
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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% | — | $2.7M |
| $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 661 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
GOOD GAME, BEAUTIFUL WAIFU! ❤️💎
TL;DR Parrying everything is awesome, parkour is satisfying and smooth, explore giant world with huge structures, fight colossal machines, main character is cute. Motorslice is definitely one of the most unique games I've ever played. I was hooked from start to finish and always craved the next chapter. The game really reminds me of the manga Blame! by Tsutomu Nihei, where both the protagonist from Blame! and P seem to be searching for something special in a huge megastructure (or megastructures). I'm a big fan of Blame!, which only boosted my enjoyment and appreciation of Motorslice and its story. The game's combat is incredibly satisfying. You can parry just about ANYTHING that tries to kill you, including traps on walls and floors. If you fall into a floor shredder, you can parry it and then jump off before it turns on again! (Thank you, game tips, for telling me I could parry traps!) All enemies can be parried, and of course, the bosses too. I'm pretty sure parrying is entirely optional (except for the final boss, I think?); if it's not your style or it's too hard, you can simply roll or run in another direction to evade attacks. But I mean, why would you ever dodge a boss's attack when you could gain that awesome aura and feeling from parrying it instead? When it comes to the smaller enemy types, there are several ways you can combo off each one and destroy them. You can usually just kill them with a single basic attack, but for flair, I think it's better to get a bit creative and use things like wall running, jumping, and sliding to strike them. You also have the option to lock on to enemies, which, as a keyboard and mouse player, I barely used. I guess this option was intended with console users in mind. I will say, however, that the bosses sometimes felt a little too quick to defeat, especially the earlier ones before many of the environmental hazards are introduced. There just aren't that many things to kill you once you're on or close enough to the boss after evading or parrying their initial attack. I ended up disabling boss checkpoints in the settings so I would have to defeat them in one life. Even with no checkpoints, I still quickly killed most of the bosses in what felt like a minute. The only boss that put up a real challenge for me was the Chapter 7 boss. I died many times, but it still felt great to go against a powerful enemy. I eventually beat him, and even though it took me a while, I enjoyed it a lot. Regardless, fighting all the bosses and seeing their design was a cool experience. My favorite boss visually was probably the Chapter 3 boss because of his drill gun. I loved the game's parkour system and would spend a lot of extra time in areas just playing around, trick-shotting enemies, and jumping on them like in an Assassin's Creed game. The game felt like it was more parkour than combat, which I really liked because it made you appreciate your surroundings more and I had more fun with it anyway. I searched for and collected all the lost drones and had a great time finding them all in their little niche spots! I often found myself accidentally skipping entire checkpoints and sections of the map while exploring. The skips weren't hard to perform, either; sometimes all it took was a single jump to a platform. I want to say that most of these skips almost felt intentional by the developers for the sake of speedrunning the game. I don't speedrun games, so finding these on my own was awesome. Saw another review mention the comparison to Mirror's Edge's parkour system, and I can definitely see some similarities. Some of the