
MOTORSLICE
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About MOTORSLICE
MOTORSLICE follows P through the ruins of a megastructure where parkour and fast combat meet. She runs, climbs, slides and uses a chainsaw to overcome deadly traps and hostile construction machines. Large boss encounters involve climbing the machines and attacking them; dark corridors and physics-based puzzles round out the action. Steam players rate the game 85%% positive across 5,747 reviews. English full audio is available. The release date is May 5, 2026.
Credits
Lowest recorded in 36 months
$15.992026-10-09 · Microsoft StoreBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Portuguese-Brazil | Yes | Yes | — |
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-11-02
02Before you buy
Parkour and combat
P runs, climbs, slides and fights with a chainsaw; large machine bosses can be climbed and attacked.
Controls and language
The Steam PC version has full controller support. English has full audio; other supported languages have subtitles.
03Frequently asked questions
Who do you play as?
You play as P, fighting machines and moving through a megastructure.
Are there puzzles?
Yes. The description includes puzzles using physics-oriented objects.
How is the story structured?
The story includes eight chapters, plus a prologue and epilogue.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Going into MOTORSLICE, I had very high expectations. The trailers looked awesome, and I was really having fun with the game at first, but during my playthrough I unfortunately came to the conclusion that this game is a complete mess in most aspects. I do not hate this game, in fact I still had a decent time with it, and if anything I would call my opinion on it mixed. However, going one way or the other, I really can't recommend this game. First of all, this game is a bit misleading. The trailers show you pretty much all the action the game has to offer with the boss fights and a few enemy encounters. The real game is nowhere near as action-packed as you might think, as 95% of it is clunky railroaded platforming, and the fights themselves (which I'll get to in a second), aren't very interesting, to say the least. The platforming in this game is pretty miserable most of the time. It apparently takes inspiration from Mirror's Edge and Prince of Persia, which is shown in your moveset since you have the ability to climb, wall-run, and wall-jump. However, it feels like you have NO freedom or opportunities for skill expression. You only get to do exactly what the game wants you to on the exact path it set for you. Try anything else and you'll just be screwing yourself. Even if you try to do exactly what the game wants, that's not even enough because of how janky this game's movement is. I had just over 300 deaths in my playthrough, and I could swear that a solid 290 of them weren't my fault. P will hardly ever do what you want her to. Try to start a wall-run, sometimes she'll just climb up, and vice versa. Try to inch off an edge and you'll be sent careening into the void with a bunch of momentum you can't do anything about because this game gives you no air control at all. Jumping feels like a coin flip on whether you'll lose all your momentum or not. I don't mind jank too much, but it was incredibly frustrating to die a bunch of times trying to do the simplest things. Sometimes, however, the game will completely lock you onto stuff making it impossible for you to lose at all. When you're swinging on bars or jumping across pipes, the game will just snap you to them so there's no skill or paying attention required. It's at least nice having a break from the insane physics, but this means of the majority of the game you spend just platforming, 75% of that feels totally unfair and the other 25% has you barely even doing anything. There are collectibles to get, and they were fun at first, but halfway through the game I was so worn out by the platforming that I didn't even want to get them anymore. There isn't an achievement for collecting all of them, so I didn't bother (despite usually loving these kinds of challenges), however I did get 176 out of an (estimated) 200-230, and a lot of them are even more frustrating than the main path. The combat in this game is pretty fun in my opinion, however the enemies pose no threat at all. There are only three enemies you're going to come across outside of the boss fights. One of them is on the ground and you can kill it with one click, one of them is in the air and you can kill it with a timed parry and reflection of the saw it shoots, and one is a steamroller-like machine that you can just walk up to and slice up. Parrying the saw shooting enemies is fun, but there are two problems with it. Firstly, if there's a group of them, they'll just wait for you to pick them off one by one, so fighting a group is no harder than just fighting one. The other problem is that parrying lunges P forward, so if you're trying to parry a saw (or just fight anything) close to an edge, you'll send yourself flying off, which is pretty annoying. Parrying the roller enemies is also cool, but again there's no real challenge. If the combat didn't make up such a tiny portion of the game I most likely would've gotten tired of it. The bosses are the worst offender, sadly. The designs are really cool, and they actually feel very intimidating when you step into the arena, but they go down with no challenge in about three minutes each. Every boss fight plays out the exact same: Wait for it to attack you, parry it, then go up to it and tear it up. Once you parry the boss, that's when the fight starts and also when it pretty much ends. When you mount the boss to destroy it, it