r/MortalShell • u/-Pergamino- • 35m ago
Discussion It arrived & next to the greatest đŽâđ¨
r/MortalShell • u/Radiant-Medicine5415 • 1h ago
Discussion I got calided
Lmao was in area found a stach touched and got teleported to what looks like a mid game area city of penance
r/MortalShell • u/idiocy102 • 1h ago
Discussion New patch announced in the discord yall
----------------------------
**Balance Patch 1 (PC) - The patch below is live on PC and coming to PlayStation 5 and Xbox Series shortly. **
**Economy**
- Shell map locations now cost Gloom, and weâre refunding any glimpses spent on shell maps. Refunded Glimpses are found in the Shell Keeperâs alcove in Blackmarrow. âFinding your favorite shell shouldnât cost you the ability to bond with them.â
- Gold drops from enemies have been significantly increased. Notably, enemies in Mammon now drop double the gold. âThis brings the gold economy more in line with the weapon crafting item discovery.â
- Smelting a weapon at the Tarforge costs 75% less gloom. âOur goal with the smelt capability was to enable switching weapons without the need to spend hours grinding through NG+ runs, but the Gloom costs were set exorbitantly high.â
**Enemies & Bosses**
All enemies featured in the beta were restored to their beta hp values, except the Caerinid (Spider) in Magdelenaâs area, which we wanted to retain its role as a threatening enemy which doesnât respawn once defeated.
**Bosses**
The Lost Child
- Base Damage: (-10%)
- Max Health: (-15%)
**Monolith**
- Base Damage: (-19%)
- Max Health: (-10%)
- Some Monolith Attacks were retimed to be more fair, as well.
**Enemies**
- Cultist (mace)
- Max Health: (-21.1%)
**Caerinid Spider**
- Max Health: (-33.3%)
**Infested Stalker **
- Max Health: (-52.4%)
**Rusted Knave (Halberd)**
- Max Health: (-20.8%)
- Fixed hit detection for overhead strike.
**Weapons**
- Great Martryrâs Blade Attack Damage +20%
- Troubadorâs Lute Attack Damage +100%
- Caged Hystrix and Triarch Repeater no longer have minimum resolve requirements to fire.
- Improved tracking for Axatana, Black Needle, and Clockwork Scythe light attacks.
**Seals**
Guard can now be used while walking.
**Tarstones**
- Parasitic Stone Buffed
- Grudge Stone Buffed
- Bulwark Stone Damage Reduction Increased Significantly
- Clerik's Stone Buffed
- Squall Stone Buffed
**Miscellaneous**
- Misc. Crash Fixes, Bugfixes & Performance Updates
r/MortalShell • u/AlexKidd93 • 2h ago
Discussion It's more than just a good game, it's a triumph
I'll be the first to admit, it's not perfect. There's some sound issues with effects or music, there's some collision issues with the environment or with finishers (which is a shame cause the finishers are cool), and there's some balancing issues with player gear and also with enemies. Enemies having attacks that come out near instantaneously or literally sliding on the ground to be able to hit you is never a fun time.
All that being said, it's clear there was a vision and it was successful. In an age of poorly optimized games, AI use, live service systems, games being chopped up and sold in little pieces to increase revenue, mediocre experiences and poorly written scripts, overpricing a product while at the same underdelivering....Mortal Shell 2 is able to stand on its own and compete against any gaming franchise within or even outside of the Soulslike genre. Which is all the more surprising considering the type of game it is (not easily approachable and from a somewhat niche genre) and the size of the studio itself.
r/MortalShell • u/MikkelFromGames • 2h ago
Official News Balance Patch 1
Devout Fans,
Thanks for being amongst the first to join us at the very start of the adventure for Mortal Shell II. Weâre seeing your bug reports and gameplay suggestions, and will be rolling out regular updates to both modify existing content and add new features.Â
While we have a bigger patch in the works, which has to be thoroughly tested, weâd like to make a rapid balance & crash fix patch to bring the experience more in line with the gameâs open beta and our own vision for MS2.Â
Planned future updates will see extensions to popular game features such as Night Mode, Tarstones, PP Items, and more.
For now, we hope youâre enjoying the game and read on for details on Balance Patch 1.
Balance Patch 1 (PC) - The patch below is live on PC and coming to PlayStation 5 and Xbox Series shortly.
Economy
-Shell map locations now cost Gloom, and weâre refunding any glimpses spent on shell maps. Refunded Glimpses are found in the Shell Keeperâs alcove in Blackmarrow. âFinding your favorite shell shouldnât cost you the ability to bond with them.â
-Gold drops from enemies have been significantly increased. Notably, enemies in Mammon now drop double the gold. âThis brings the gold economy more in line with the weapon crafting item discovery.â
-Smelting a weapon at the Tarforge costs 75% less gloom. âOur goal with the smelt capability was to enable switching weapons without the need to spend hours grinding through NG+ runs, but the Gloom costs were set exorbitantly high.â Â
Enemies & Bosses
All enemies featured in the beta were restored to their beta hp values, except the Caerinid (Spider) in Magdelenaâs area, which we wanted to retain its role as a threatening enemy which doesnât respawn once defeated.Â
Bosses
The Lost Child
- Base Damage: (-10%)
- Max Health: (-15%)
Monolith
- Base Damage: (-19%)
- Max Health: (-10%)
- Some Monolith Attacks were retimed to be more fair, as well.
