MOTORSLICE
Charts
1 183

Players in Game

4 179 😀     689 😒
83,06%

Rating

MOTORSLICE Steam Charts & Stats

In the ruins of a megastructure, a girl arrives with a single objective: Destroy every machine inside.
App ID2830030
App TypeGAME
Developers
Publishers Regular Studio
Categories Single-player, Steam Achievements, Steam Cloud, Full controller support, Captions available, HDR available
Genres Indie, Action, Adventure
Release Date2025
Platforms Windows
Supported Languages English

MOTORSLICE
1 183 Players in Game
1 754 All-Time Peak
83,06 Rating

Steam Charts

MOTORSLICE
1 183 Players in Game
1 754 All-Time Peak
83,06 Rating

At the moment, MOTORSLICE has 1 183 players actively in-game. This is 0% lower than its all-time peak of 1 183.


MOTORSLICE Player Count

MOTORSLICE monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.

Month Average Players Change
2026-05 1183 0%

MOTORSLICE
4 868 Total Reviews
4 179 Positive Reviews
689 Negative Reviews
Very Positive Score

MOTORSLICE has garnered a total of 4 868 reviews, with 4 179 positive reviews and 689 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for MOTORSLICE over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 523 minutes
I went into MOTORSLICE With high expectations after seeing the trailers, and overall I had a great time with it. While the game isn't quite as action focused as the marketing might suggest, it offers a unique mix of platforming, exploration, and boss encounters that kept me engaged throughout The movement and platforming make up most of the experience, with plenty of climbing, wall-running, and traversal challenges. It can feel a little janky at times and somtimes quite frustrating as most of your deaths will probably end up not even bing your fault, but once you get used to it there are plenty of satisfying moments, especially when hunting down collectibles scattered throughout the world COmbat is simple but enjoyable. There are only a few enemy types, yet parrying attacks and carving through machines feels consistently fun. The boss fights are definitely the highlight, featuring fantastic designs and memorable set pieces. They're not particularly difficult, but they're visually impressive and enjoyable to experience The world itself is full of style, with each layer of the megastructure feeling distinct and interesting to explore. The story is intentionally mysterious and leaves many questions unanswered, which may not be for everyone, but it gave the setting a sense of intrigue that kept me curious until the end MOTORSLICE isn't perfect, but it's a unique indie experience with fun traversal, stylish visuals, and some awesome boss encounters. If the trailers caught your attention, it's definitely worth checking out!
👍 : 3 | 😃 : 1
Positive
Playtime: 828 minutes
[h1] Frustrating experience [/h1] [b] Annoying game [/b], I expected so much more from it, more in-depth parkour mechanics perhaps. The art style and music are great, though. This game is great to look at, but not to play.
👍 : 6 | 😃 : 0
Negative
Playtime: 870 minutes
It's honestly a very nice and relaxing experience. Could even call it a "cozy" game, not like those chore list simulators, just you and a desolate world to climb/fight through. It seems like the devs took parts they liked from different games like automata, mirror's edge, shadow of the colossus, added things like parrying and dodge roll and it somehow works. Even the little touches like cleaning your screen (and being able to see orbie close the visor in 3rd person cutscenes) show that the games enjoyed what they were doing. Yes the parkour can be janky at times but that only really was a problem for me when going for some orbs in tricky to reach places (they are optional btw, you need like 30 for an achievement and there is 250 in total). Another thing that was a slight problem was not being sure which way is the "correct" way and which is a "dead end" with orbs in it, mainly because of how easy it is to accidentally skip parts/sequence break, especially because of how abuseable the wall run is. But that's honestly preferrable over having invisible walls everywhere.
👍 : 4 | 😃 : 0
Positive
Playtime: 425 minutes