can't actually attack you or shake you off, so it just sits there doing its thing while you kill it. It feels like such a waste of spectacle for these fights to be that simple, easy, and boring. Having to platform inside of the bosses is pretty cool, but they should've at least had phases or something so you actually have to interact with the boss more than once before the fight is functionally over. Some bosses you don't even have to parry at all, you can just immediately climb on them. What's the point? The visual style also feels pretty inconsistent. I'll keep it brief because I don't know how to explain it well but this game feels like it's going for two different styles that do not fit together. I get the appeal of low-poly and low-resolution graphics, but it's just not done very well here. Finally, the story. It doesn't feel like there even is one. At the start of the game, P is talking to her Operator, who we only see in the tutorial before comms get disrupted and then never again. All we know is that it's P's job to ascend megastructures and destroy machines. We don't know why, and are never told why. All of the cutscenes that have anything to do with the larger picture are incredible vague. I was really hoping through the entire game that we'd get one little piece of lore, but it only happened at the very end, and the whole ending ended up being a cliffhanger anyways. I LOVE the design of each layer of the megastructure you're ascending but it really feels like the game doesn't care about its own world. None of the cutscenes feel like they need to exist. Speaking of, the cutscenes are the WORST. It's not much of a surprise considering a lot of the videos on this game's development are just about the dev obsessing over P being, in their own words, a "cute tomboy waifu", but yeah. A lot of them are just "fanservice" in the form of ass shots or a close-up of P's feet or P talking about how sweaty she is in a super forced voice as the camera zooms in on her unzipping her uniform. So much of this game is spent objectifying P and it just feels really weird. The best way I can put it is that it feels like watching something written exclusively by a porn addicted Twitter user. You also get dialogue options during these cutscenes (not that P can actually understand them), and your two options are almost always "OMG P WIFE RAHHHHH IM SO ZORNYYYYY" or "Get back to work dumbass I HATE you". I NEVER skip cutscenes if given the chance, but I was seriously close to just ignoring all of the break spots in the last half of this game. I really, really wanted to like this game. It's far from being the worst thing I've played, but every positive I can give this game has a negative that outweighs it twice as much. If you think you'll still enjoy it, then go ahead, there's a good chance you will. However, I really can't recommend this game to anyone. Not without a few asterisks next to it.Show moreShow less
if your forklift certification has been rejected,this game is perfect for youShow moreShow less
I've beaten the game and honestly it’s just sad how much wasted potential is here. The soundtrack is an absolute banger when it actually kicks in, but you won't hear it for about half the game. The few tracks that are present get highly repetitive, as rarely any new songs are introduced as you progress. The core mechanics are deeply frustrating. When the parkour works and you get into the flow the feeling is unmatched. But more often than not, the movement is clunky and annoying. The parkour often feels extremely unintuitive, and the game frequently can't tell the difference between you attempting to wallrun and just trying to climb. The "motorslice" mechanic itself (where you stab your chainsaw into a wall to ride it) is quite wonky. You can ride vertically and horizontally, but switching between the two directions is notoriously hard because the game struggles to register those inputs making it painful to control. This is exceptionally hair pulling during bosses or parts where you have to rely on it. Furthermore the overall experience feels like you are carrying a ton of bricks. The character just moves too slowly sometimes, which forces you to predict like three turns ahead just to keep up during boss fights. Combined with all this trying to navigate certain places feels like genuine torture. The game also just looks horrible. Standard TAA makes the game look completely smeared and blurry. Turning on TSR clears up most of it, but it's hugely expensive with a 10-15 fps hit just to make the game look somewhat decent. Even then, you still have to deal with quite noticeable ghosting during movement, which is awful on the Steam Deck. To make matters worse, the game has zero actual upscaling tech like DLSS or FSR, which UE5 games rely a lot on. You literally only have those FXAA/TAA/TSR options. The developers didn't even bother giving any real control over the graphics. You are stuck with classic "potato to ultra" presets. The performance of the game is sub par imo, barely hitting 60 on the Steam Deck with drops to 50, and around 90 fps going as low as 40-50 fps in Canals on my rig on high with TSR on at 1080p. The "brutalist" aesthetic mostly just feels barren. Once you look past the foreground, you're just staring into massive, empty blue skyboxes devoid of detail. The level design gets emptier and lazier the further you are into the game. The gameplay is mind numbingly repetitive. Nothing new is introduced as you progress, and the combat is easy, boring even. There are only two or three basic robots in the entire game aside from the bosses so it is severely lacking in enemy variety. You can one shot pretty much every basic enemy, making the encounters feel like