
Parkour through the ruins of a megastructure, climb massive bosses, and hunt down every construction equipment in this slice of life action-adventure with immaculate vibes.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 7.71/day in the week to Sep 8 → 10.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
PARKOUR
Parkour through a brutalist post-apocalyptic world with smooth gameplay, and engage in seamless combat encounters. You must use your skills and agility to find your way in this desolated place.
Play as a girl named ‘P’, and use everything at her disposal to escape from deadly traps. Run, climb, slide, crouch, wall run, perform stunts, and even use your chainsaw to cross impossible distances.
HEAVY MACHINES
From smaller autonomous construction equipment, to massive dump trucks, survive a hostile environment where everything wants to kill you. Who’s gonna win, a sleepy girl with a chainsaw, or an army of rogue machines?
Strike first, or die. A single mistake can cost your life in a brutal clash of metal. Too big to destroy with one swing? Climb bosses and slice them into pieces, turning colossal machines into dust.
MEGASTRUCTURE
Not everything can be solved with a chainsaw. Alone with a flashlight, you are powerless against the crushing atmosphere of the structure. Rush through the darkness in endless corridors and cross liminal spaces.
Insignificant as you are on the scale of this cursed place, you have to face your fears and complete the job. But can you fight your megalophobia?
SLICE OF LIFE
Get in, eliminate the machines, and get out. That was the job. But upon arrival, the mysterious megastructure proves far larger than expected, and P quickly realizes this is no ordinary job.
Partner with a mysterious malfunctioning Orb Drone (Orbie) and embark on the daily routine of a ‘Slicer’. Armed with nothing more than her chainsaw, P must carve through every machine along her way to the top - no matter the cost.
FEATURES
Fluid acrobatic gameplay. Climb, run and slide your way around.
Brutal fast-paced combat. You die easily, but you kill easily.
Climb massive heavy machines in epic boss fights.
Traverse liminal spaces and parkour through brutalist landscapes.
Minimalist atmospheric adventure with hardcore challenges.
Slice of life story about a girl doing a routine job in a megastructure.
Gorgeous pixelated modern low-poly graphics.
Solve puzzles with physics oriented objects.
Banger Atmospheric DnB/Jungle OST by Pizza Hotline.
Story fully voiced by Kira Buckland as P
CONTENT
8 Chapters, plus Epilogue & Prologue
8 Colossal Boss fights
30+ fully voiced and interactive story segments - aka slacking scenes
Interact with P through dozens of small interactions. Can you find them all?
Extensive selfie mode, poses, and ways to mess around
9-10+ hours play time
Sums Steam only; Xbox, PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $15.99−20% | 5.7Kreviews | 85% | — | $2.6M |
| $19.99 | 1.9Kratings | 82% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 620 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is such an utter disappointment. On the good side, the art style is awesome and I love the idea about this game. The game is also one huge level, so as you progress you can see where you've been and where you are going. That's about it. Most of this game is running from point to point with puzzle platforming in between. The is some combat, but it is very few and far in between. At the end of the game they give you your death total, and 90% of them feel bad because of the camera, controls, and throwing you into an area blind where you have to react and you can't see what's going on. It isn't a skill thing, it's poor design and poor controls. Over half of the time the character doesn't do what you think they are going to do and it is so wildly frustrating. There is also a constant switch between inside and outside. When you're inside you get a crappy flashlight and you can't see jack. There is some cool music that kicks in during combat, but there is barely any combat so the soundscape is mostly just empty wind blowing. Somehow they got Kira Buckland to voice P? I dunno how they managed to swing that, but her talents are completely wasted here. There's no story, no explanation of what is going on, and nothing interesting. There are spread out little scenes where P waffles on about something that has nothing to do with anything. These are basically waifu thirsting moments with no actual content and end up being cringey as hell. I mean, one scene has an option to try and smell her feet? GTFO. I really, really wanted to love this game, but I can't. It has flashes of brilliance here and there, but the experience is almost constant frustration from fighting the controls and the camera. There's nothing to invest in and care about at all. The game loop is really just: boring running > frustrating platforming. Rinse, repeat.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil, French, Italian, German, Japanese, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Korean*languages with full audio support
| $19.99 |
| 1.5Kratings |
| 91% |
| — |
| not modelled |
| $15.99−20% | 46ratings | 84% | — | 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.