Short of it: "You're punished for planning ahead, by an unrefined control system, that the burden of figuring out how it works is put onto you instead of the developers actually making it smooth and consistent. You can't get into a state of flow, because the mechanics often end up with you needing to stop and think "how are the jank mechanics going to ruin this for me, and how do I avoid them"." Motorslice is sorely unrefined. It has every way to be a good game, but has janky platforming mechanics combined with leap of faith jumps that just arent compatible with the mechanics. You have to spend a ridiculous amount of time trying to figure out how certain mechanics work or if they work at all, and they're often hijacked by a poor control system. Allow me to provide an example: early in the game you grip cracks in a wall and jump onto pipes that are like tightropes. Jumping from one crack (grip point) in the direction of the pipe causes you to volley over the pipe instead of landing on it (falling to death). You have to, from the crack, do a wall jump and then jump over to the pipe. The issue doesn't end there, you have to twist and angle the camera so that you can run up the wall then jump to the pipe and still have to factor in undershoot/overshoot. Gets worse. Wall jumping and wall running is inconsistent, because it's some weird unintuitive system that combines camera position/angle with control input angle which means you can be on a wall, need to run across it, but have the camera angled so that the inputs are recieved as run up the wall instead of along it - because you are angling the camera to see where you are going and what future actions to take. You're punished for planning ahead, by an unrefined control system, that the burden of figuring out how it works is put onto you instead of the developers actually making it smooth and consistent. You can't get into a state of flow, because the mechanics often end up with you needing to stop and think "how are the jank mechanics going to ruin this for me, and how do I avoid them". It's abysmal and sad because the cute/kawaii interactions the protagonist has are wonderful flavor, and you end up with a disproptionate number of individuals defending the game mechanics "git gud" because they cant even see the flaws beyond the protagonist appeal. My platformer experience includes but is not limited to (and is the basis of my review): - Just about every Mario title from Super Mario Land (1989) to Odyssey - Original Banjo-kazooie (and Tooie) - The Lost Vikings (SNES) - Heart of Darkness - Assassins Creeds platforming mechanics - Crash Bandicoot & Spyro (Original and Remasters) - ICO, a puzzle platformer that was a sequel to Shadow of the Colossus - Shadow of the Colossus, which this game seems to take inspiration from - Mirrors Edge - DK64 - A Hat in Time - Super Meat Boy - Celeste - Ori and the Blind Forest (and will of the wisp) - And many punishing platform title similar to Getting Over It (and Mario Maker (1 and 2) inspired levels) You should not be punished for poor control design. And while some of the aforementioned titles weren't perfect they had less trial and error than a title released in 2026 (with the exception of Super Meat Boy and Celeste, but their trial and error isn't corrupt by poor controls).
👍 : 6 | 😃 : 0
Negative
Playtime: 410 minutes
Frustrating platforming, useless collectibles, cringe fanservice, lackluster combat. This game doesn't really have a lot to offer but manages to fail in everything. The platforming or "motorslicing" just feels awkward, character looses momentum mid-air, endless walking. The soundtrack and visuals are amazing though. But won't rescue the game. Edit: I flushed it. Some of the checkpoints are just complete ♥♥♥♥♥♥♥♥. I never in my life felt more buyer's remorse.
👍 : 41 | 😃 : 5
Negative
Playtime: 152 minutes
i really wanted to like this... but the break scenes are genuinely so strange, i cant bro.... this games got a good looking world, its a shame the controls are janky and the devs were too focused on giving you a reason to stroke your hog to the main character than making a more fun experience complete waste of potential
👍 : 34 | 😃 : 8
Negative
Playtime: 463 minutes
I overall liked the game, but there are some major flaws that just bairly make this a positive review. First I want to go over the biggest flaw of the game which a lot of other people pointed out: the feel of P. To the devs credit, they have been fixing P's control/movement bit by bit. But in my opinion it still isn't enough. You still magnet to things you didn't intend on going, wall riding still feels awkward and really clunky, turning corners while wall running is a nightmare, and you still need to input a light attack in order to do a heavy attack (pretty much needed for the ranged enimies). This game is obviously mostly parkour and that alone may not want people to play or even leave a negitive review due to the clunkiness of P at moments. Another complaint I had was the "collectables" in this game. You can optionally get orbs that follow you around and you have to take them to a check point to secure them. If you die while having these orbs however, you have to collect them again and not die while going to the check point. You might be asking "Is there even a point to these collectables?" No. All they're useful for is 3 achevements and how many collected when you finish the game. That's