a chore rather than a challenge. The game does include things like parrying, lock on, and a charged attack, but frankly, they are completely pointless and I almost never used them since everything dies so easily anyway. To be fair, the bosses look cool, and taking them down does feel kinda satisfying. But mechanically, they are quite dissapointing. The objective is the exact same every single time: you just "motorslice" (chainsaw ride) across specific zones on the boss and that's it. There are zero difficulty settings. While the level design is mostly linear, it often lacks any clear direction on where you actually need to go (you will REALLY struggle with this further into the game, and watching other people play the game literally proves my point). Adding some sort of "runner's vision" path similar to Mirror's Edge would have been a huge help. They could have integrated a directional guide into the VR mode, which would have been a cool addition. Instead, the VR mode feels like a cheap gimmick that's mostly just there for finding extra orbs, which are entirely useless and don't benefit you in any way unless you're a completionist. On top of all this the fan service is just excessive and completely out of place. Between the awkward scene where P partially strips down to a bra just to force a low angle chest shot, the ahegao face in selfie mode, and the bare feet shoved into your screen during some "slack off" interactions it feels more like cheap cringe bait than an actual stylistic choice. Not to mention the dialogue during those interactions is super cringe and sometimes even straight up creepy and weird. As a final warning, the community surrounding this game is extremely toxic. You will get jumped for saying even the slightest bad thing about it, and it produces more radiation than the elephant's foot at chernobyl. But if you're on a 3060 ti or similar, or this review gets killed, the performance issues I mentioned are real, regardless of what the fanboys say. Hope this helps someone. More at my curator page: Baseline ZeroShow moreShow less
The more the moles the cuter. Ideally, a face should have seven. -Tatsuki FujimotoShow moreShow less
Motorslice is certainly a game. It presents an interesting, genuinely beautiful world, it teases a lot of lore, but where it personally hooked me was the boss fights. they look amazing, right? You're scaling these massive machines, cutting them down. It reminds me a lot of shadow of the colossus, with a bit more of an action focus. ...But, like, then the rest of the game happens. The world? It's not really explored at all. The lore? it's JUST lore. In short, the story is entirely told through little breadcrumbs, which would be fine if the story was actually interesting, but, well-... this brings me to my other point. Pretty much alllll of the cutscenes in the game are you salivating over the protagonist, P. You're asked to self insert into this ball, and given dialog options that are either "just get back to work" or "Wow... m-mommy?" like you're playing a resident of r/animememes. It's not like she can even hear you either. It creates this like, annoying thing where the game is kind of overplaying it's hand. Like, P is cute, but she's not this sex goddess. She isn't really even given much of a personality, a lot of that is sacrificed in her pandering to the viewer's gaze, it prevented me from being immersed in the game at all. And like, I'm fine with a player character being sexy. Bayonetta is one of my favourite games ever, but with P it feels flat because the game hardly even commits to it, and just places us in the shoes of a looser orb. The game does let you try to sniff her foot after having her show it off in a cutscene, so like, y'know, that's leaning into it a bit, I guess. Still a really bizarre scene. A lot of this comes at the expense of the plot, too. P doesn't really have an arc or even much of a character, and the lore is only ever delivered through lore crumbs, trying in vain to suggest that there's a deeper plot going on here. It's sort of silly, in trying to avoid direct exposition by not treating the player insert like they're new to the world, they wind up just falling into doing a whole new kind of expospeak, just hinting at stuff to be theorised about. I was very surprised by the time it ended because it felt incredibly abrupt. The gameplay itself is mixed. Combat is boring, with little to no enemy variety. the platforming can feel amazing when it works, but most of the time is gummed up by like, jank. P will take a will of her own and wall run into hell. The titular mechanic especially suffers from this. I've died like 70 times to P just not being able to align herself properly. Not only that, but P seems to have absolutely no air control. She would often stop dead in midair, which made judging possible jumps rather difficult, especially early on. This is perhaps a more subjective issue, but fall damage felt inconsistent and it would often feel like the game was rather bad at telegraphing what was possible and what wasn't. This issue reaches it's peak in what I can only describe as a dark souls platforming segment, where you slowly drop down a chamber, but it comes up often enough aside from that. Boss fights especially are a pain in the ass. They're easy slogs that mostly get their difficulty for trying your patience. The only threat they pose is the platforming challenges on them. Climbing up isn't very dynamic - You mainly just need to parry them, and you get a freebie, or wait for something to happen that can take forever if you miss it, but the boss itself is hardly any different from the platforming segments aside from visuals. I suppose the last thing I can talk about is how incredibly easy it is to get lost. I understand this is partially done to reflect how alien the place is, but like, there were plenty of times I felt the way forward was the "wrong" or "unintended" way to go, causing some frustration. In short, this game was really something I couldn't recommend. I was very excited to play, but the trite, pandery fanservice, and the janky gameplay really made this game a pain to play. (EDIT: Wanted to correct some typos and clarify my thoughts about the platforming after some thinking.)Show moreShow less