Hours played at review time, across 620 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Гуннерский мир победил игру...опять…[/h1] Рассказываю историю: сижу я как-то себе спокойно, смотрю ютубчик, и моё внимание привлекает превью одного видео. Нажимаю на него и вижу...как некая аниме-девчонка в строительном комбинезоне своей бензопилой парирует атаку огромного робота а-ля [i]"RULES OF NATURE"[/i]! Ну а я, как фанат MGR, не мог не заинтересоваться этим проектом. Тем более на странице игры говорится, что игра вдохновлялась Mirror's Edge и Принцем Персии. А значит, что меня ждёт крутая паркур-игра с интересным миром и боями, верно? [i]...верно же, да?[/i] Как оказалось - нет. [h3]Первые часы увлекают[/h3] Когда ты только начинаешь играть, то тебе интересно. Визуал у игры приятный, и он что-то среднее между PS2 и PS1. Плюс, из-за местной архитектуры и арт-дизайна тебе интересно узнать лор игры: кто такая "Пи"? Жил ли кто-то до этого в этих руинах? Что за моторы и почему они все - это строительные машины? Хоть игра и делится на главы, но они все ощущаются как один большой уровень. Мир бесшовен, и ты всегда видишь вдалеке другие локации. Особенно нравится местное [b]чувство пройденного пути[/b], когда ты смотришь назад или вниз и такой [i]"Ляяя, я был там...а теперь я здесь"[/i]. Даже побежденного босса можно вдалеке увидеть. [h3]Паркурист с бензопилой[/h3] Говоря о геймплее, разраб не соврал, т.к. чувствуется смесь Mirror's Edge и Принца Персии. От первого - визуал с белым цветом во главе и выделяющимся [strike]красным[/strike] жёлтым цветом (в кои-то веке жёлтая краска оправдана). От второго - упор на паркур с боевыми секциями. И в целом паркур хороший: есть много движений и особенностей по типу безопасного приземления. Механически бои просты: есть удар, которым можно парировать атаки; кувырок... ну и всё! А, есть ещё усиленный удар, но в нём мало смысла, т.к. все враги отлетают с одного удара (как и "Пи" тоже). [h3]Главная героиня и что она скрывает...[/h3] Стоит отдать должное: у разработчика получился хороший по дизайну ГГ. Она словно пришла из ушедшей эпохи PS2, где было много запоминающихся мультяшных персонажей. Озвучка у неё приятная (хоть и слишком хорни), анимации тоже (тем более их много). Но по характеру раздражающая... И раз уж начал рассказывать о "Пи", то стоит уже затронуть слона в комнате, который является главным недостатком (а для кого-то достоинством) игры - [u]фансервис[/u]. Сам фансервис я люблю и всегда приветствую. НО! Только когда его в меру. Если речь идёт о сингл игре, то фансервис никогда не должен перетягивать на себя внимание, иначе другие аспекты (сюжет, геймплей) начинают деградировать. Наглядный пример - это Mortal Kombat 1, который похоронил себя под слоем фансервиса. А что в Motorslice? В игре очень много интерактива с ГГ, т.к. сама камера это дрон, которым мы управляем. Например, если мы залетим ей под ноги, то она [i]"наступит"[/i] (во всех смыслах) на нас. В катсценах оператор выбирает [i]"очень необычные"[/i] ракурсы, чтобы пробудить в тебе гуннер-чувства. И всё это работало бы хорошо...но фансервиса так много, что от него в определенный момент начинаешь уже кринжевать. Например, в игре много моментов, когда можно поболтать с "Пи". Но где-то 90% диалогов - это пустой и неинтересный трёп ни о чём, по типу [i]"Ням-ням, вкусная печенька"[/i]. При этом мы [дрон] можем выбрать одну из двух реплик: [olist] [*]Ответить прямо и довольно обыденно; [*]Ответить, как симп-извращуга по типу [i]"ДЫ-А, ОБНИМИ МЕНЯ"[/i] или [i]"Ты такая мокренькая..."