it. And some of these orbs are very much a hassle to get too for 0 reward if you don't care about achievements or how many you collected in your playthough. Would of been cool if those orbs were a sort of currancy you can buy stuff like outfits for P and concept art or even behind the scenes things. Just give people an actual reason to collect them. My final complaint is the bosses themselves. While they look cool and definitely took insparation from Shadow of the Colossus, these bosses don't even fight back or even try to shake you off from their body. They also mostly play out the same way: Walk up to the boss, parry it, deal with the clunky platfroming, repeat until you finish the game. The final boss was pretty much a victory lap once you parried it. However I would like to highlight some postives about the game, the fantasy of progressing though this huge megastructure and looking down from time to time to see the previous levels was really awesome for me. Interacting with P during her breaks while very little-ish story, did give some very nice screenshots and a little break from the action. Plus P is very hot. Overall, if you saw this game from social media like Twitter and wanted to jump on the hype like I did, you might like it, you might hate it. I personally would reccomend to play the demo for the game. If you like it, buy it if you like but I'd wait for it to go on sale. Took me about almost 8 hours to beat, so if you're a value kind of person 100% wait for this game to go on sale. You might have a good time!
👍 : 6 | 😃 : 0
Positive
Playtime: 561 minutes
A lot of incredible ideas held back by piss-poor execution that ended up being frustrating more than it was fun. On paper, this should be amazing. You're a hot stoic girl with a chainsaw, doing parkour and fighting giant robots. Yet every good feature has a great big BUT. You have tons of movement options BUT the controls are god-awful. The music is great BUT it only plays during combat, which encounters are few and far between. Combat feels good BUT there are only three enemy varieties and two of them die in one hit. Level design is good for parkour BUT it's easy to get lost. Main character is a baddie BUT she's barely given anything to do narratively. Seems like an interesting game world with lots of lore BUT nothing is every explained (I have no idea what the megastructures are for). It just feels unfinished. Wall running should be a separate button. There should be...I don't know, *anything* in the empty desert wastes you're traversing. The best part of my experience is when I encountered a bug after dying to the chapter 6 boss that caused me to respawn in the middle of a different boss fight, and skipped an entire chapter. I'm calling it a speedrun technique, but as a developer, it's a problem if a player's favorite part is when they didn't have to play it at all.
👍 : 6 | 😃 : 0
Negative
Playtime: 278 minutes
Great idea, poor execution. The movement is terrible, which is probably the worst problem a parkour game can have. The writing is cringe, but most cutscenes are skippable at least. I liked most of the bosses I fought (got to 6 before I decided I was done.) They're reminiscent of the bosses from Shadow of the Colossus. Everything in between the bosses is meh. The regular combat is boring. The negatives would be forgivable if the movement wasn't so unreliable and frustrating.
👍 : 26 | 😃 : 1
Negative
Playtime: 773 minutes
My pitch for this game is "Mirror's Edge Shadow of the Colossus." It has some great parkour segments that will really challenge your platforming. And then the boss fights are these massive machines that you have to solve the puzzle of climbing and killing. Honestly that would be enough for me to say jump in to it but to get a little more granular about it... This game is first and foremost a game about exploring a mega structure with various platforming from swinging on bars, running on walls, vaulting over fences, and "motorslicing" - putting your chainsaw into the machinery of the structure and gliding along it. There will be hazards from buzzsaws, death falls, buzzsaws attached to swinging arms, enemy machines, enemy machines who shoot buzzsaws, grinders, and you guessed it... big swinging pillars. Honestly the game for me constantly straddled the line between satisfactory flow state and frustration at the slightly slippery controls and awkward camera angles. There have been updates since initial release to help with some of the clunkier bits but it still isn't perfect. While I had a lot of deaths that felt more the game's jank than my own skill or lack thereof, I do think there is a charm to those rough edges. The game by no means feels bad at any point, it just isn't as tightly polished as other platformers, which is fine. While most of what you