Thanks for all the drama, it was fun~ Still a few of you actually spoke like a normal person, so I'll change up the review for them. This game is good. Let's get that down first. The movement is smooth, the sound effects are great, the world design is amazing. The music, at least to me, wasn't anything memorable. The combat is kinda mid at best, but the bosses were interesting. Some bosses were downright frustrating, but as a first game for two devs? Good work. Character design is great, the concept of what you're doing is also good. Hell even the fanservice that was actually fanservice is good. I still have my negatives. This game has some content a large amount of people are going to be uncomfortable with. This includes unwanted (depending on who you are as a player) sexual advances and clear fetish content. The game does not tell you this as it's all wrapped up under the pretense of fanservice. If you're uncomfortable with this, this is your warning that the game's going to have a creepy ass orb making all sorts of advances on a girl that even expresses discomfort with you doing certain things. If this does *not* bother you, go have fun. I'm not your mom. If my review *still* makes you angry, keep crying. No skin off my back :3Show moreShow less
I was looking forward to this game as I love parkour and the atmosphere is great in this game, but it disappointed. First the combat is complete ass, see enemy --> left click, see enemy shooting a saw --> left click twice, that's it... That's not combat. (Also dashing is useless your better off just left clicking) The bosses I fought felt very boring and uninteressting at how to fight them. And my biggest gripe is the parkour itself, while it appears somewhat dynamic, it still falls short as being very clunky and static, parkour should be dynamic not static, this game clearly forgot that. Also it likes to bug around, "want to run up a wall? Oof you just did a wall run for no reason and died...". For a game that is parkour focused (I presume, because combat is ♥♥♥♥) it's just disappointing and the lack of fleshing it out. It was fun for the first hour, but afterwards cracks were starting to appear and now I'm leaving this game as it is.Show moreShow less
MOTORSLICE is a fundamentally great but janky parkour game. It features a charming main character but lacks the writing to support her. While the core movement mechanics are fantastic, they also feature some inherent issues, which are exacerbated by the game's level design. Despite these shortcomings, MOTORSLICE is an overall good experience. Story and Setting Players control Slicer P, a woman deployed to a megastructure to rid it of its robot inhabitants. There is little else being overtly told to you, except for sparse hints of the world's backgrounds or some other concepts P is interested in. However, very little of it is ever elaborated on. Rather, MS throws out terminology like ‘The Silent War’, ‘Alpha Structure’, ‘Prism’, as if any of it means anything at all to you. MS is not a story-focused game by any means; however, this is a cardinal sin of writing. It is not that the game just poorly explains these terms or that there is further exposition hidden to be discovered outside of dialogue, but that MS’ world is creatively bankrupt, and its “worldbuilding” is rather used to imply a complexity that simply doesn’t exist to evoke a sense of curiosity in the player, which is inevitably betrayed by the cliffhanger ending. Apart from it, I actually find the dialogue fairly charming. Effectively, the only instances of a story being delivered to you are via brief, optional sequences in which P takes a break to talk to her companion orb; usually these scenes are comedic in nature and just toss out those aforementioned terms every now and again to hint at a greater picture. These sequences also feature dialogue choices for her Orb to reply to, but it isn’t reactive. That is to say, one reply is typically serious, and the other is flirtatious, with neither affecting P’s response in a meaningful way or even feeling outright nonsensical. MOTORSLICE's world is charming but inherently complete gibberish. Gameplay MS is a parkour game, meaning that the core gameplay loop is going to be trying to navigate the brutalist megastructure, ascending to its highest point, and only engaging peripherally with combat whenever robots are in your path. Each chapter represents its own level on the central pillar, which makes for a nice feeling of progression as the entirety of MS’s world is so interconnected. Despite this, MS is also a very linear game, with a clear and intended structure to follow rather than leaning into its parkour mechanics to allow for the player to find ways to scale the structure all on their own. https://steamcommunity.com/sharedfiles/filedetails/?id=3722463281 While its core movement mechanics are well-designed, the introduction of further movement gimmicks in the latter half of its eight-chapter campaign shows some glaring issues with its controls, leading to a frequently unnecessarily frustrating experience. For instance, the basic movement options are jumping, wall-running, and the titular motorslicing, in which