[/i] [/olist] И, мало того, что в них мало смысла, так и ответ "Пи" часто малосвязан с нашей репликой. [h3]Фансервис - как способ убить всё хорошее[/h3] Возможно, я бы смирился с таким обилием гуннер-байта, но я чётко вижу, как после 4 главы почти всё хорошее из игры исчезло. И все благодаря этому самому фансервису! [list] [*]Первым на убой идут бои, т.к. новые противники больше не появляются, и ты до самого конца будешь уныло бить три типа противников, которые ничего сделать не могут. Иронично, что игра называется MOTORSLICE, но этого самого "слайса моторов" нет! [*]Дальше сюжет и лор. Помните, как я говорил, что мне было интересно узнать мироустройство игры? Забудьте! После 4 главы игре уже самой неинтересно рассказывать о своём мире. Вместо этого игра лучше покажет вам голые ножки "Пи", потому что [i]"недостаточно гуннерства, бл*ть!"[/i]. [*]Паркур. Как можно его испортить? Сделать паршивое управление! Оно очень привязано к камере, которая иногда сама меняет ракурсы. Например, ты хочешь начать бежать вперёд, но ты бежишь вверх, хотя я чётко отклонял стик в нужную сторону! И это при том, что сами уровни не особо сложные, но контроля за "Пи" у тебя мало, отсюда и факапы. [*]Даже локации просели в качестве, т.к. ты уже начинаешь тупо уставать от этой [b]однообразной песочно-бетонной гаммы[/b]. В некоторых моментах из-за этого ты даже не понимаешь куда вообще идти. [*]Сбор орбов. Знаете, что вам даёт их сбор? Н-И-Ч-Е-Г-О! Они не нужны ни для прокачки (её нет), ни для бонусов, ни для раскрытия лора, ни для концовки! Единственный момент - это ачивка на сбор 30 орбов (при том, что в самой игре их примерно 200). А поскольку для их сбора тебе приходится отходить от основного маршрута и тратить много времени впустую, то возникает вопрос: [b]зачем оно надо?[/b] [/list] Единственный аспект, который не испортился по ходу игры - это битвы с боссами. Каждый из них - это довольно уникальный конструкт, которого нужно изучить и понять, как взобраться и разломать его. Тут даже есть [spoiler]БОСС-ВЕРТОЛЁТ[/spoiler]! [h2]Итог[/h2] [table] [tr][th][h3]Плюсы[/h3][/th] [th][h3]50/50[/h3][/th] [th][h3]Минусы[/h3][/th] [/tr] [tr] [td] Арт-дизайн; Главная героиня с точки зрения дизайна; Забавные моменты с проломом 4 стены; Боссы; Бесшовность мира; Паркур [/td] [td] Монотонность дизайна уровней [/td] [td] С 4 главы игра сильно теряет в качестве; Главная героиня с точки зрения нарратива; Душный фансервис; Диалоги; Сюжет и лор; Однообразие в геймплее; Мало видов врагов; Сбор орбов; Управление; Музыка [/td] [/tr] [/table] Походу прохождения у меня сложилось впечатление, что разработчик в начале действительно пытался сделать продуманную игру, но потом он такой: "А, пох - лучше гуннерством займусь". Хоть игра и проходится за 8-9 часов, но допроходить её с каждой главой было [i]таааак[/i] скучно и неинтересно... В общем, для меня Motorslice - это одно из главных разочарований в этом году. Если вы просто хотите получить легкую гуннер-дозу по типу Stellar Blade, но от мира инди, то, возможно, игра вам зайдет. А так я не вижу смысла тратить время на игру, которая в начале тебя завлекает, чтобы потом упасть лицом в грязь вниз. [h2]5/10[/h2] [code]Ищете интересные игры, но боитесь выбрать то, что не понравится? Вступайте в [url=https://steamcommunity.com/groups/bythefireplace] Таверну "У камина" [/url] и подписывайтесь на [url=https://store.steampowered.com/curator/39473538/] страничку куратора. [/url] Выберем правильные игры вместе![/code]
I competent game to begin with but it looks like half-way through the dev decided to focus his time to include his own fetish content rather than perfecting the decent mechanics which were already there. The marketing for this game definitely hyped up the more impressive combat moments... which take about a minute to complete and then it's back to ogling the girl.