need to do and where you need to go feels pretty strait forward, there are these orbs hidden everywhere to collect that certainly had me taking my time to look around to puzzle together "how am I supposed to get up there?" Unfortunately you don't immediately "score" the orbs until you drop them at specific checkpoints which sometimes involve further platforming into the next area and if you die you lose any orbs you were carrying so I missed some simply due to dying between where I got them and where the next dropoff point was. I missed about 90 of the 250 by the end though part of that was me just going mostly to get to the end in the last couple of chapters and not looking as hard/being more willing to pass them by. So there is a lot to reward your exploration and test your platforming throughout the game. The bosses on the other hand were honestly fairly hit and miss. While I loved fighting all the giant machines and that feeling of finding how to climb them and getting into the flow of their sequence, some were a little too easy and the fight felt over before it really begun. That said they do ramp up as the game goes, and get pretty involved in the last few chapters. My favorite fight was definitely chapter 7's boss with chapter 8's being a close second; and I feel having the best bosses towards the end is how you usually want this kind of game to feel. Other combat in the game against the smaller machines was kinda just busy work. There were a couple of neat segments but for the most part the smaller combats were quick and barely notable or semi-frustrating zones of trying to time parrying the ranged enemy's saws to shoot them back at them and dying constantly. Finally I'd like to touch on what there is of a "story." There is hints of one and there's some intriguing world building hinted at during the various little "slack off" cutscenes but ultimately there isn't like some grand complex narrative. You're a Slicer and your job is to go destroy machines. Don't worry about it. The final cutscenes have some interesting tidbits to chew on but it's not a game that will have you gushing about the writing. One thing of note is that, from the game's perspective, you the player are actually Orbie, the in-universe camera drone. You even have a button to blink and clear sand from your lens. Where this really comes into play though is the cutscenes where P will talk with you. Usually making some comment or observation about the area or her job and then you will get a choice between two dialog options. At no point do they make any huge difference on how she responds or what is happening overall (I did a couple of the scenes twice and tried different options to really see and the differences were minor) but they are somewhat humorous. I would describe your two dialog choices in just about every cutscene to be a choice between "serious bot who is about the mission" and "simp for the pretty girl." The game feels unashamedly horny in some instances but it doesn't venture too far into that realm to make the experience uncomfortable; and if it really bothers you well technically all the cutscenes outside of a couple are optional. You can walk right by the "slack off" scene spots and just focus on the gameplay. Ultimately this game was great. Rough around the edges for sure but the game is a solid mix of ideas that, despite me opening by comparing it to two other great games, definitely feels like it's own thing. Can tell the dev had some fun with making their game about a cute girl with a chainsaw fighting giant evil construction equipment and that's awesome. The gameplay is solid, the music is really good and gets you pumpin when it needs to, and the ideas presented give just enough taste of a world that I'd love to explore more of.
👍 : 21 | 😃 : 0
Positive

MOTORSLICE Screenshots

View the gallery of screenshots from MOTORSLICE. These images showcase key moments and graphics of the game.


MOTORSLICE Minimum PC System Requirements

Minimum:
  • OS: Windows 10
  • Processor: inter core i5 10th gen or more
  • Memory: 8 GB RAM
  • Graphics: GTX 1070 or more
  • DirectX: Version 12
  • Storage: 3 GB available space

MOTORSLICE has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.


MOTORSLICE Videos

Explore videos from MOTORSLICE, featuring gameplay, trailers, and more.


MOTORSLICE Latest News & Patches

This game has received a total of 3 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

STEAM NEXT FEST DEMO UPDATE
Date: 2025-10-13 10:55:46
Combat, parkour, and overall tweaks
👍 : 600 | 👎 : 2
TOP 50 AT STEAM NEXT FEST
Date: 2025-10-21 16:17:59
top 50 and small update
👍 : 309 | 👎 : 1
uPdate - First Patch
Date: 2026-05-10 18:02:15
Save Corruption + checkpoint teleportation
👍 : 384 | 👎 : 2



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