puzzle parkour could be outsmarted if you knew the limits of the game's mechanics, like air-dashing with P's weapon to reach distant platforms or jumping perfectly to reach surfaces you were meant to wall-run on. The game gives small hints on where to go through the orange coloring of objects and the scratch marks on walls. Sections often have several pathways to reach the next area, which I found great. I could totally replay the game several times and find new, potentially faster ways to reach the next objective each time. At any point in the game, I could look down and see past areas I had completed and the remains of previous bosses defeated, especially from the top. Very cool feeling of accomplishment. I found the interactions between P and Orbie really cute. I would always try to poke and click P to see both dialogues from the two options during slack-off scenes. I liked how the third-person camera is canon with Orbie, and Orbie is us, the player, as an AI, with the combat music that plays during fights apparently coming from Orbie too! There are plenty of little things Orbie and P do when looking at P or in selfie mode, including THAT one face, and THAT one action she does with her leg when you view her from below. It's a shame she didn't bring her other uniform. It's nice to see this little wholesome peace between the two in a world that's constantly trying to kill P. If Orbie were a real person, I think this game would've taken a slightly different turn. I'll continue to play the game and explore. You can totally just go out of bounds and start walking in a random direction just to look around and absorb the environment. There are a few strange secrets that I've encountered, and I'm looking forward to finding more. Thank you, Regular Studios. I'm full.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.7M | 12.1K | 51% | $9.99 | |
| $2.6M | 2K | 85% | $38.99 | |
| $2.7M | 29.9K | 94% | $3.99 | |
| $2.6M | 8.2K | 94% | $14.99 | |
| $2.6M | 10.9K | 98% | $9.99 | |
| $2.7M | 54.2K | 70% | $3.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $342.6K | 410 | 77% | $19.99 | |
| $378.9K | 798 | 86% | $19.99 | |
| $153 | 1 | 100% | $5.99 | |
| $0 | 15 | 47% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |
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 |
| $19.99 | 47ratings | 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 661 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Прикольная по сути не сложная и даже моментами чиловая игра. Приятная и стильная картинка, симпатичная гг ,кайфовый паркур и простая боевая система дают лютые кайфы
Me gustó el juego, me gustaria que añadieran mas varidedad de enemigos, y quiza skins , nuevos mapas o algo para rejugar, los controles son robustos, pero en cuanto a estetica y gameplay me recordo a los juegos antiguos, divertido y retador, me tomo unas 10 horas terminar, por si precio quede satisfecho
이 게임은 개쩌는 중장비 기계들과 전기톱으로 맞다이를 까야 합니다. 적당히 어려운 스테이지 구성과 역동적인 액션!...까지는 좋았지만, 점프를 뛰면 개븅▯같이 캐릭터가 앞으로 급발진을 하면서 공중에서 방향 조작도 안됩니다. 이러면 가까이 배치되어 있는 아래의 플랫폼으로 점프를 뛸 때 캐릭터가 플랫폼을 넘어서 점프를 뛰어 낙사합니다. 그렇다고 걸어서 내려가려고 하면 ▯신같은 중력가속도가 정신나간 속도로 낙사시켜서 뭔 앞으로 1m도 못간채로 또 낙사합니다. 그래서 온몸 비틀기로 좀 더 뒤에서 뛰었다가 사선으로 뛰었다가 하며 간신히 넘어가면 이번엔 벽타기를 하랍니다. 근데 조금만 틀어져도 벽타기가 아니라 벽점프가 되서 또 낙사합니다. 심지어 벽점프도 중간에 방향 전환이 안되서 미친놈마냥 낭떠러지쪽으로 돌진해버립니다. 벽을 잡고 천천히 미끄러지게라도 해야 하는데 그딴건 ▯도 없어서 침착하게 벽을 타려고 하면 그냥 혼자 떨어져 ▯져버리고 그렇다고 성급하게 점프를 했다간 그대로 벽점프가 되는 것입니다ㅅㅂ. 근데 이새▯는 걷는 것도 문제인게 걸어가다가 멈추려고 하면 그냥 멈추면 되지 앞으로 무슨 1m를 미끄러져 가서 적당히 멈추려고 했는데 절벽 밑으로 떨어져야 합니다. 이런 개 조트 조작감을 극복하고 계속 플레이를 하려고 하지만 화면 흔들림으로 지금까지 한 번도 느껴보지 못한 3D 멀미를 이 게임에서 처음 경험했습니다. 설정에서 끌 수 있지만 그래도 미친 것 마냥 계속 흔들립니다. 이 ▯신같은 화면 흔들림으로 눈이 ▯나게 피곤해서 더이상 플레이할 수가 엄습니다. 웬만하면 수집요소도 꼼꼼하게 챙기는 플레이어로서 3D멀미랑 조작감 때문에 그으으으ㅡㅇ냥 하기가 싫은 게임은 처음입니다. 아무리 인디게임이라지만 제작자가 특이한건지 아니면 게임을 처 안해보고 만든 건지 궁금합니다. 한 줄로 정리하자면, 멋진 로보트! 역동적인 액션!이지만 조작감 개 조트! 개 토나오는 화면 흔들림!이 있으므로 절대 하지 마세요!