I feel like this game is not what it says it is. It is just a parkour platformer with bad controls. Right, there are enemies, but you just buttonmash attack and it is not a big deal. Bosses? Yeah, more parkour, but the arena moves. Luckily, the game has fast respawns, because you misjudge a jump with millimeters, your characters jumps slighly off where you want and plummet to their death. Movement is just frustrating. I am pissed off and have a headache now after spending way too much time to get a ♥♥♥♥♥♥♥♥♥♥ orb.
It's the controls. The main character is a waifu, the drone you're embodied as is down horrendous for her, whether that's a dealbreaker is up to the individual. The combat is OK but gets repetitive quickly, and the Shadow of the Colossus style boss fights very in quality from 'Good' to 'Annoying'. But the controls. It's a parkour game, the controls have to be air tight. They are not. Have fun trying to do a wall run and clambering instead. Or just hurling yourself off a cliff because changing directions on a wall slice is like pulling teeth. There's a reason the chapter completion achievement rates drop like a rock on the global tracker.
Sequel bait in your already horribly mediocre story/game is insane, there's nothing satisfying about this experience other than the first 2 chapters of the game. At first I didn't trust the negative reviews, talking about how bad the handling of P is, but post chapter 3 it really starts to show how unrefined the wall-slice (forgot the name) mechanic is, it feels quite honestly terrible and pretty much ruined most of the game for me due to it's unresponsiveness. P was a cute character, but that's it. She's got a nice design and I'm happy to hear Kira Buckland but god does this game love Vague-posting about literally everything in the world. I don't inherently have a problem with that, but if said Vague-posting doesn't lead to anything other than a sequel bait ending, then I do. P's characterization in general feels like she's got MPD (metaphorically). In half of the interactions she acts completely differently from how she does in others, sometimes very naive and stupid, sometimes like a Tsundere and 90% of the times the dialogue you say has either nothing in common with what she's talking about or she just ignores the option, leading to the same outcome. It doesn't matter if you act like a creep the entire time or if you stay ''professional'' none of it actually changes anything. This game clearly tried to achieve a bond between the player and P, but that bond cannot be formed if none of the conversations relate to each other and if nothing you say matters. It just ends up feeling like a fetish self insert, there to say out of pocket things while P septs on you or undresses. While I don't have a problem with sexual themes, I do think this game missed the mark in every way when it comes to them. Orbie is a non-character, there is no bond nor does the ''story'' ever feel like it's going for that. It wants you to suddenly take this affliction P has serious and some of the dialogue clearly implies that the job is hard on her, and yet there's nothing. I dunno, have Orbie be actually part of the gameplay, give them some hands or something to massage P showing or have little moments that actually don't make Orbie just feel like you're a voyeur. Overall I really really wanted to like this game, if Steam had the option to press Meh, that's what I would do, but it doesn't so No it is. An okay 5.5/10 with a lot of potential due to it's wonderful level design, letting you skip entire sections such as all of chapter 7 and the final boss of chapter 7, and also just the art in general, the designs are great, the buildings look horrifyingly dystopian, P has an adorable design, but that's it. That's all this game has to offer, and that isn't enough, not when the devs wasted times on mechanics like the selfi mode. More game, less repetitive and almost broken mechanics. Would recommend up to chapter 3 but post that It's filled with glitches and lazy game-design/Quality control. Please if you do improve one thing, then focus on making a great base-game first, before you introduce horny mechanics that don't further the characters relationships nor add anything to the gameplay, as I said, i don't mind them, but they shouldn't clearly waste dev time.
