MIO: Memories in Orbit is a hand-drawn Metroidvania that blends fluid platforming, precision combat, and environmental storytelling into a quiet but emotionally charged journey.
You play as Mio, a small but determined android navigating a vast, decaying space station known as the Vessel. As you explore its shifting biomes, you will uncover lost memories, unlock powerful upgrades, and piece together what went wrong in this abandoned world.
In this hub, you’ll find walkthroughs for all sections of the game along with boss battles, platforming tips, and hidden secrets.
For more information about the game, check out their official website here.
Table of contents
- Part 1 – The Beginning, The Severed Spine, & Dwellings
- Part 2 – Feral Undergrowth
- Part 3 – Haven (Eastern Section)
- Part 4 – Metropolis
- Part 5 – Revisiting Haven & Bell Tower
- Part 6 – Promenade & The Breath
- Part 7 – Foundations & The Blood
- Part 8 – <redacted>, Entering The Vaults & The Lab
- Part 9 – Rescuing Mel & Exploring The Vaults
- Part 10 – Wrapping up Vaults & Revisiting The Lab
- Part 11 – The Hand, The Spine & Ending
Part 1 – The Beginning, The Severed Spine, & Dwellings

In this walkthrough, we’ll navigate the frozen landscape of the Dwellings zone, unlock our first ability, and take down two bosses.
Part 2 – Feral Undergrowth

After trudging through the frozen grounds of Dwellings and getting past Acat, we’ve arrived at the gates of Metropolis. But before venturing too far inside, we need to head back to The Severed Spine to unlock another important ability
Part 3 – Haven (Eastern Section)

We’ve defeated Flora and unlocked a powerful new ability for Mio. This time, we’ll head toward a new location, venturing further into Feral Undergrowth.
Part 4 – Metropolis

Now that we’ve defeated Crow and picked up the Harvester, we are free to head toward Metropolis and check out the once proud city.
Part 5 – Revisiting Haven & Bell Tower

Now that we have the Bell Tower Visitor Pass in hand, we can return to Haven and explore the rest of the western part.
Part 6 – Promenade & The Breath

After unlocking the Glide ability, we can now venture across the dark chasm to the west of Haven.
Part 7 – Foundations & The Blood

After severing The Breath, we can now move on to Metropolis and use the elevator in the Hall of History to explore what lies below the robot city.
Part 8 – <redacted>, Entering The Vaults & The Lab

After severing both The Breath and The Blood, Shii directs us to head to the Vaults underneath Haven, where we’ll have to find The Hand.
Part 9 – Rescuing Mel & Exploring The Vaults

Our first meeting with Dr. Halyn didn’t go too well. On top of that, Mel has been kidnapped, and it’s up to us to find her and bring her back.
Part 10 – Wrapping up Vaults & Revisiting The Lab

With Mel safe and sound back at the workshop, we can push on through the Vaults and make our way towards the final confrontation with Dr. Halyn, The Hand.
Part 11 – The Hand, The Spine & Ending

As we’ve made our way around to the Lab, the final confrontation against The Hand is just around the corner. After this, the only Pearl left is The Spine, which isn’t as far as you might think.
For other interesting articles related to indie games, click the links below:
- Into Indie Games Homepage
- My Winter Car Walkthrough & Guide Hub
- Heartopia Walkthrough Hub
- Ancient Farm – Guides And Walkthrough Hub
- DuneCrawl Complete Walkthrough
Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.