9/10 Прикольная игра на пару вечеров. Из плюсов могу отметить меланхоличное настроение, сеттинг с мегаструктурами, интерактивные моменты во время отдыха. Музыка годная, но на мой взгляд много похожих композиций, из-за чего складывается ощущение что на всю игру пару треков. Не знаю как на клавамыши, я играл на геймпаде, поэтому дальнейшее описание неоднозначных моментов будет относиться к нему. В первой половине игры не заметны проблемы с камерой и управлением. Но дальше, когда добавляются новые элементы окружения и в целом уровни становятся более динамичными и более требовательными к понимаю куда и как надо прыгнуть появляются проблемки... Направление прыжка персонажа в основном зависит от направления камеры, но в иногда зависит от его собственной ориентации или даже от проигрываемой анимации, что добавляет гемороя в процесс паркура. А камера в игре неспешная. Механика взбирании на стены с помощью меча-пилы не очень удобная, т.к. при смене направления движения частенько персонаж делает фигню и прыгает прям в пропасть или бежит дальше по стене на встречу смерти. За первый заход собрать все орбы почти нереально. При смерти, все собранные орбы не донесённые до специальной точки сбрасываются и их заново нужно доставать. Однако, на каждом уровне ОЧЕНЬ щедро расставлены чекпоинты, из-за чего вернуться обратно за орбами иногда не реально. В целом годно, приучившись к паркуру и частым рестартам можно получать удовольствие.
jajaja loco el parkour de este juego es increíble, pero yo soy pen dejo y me "inventaba" rutas alternativas hay partes que te puedes saltar si vas por cierto lugares seguramente esta hecho para los speedruners pero para mi fue horrible porque me dejaba un montón de orbes y tenia que volver a a buscarlos jajaja. MUY BUEN JUEGO para su precio es muy entretenido
Conseguir los malditos orbes es dolor de cabeza asegurado, buen juego. "Sniff Sniff"
Gran soundtrack, espacios liminales, buen diseño artístico y las interacciones entre Orbie y P son CINE PURO. tiene una jugabilidad bastante entretenida y tiene bastantes mecánicas de interacción del jugador hacia P. Simplemente espectacular y por el precio vale totalmente la pena
El juego es muy bueno en lo que se propone mecánicamente. El parkour es fluido y satisfactorio una vez que le agarras la mano: correr, wall run, slide, usar la motosierra para impulsarte… se siente genial y hay varias secuencias donde realmente notas tu progreso. P, aunque no habla mucho, tiene muchísimo carisma a través de sus animaciones idle y movimientos. Los niveles con estética brutalista y toques Backrooms están espectaculares, y los bosses gigantes dan una buena sensación de escala. Sin embargo, se nota que el estudio quiso abarcar mucho y terminó apretando poco. El world building es increíble visualmente, pero el lore es mínimo y se da de forma muy irregular. Eso rompe un poco la vibra “slice of life” que prometían y deja muchas preguntas sin respuesta. Entiendo que querían misterio, pero termina sintiéndose incompleto. Los drones y algunos sistemas secundarios se sienten desaprovechados (los recolectas con esfuerzo y riesgo, pero su utilidad es muy limitada). Los bosses están bien, pero en la segunda mitad se vuelven más una prueba de todo lo aprendido que encuentros memorables con mecánicas nuevas. Al final, es un juego con ideas excelentes (muchas inspiradas en clásicos), pero que no las explota del todo. No es un mal juego ni mucho menos. Cumple en jugabilidad y diversión pura, y se nota el amor en el diseño de niveles y movimiento. Pero con un poco más de tiempo, recursos o enfoque en la narrativa y los sistemas secundarios, podría haber sido algo especial.
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.