Really wish I could give a "mixed" review option for this one. Its hard to pin it down. I like it overall, I beat it and all. When the game works, its so so fun and satisfying. The parkour feels amazing, especially in the early levels. However, it suffers badly from the Assassin's Creed effect where your character becomes less and less reliable as the levels get more complicated. Let me break it down simply. The good: -Gorgeous art style. I really love this game's use of color, feels extremely Mirror's Edge. -The environments look great, and the levels being all interconnected is really cool. -The combat is very simple, but just enough to keep me engaged. -As I mentioned, when the parkour works, its some of the best I've ever seen. There were some sections that just felt so good I couldn't put the game down. -And, of course, the soundtrack and sounds overall are all fantastic. -The lore, when you receive it, is interesting. The bad: -There are a couple tutorials for abilities deep into the game that DEFINITELY should have been taught in the beginning with everything else, mostly because you encounter situations where you reasonably need those abilities and instead have to suffer through them wondering how the hell you are meant to proceed. -When the parkour is bad, its BAD. Some sections force you into janky situations that feel horrendous. I recall some parts making me wonder how they made it past playtesting. -The same goes for some of the bosses. The deeper into the game you go, the worse the bosses become to deal with. This is especially true for the chapter 5(I think?) boss, the one with the wind tunnels you have to knock over. That was just an awful experience. -Flashlight sucks so bad. -The maps have a knack to be really confusing sometimes. In the beginning of the game, its not a big issue since they cover everything you need to see in infamous orange paint. However, they suddenly drop giving you near as many hints the further you go without making the maps any less confusing to navigate. That, and the parkour becomes more about luck and reactionary guessing mid-jump instead of speed and skill which was MASSIVELY frustrating. -The lore is... Sort of a nothing burger by the end. The twist was interesting, but the game doesn't really answer any of the questions it sets up. Not every question needs answers of course, but I came out of the game feeling barely even more informed than when I went in. Even with the big reveal under her glove, I don't have any answer for why or how that situation is the case. Just felt like a "isn't this dramatic turn interesting?" situation with nothing to back it up. -The dialogue is really poorly written, which is a shame since the voice actress is very talented. Her actual lines read like they were purposefully written to seem translated from Japanese, leading to them being confusing and a bit unnatural. A lot of things surrounding the main character feel completely lifted from anime, which is definitely on purpose. -The gooner bait. Oh my God. This knocked the game down a whole letter grade for me. The MC has a cool design, but is very very obviously meant to fill the role of some sort of virtual girlfriend type. There are a bunch of "slack off" optional cutscenes where P is sexualized for no reason. Seeing her bare feet forced into the camera with your camera character having the option to say "*sniff sniff*" was revolting. I would have skipped ALL of these cutscenes if they weren't also the method of being drip-fed lore. She blushes for no reason. You get dialogue options that are either be a massive pervert or be an ♥♥♥♥♥♥♥. Some of those scenes felt like I was playing someone else's waifu fantasy. The photo mode complete with sexual expressions sure didn't help this. Basically, the first half of the game was great. The last half was not. The optional scenes in-between were very hit and miss. I liked hearing about the other slicers, I didn't like hearing about how sweaty P was. Check it out if you like parkour and gooner stuff, but I wont be revisiting this game.
I really wanted to like this game, I really, really did. P is a fun character, the bosses are awesome, the "slack off" dialogs are interesting, the aesthetic is great... but the platforming and acrobatics are aggravating to no end... Let me put it this way, have you ever been playing a game and tried to glitch your way to a place you were sure the devs never intended - like a ledge just out of reach or a potential shortcut if you could just abuse the mechanics in just the right way - so you sat there and wasted a half an hour dying over and over trying to break the game's intended progression but then finally gave up? That's basically the core design of the levels in this game. Sure, there are tons of regular platforming sections where you just use the mechanics normally and jump, wall-run, and parkour your way to the end but there are regularly these sections where the game needs you to perform some weird gimmick that doesn't even feel like it was intended just to make normal progression and these parts are so aggravating... Sometimes you're just looking around wondering where to go because the intended direction doesn't even feel correct. I also hate the orb puzzles because it takes this aspect and dials it up to 11. I long ago gave up trying to collect the orbs. Overall, this game is very close to being great but I feel like certain parts could have been playtested and smoothed out a bit better. I'm sure some people can look past the aggravating parts and enjoy this but I just can't recommend it even after trying so hard to like it.
