options are broken and do not work currently. Also need to be removed via an engine.ini file. This game was definitely rushed and it sadly shows. Lots of cut/missed corners. Will probably end up refunding and trying it out again at a later date after some fixes. It's rough currently. Can't recommend it in its current state. There is potential here, there's just a lot of technical issues that ruin the enjoyment for me. The open beta did not have many of these issues by the way, so I am unsure what happened.
Имба, отличия от 1 части на лицо
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