P rams her chainsaw into a wall and travels alongside it. This feels great when it is first introduced, and the game attempts to expand on it around the halfway point by asking players to switch between vertical and horizontal slicing. This is a perfectly natural evolution and would be fine on its own, but the game struggles to translate this into its control scheme. Players cannot just control P via the analog stick but rather have to stop their motorslicing, reangle her to be facing either to the side (horizontal) or facing up to the wall (vertical), and then reinitiate the motorslicing. This isn’t instantaneous, and given the tightness of some parkour sections, it will lead to players continuously beginning their motorslicing in the wrong direction or whiffing the input entirely. The aforementioned example was about MS’s inherent jank due to character movement, but another, way, way, way worse example is hacking. This is a mechanic introduced very late into the game and essentially just denotes that certain platforms can be pushed or pulled at a distance by pressing Y (assuming gamepad controls). One section in the chapter is a timed parkour segment, where players need to motorslice around a rotating pillar, dodging traps along the way and eventually also pulling out platforms during their motorslicing to continue. Keep in mind, motorslicing is a continuous input (X), which, when let go, will also interrupt your motorslicing to allow for the aforementioned possibility of changing directions. This may sound overly negative, but these two examples are extremes to illustrate some weaknesses that MS currently heavily suffers from and which often can lead to situations that are simply frustrating for no good reason. Apart from the parkour, combat is not very complex and also does not gain any complexity as the game progresses. P can simply swing her chainsaw in a simple one-two, can charge her attack, and can attack mid-air, which can be comboed into another mid-air jump and is used for some parkour segments. There is not a lot of enemy variety, with only three regular robot types throughout all of the game's chapters. Variety herein comes more in the form of varying traps being introduced over time but is still a bit lackluster. Bosses aren’t combat challenges either but represent prolonged parkour puzzles during which P climbs a giant robot to slice at its weakpoints. https://steamcommunity.com/sharedfiles/filedetails/?id=3722760917 Boss designs are a bit mixed, and so is the experience of fighting them, as the intended way forward is far less clear than during normal level progression. There are some awkward situations in which a leap of faith seems required or where you scale the boss in an unintended way and unlock a checkpoint that later on forces you into a weird position of needing to find a way to safely backtrack to attack parts you may have skipped. Overall, they are still a highlight even if they never reach the grandiosity of MS's inspiration Shadow of the Colossus. Graphics and Sound Visually, MOTORSLICE is a bit mixed. P is expressive, and the game manages to present the scale of the Megastructure well. However, this also means that there are very little variations in the environment. It’s desert-y streets and dark hallways and very little in between, which isn’t a negative by itself but simply something to be aware of when judging the aesthetic of the game. https://steamcommunity.com/sharedfiles/filedetails/?id=3722760438 The soundtrack is perfectly fine by itself but can be a bit repetitive, consisting solely of environmental and combat music. Sound effects are well-designed and also used decently well as combat cues for parrying. Technical Issues and Performance MOTORSLICE is a bit of a mess currently. There are reported issues of people respawning in different chapters upon dying, and the Chapter 8 boss can be entirely shut down by parrying it once. That being said, the game ran fairly well for me without any stuttering or crashes. I’d consider these issues fairly minor and likely to be fixed soon, and that the bigger issue lies with the inherent control issues I have covered in the Gameplay segment. Final Thoughts A pretty good game that fills a long-forgotten niche. It is a game that can be easily recommended and, with its relatively short runtime, also is not very likely to overstay its welcome. It has a charming main character, and it knows its audience well, with enough confidence to also translate that knowledge into a solid gameplay experience. Personally, I enjoyed the initial half of the game far more than the latter and would have just hoped that the game had tuned up the complexity of its parkour based on its basic movement mechanics rather than trying to increase the complexity of the movement itself, which is likewise a criticism that can be expanded to the level design growing more annoying as a result.Show moreShow less
For a parkour game, the movement is incredibly finicky, clunky, and limited, leading to almost zero meaningful movement/skill expression. It's very "Do it exactly this way or die instantly," but then you die anyway due to some ♥♥♥♥♥♥♥♥ interaction. I have nothing to say about the plot and the fanservice because it is uninteresting and kind of forced. The megastructure itself is cool though. The collectibles seem to serve zero purpose other than to challenge yourself, but I don't want to challenge myself because the movement in this game makes me have an aneurysm. The game allegedly says that you can use the collectible orbs to help you in combat, but the combat is very easy and barebones so....Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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