I was really hyped for this game, but in the end, it didn't deliver in any aspects that matter. It is fundamentally unsatisfying, from parkour to enemies and even bosses. That could've been easily forgiven if the game had a good story, but, alas, the only thing that's going for it is vague lore in dialogues. Speaking of dialogue, every single interaction with P feels forced, none of the options matter. It is literally as if she is talking to a brick wall, the wall actually being you. They could've made her the most likable character in the world, but it won't matter if they can't respect the player's agency in even the smallest aspects as these. The ending is unsatisfying to the point of being geniunly sad, invalidating all of the player's efforts to finish the game. Over all, the game gives an impression that you shouldn't have played it after first three chapters. I regret spending 8 hours on it.
I always have a soft spot for solo developers, or at least very small development teams. There’s just something interesting about seeing someone’s uncompromised vision of what they want their game to be. If something doesn’t make any sense to you, you can easily come away from the experience knowing that it made perfect sense to [i]someone[/i]. [i]Motorslice[/i] doesn’t quite get to absurd levels of moon logic, but there is a lot in this game that left me feeling like I was watching someone’s...[i]fantasies[/i] being played out through a thick glass wall without enough care for other core elements of game design, and I’m going to get the things I think are weird out of the way first. I won’t say [i]Motorslice[/i] ever feels like it’s going into full fetish territory, but we’re definitely skirting around it. The main character—Slicer P—is a cute, emotionless anime girl with a rack and a backside that the camera just [i]loves[/i] to zoom in on. So far, that’s hardly uncommon when it comes to a lot of female character design, and it doesn't inherently bother me. But when the “slacker” scenes—brief interactable cutscenes between you and P—come up, I can’t help but feel like some of it is shoehorned in for the sake of being purely for the developers. When I enter one of these scenes, and the camera is trying to tunnel up P’s backside, zoom in on her bare feet, or give a close-up of her cleavage in her sports bra, it does make for a tonal clash after I just ran through a harrowing gauntlet of killer industrial equipment. It’s a little strange because the game is pretty unsexualized outside of those slacker scenes. Beyond some jiggle physics, there isn’t too much that’s deliberately horny about P in standard gameplay. She doesn’t have a flirty personality, and it never feels like she’s “in” on the whole sexualization thing in the slacker scenes, which might be why it feels kind of weird to me. No one’s going to mistake P for Bayonetta, that’s for sure, and that does make it all the more strange why some of your “dialogue” options are things like sniffing P’s bare feet. If you want to be horny, be my guest, but at least make it [i]consistently[/i] horny in tone. Another thing that makes me feel like I’m skirting around someone’s fetish is the gore. There are no human enemies in the game, so when you cut them apart, it doesn’t feel overly violent until [i]you[/i] get killed. P dies in one hit from most enemies, usually in a bloody explosion of limbs and a decapitated head, and there can be some trial and error to the combat, so you might be seeing P become a bloody mess of limbs and a head often. The flash of gore only lasts for about half a second, but what’s happening is clear, and it feels so strange in a game that doesn’t otherwise feel [i]about that[/i]. In the same way that no one is mistaking P for Bayonetta, no one is mistaking [i]Motorslice[/i] for [i]Mortal Kombat[/i], so it is a little weird when the cute anime girl detonates into a pile of meat. But with that out of the way, I can fully get off my soapbox and move to things like narrative and overall gameplay, and [i]Motorslice[/i] has its struggles in those areas as well. The narrative isn’t much to write home about. You’re dumped into this gigantic megastructure with the instructions to kill all the machines inside, and you’re left to piece together the story and context through P’s slacker scenes and the environment. Generally, minimalist storytelling can work very well, and environmental storytelling can [i]absolutely[/i] work, but [i]Motorslice[/i] falls more than a little short on just about every storytelling front. The direct narrative doesn’t really evolve much past just killing every machine you come across until you get to the end of the game. The goal never changes, and motivations are never really fleshed out or expanded upon. P herself doesn’t get much characterization either, even during those slacker scenes. In those scenes, she doesn’t have much interesting to say about herself or the situation around her. She may comment a little on her progress or the megastructure itself, but those little bits of story and character never go anywhere of substance, and as mean as it may sound, I don’t think that the developers quite had the chops to tell a story without many words. Which is a shame, because I was interested in exploring the megastructure and learning its secrets. For all of the story and character faults, the megastructure is an awesome setting for the game. It’s a massive, twisting beast of living machinery, and its sense of scale is utilized well throughout the game. You constantly get great views as you ascend, letting you see down to areas that you just went through. It does a great job emphasizing that element of game progress through visuals, which I like. It just bums me out because that same method could have been used to tell an interesting story through the game’s good visual design. The megastructure itself makes for a solid enough foundation for the gameplay, which is primarily based in traversal with the occasional combat section thrown in. You do a lot of running, jumping, sliding, climbing, wall running, and motorslicing—the movement tech given to P by her chainsaw sword that allows her to essentially grind across certain surfaces—to navigate the megastructure. At the start, I really enjoyed the core gameplay loop, and I thought its strengths were paced well. There’s just something extremely satisfying about being this small person running, jumping, and chainsawing her way across this incomprehensibly large machine. Where it starts to fall apart a bit is once the motorslicing aspect becomes more involved, particularly when the game wants you to change direction. Legitimately, when I was playing, it successfully worked maybe 70% of the time. I would find a relatively safe space to test it, I wouldn’t change anything with the input, and I could never quite get the whole thing to fully behave as it should have. A core movement mechanic in a game primarily about moving has to work consistently, and the motorslicing just didn’t. It was bad enough that I was close to dropping the game entirely. It goes without saying, but that’s [i]not a good thing[/i]. Not helping the inconsistent mechanical issues were the boss fights. Visually, the boss fights were impressive, as they do a great job of providing a sense of scale. But since the boss fights were basically repeated movement challenges, if the movement mechanics messed up, that meant I got to enjoy the sight of P getting squished into hamburger meat for the billionth time. Conceptually, these fights were cool, but the gameplay needed to be tighter for the whole thing to work properly. The cool spectacle of taking down a massive piece of machinery lost its charm after P exploded because she decided to motorslice into grinding cog wheels instead of going in the direction I told her to go. While I do feel negatively about [i]Motorslice[/i] as a whole, there is a cool game idea in here, and I do appreciate its atmospheric, minimalist, and liminal art direction and design. Unfortunately, [i]Motorslice[/i] just can’t make the most of its positive traits when it’s constantly letting itself down with a nonexistent story, barely there characters, and gameplay that gradually begins to frustrate more than entertain. While I don’t hate the game, if someone asked me what I would recommend about it to them, I would be at a bit of a loss. I don’t know if [i]Motorslice[/i] necessarily needed more time in the oven as much as it needed tighter design and a better shift of focus. Maybe less time should have been spent on zooming in on P’s feet and cleavage, or figuring out different ways you can splatter her into goop, and more time should have been spent on making her a compelling character with an interesting story. Oh, and gameplay that didn’t have me rooting for the machines toward the end would have been super.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $342.6K | 339 | 79% | $39.99 | |
| $450.2K | 948 | 87% | $19.99 | |
| $306 | 2 | 100% | $5.99 | |
| $0 | 15 | 47% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.6M | 13K | 51% | $9.99 | |
| $2.6M | 8.8K | 94% | $13.99 | |
| $2.7M | 29.9K | 94% | $3.99 | |
| $2.7M | 18.4K | 98% | $8.99 | |
| $2.7M | 5K | 73% | $19.99 | |
| $2.6M | 7.2K | 97% | $19.99 |