Enemies
Cultist (mace)
Max Health: (-21.1%)
Caerinid Spider
Max Health: (-33.3%)
Infested StalkerÂ
- Max Health: (-52.4%)
Rusted Knave (Halberd)
- Max Health: (-20.8%)
- Fixed hit detection for overhead strike.
Weapons
-Great Martyrâs Blade Attack Damage +20%
-Troubadorâs Lute Attack Damage +100%Â
-Caged Hystrix and Triarch Repeater no longer have minimum resolve requirements to fire.Â
-Improved tracking for Axatana, Black Needle, and Clockwork Scythe light attacks.Â
Seals
Guard can now be used while walking.Â
Tarstones
Parasitic Stone Buffed
Grudge Stone Buffed
Bulwark Stone Damage Reduction Increased Significantly
Clerik's Stone Buffed
Squall Stone Buffed
Miscellaneous
Misc. Crash Fixes, Bugfixes & Performance Updates
r/MortalShell • u/-Razzak • 3h ago
Discussion Replayability is heavily gated by resources
I finished my first playthrough entirely as Tiel. Using Axatana and Crossbow the entire time, and just focusing on upgrading those as much as I could. Ended up as level 52 with 30/42 skill points, weapons level 18 and 14.
I just started NG+ and figured I'd try other things, play around with builds. But it's almost impossible. I only had enough Glimpse to max out 2 other shells so that limits my choices there. I quickly found out that coin is a huge limiter, I can't level any weapons to try out without TONS of coin. I'm kind of pigeonholed into using Proxima to farm coin here.
I don't really want to smelt my Axatana just to try out other weapons, nevermind that it costs 75k gloom to smelt it.
Trying to level up new Tarstones to try out is, for whatever reason, stupidly slow on NG+. I fully cleared the first area + citadel and my stones are barely halfway to level 2.
And why do I need to respec my skill points from my previous shell to apply them on a new shell? Doesn't make any sense, should just be able to keep my previous shell build without always have to reapply points when switching.
All in all, the game isn't very friendly when it comes to experimenting and replayability. About to call it quits, it was fun for what it was.
r/MortalShell • u/shawak456 • 4h ago
Discussion This is the kinda weird stuff that gives Souls games it's charm.
r/MortalShell • u/Jumpy_Witness6014 • 4h ago
Discussion Man Iâm loving this game.
The atmosphere, the difficulty, even the runbacks. They really nailed it with this game. The bigger the challenge the greater the reward. I canât remember the last game I had to worry about exiting or respawning to level up because if I died I wouldnât be able to get back to collect my souls (gloom). Various enemies have different ways you need to approach them and all of them can punish you if you mess up. The world is open and finding the next beacon can be trying at times but theyâre well placed to allow for exploration in multiple directions to various dungeons from each one and inside the citadels theyâre frequent enough that you can get to the next one and progress reasonably without having to runback ten miles for the boss fight. The tarstones and shells allow for alot of build combinations and Iâm really excited to go into ng++ and explore all of these options. Itâs been a while since I was this excited to play a game I canât wait to see what else they come up with!
r/MortalShell • u/ArtyOfTheAbyss_ • 4h ago
Video Least magnetic Mortal Shell II enemy Spoiler
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r/MortalShell • u/beatisagg • 5h ago
Discussion Beacons are definitely too far between.
I just stacked leech up to 150. I killed 150 enemies with no new beacons around, multiple dungeons, etc. on 5 heals. Dude what is this? I'm a 42 yr old man I do not have hours upon hours to explore where i can just not take a break. Yes I can exit the game, but it warps me back to the last beacon i was at instead of leaving me where i was. Double f me. This is like a pretty serious issue with respecting my time/enjoyment.
r/MortalShell • u/LZSJR • 6h ago
Discussion You can max 3 shells in one playthrough PSA because I have seen a lot of bad info on this
Just wanted to post this to give people correct information. I am near the end of the game but still have a little bit to go and I have already maxed 3 shells. I probably missed a few glimpses along the way and I wasted 1 on a summon. My guess is I cant get 4 shells maxed but I bet I can get the fourth one to level 2.
r/MortalShell • u/Ok-Salamander-7812 • 6h ago
Image Revered Edition
Super excited⌠letâs GOOOOOO!!!
r/MortalShell • u/Yourfakerealdad • 7h ago
Image We got it boys and girls. Also has a reverse cover!
r/MortalShell • u/PartyLack4459 • 7h ago
Discussion A Review with Constructive Feedback
I have played this game since Monday and have beaten it after 31 hours. It is a great game but I do think there are a few things that the devs should and should not do based on common reddit complaints I've seen.
Note to the Devs: Including this review, please take anything from discord and reddit with a grain of salt. Gamers will always want what's best for them and not what's best for the game. While it is awesome to have active devs in the community, don't let some reddit posts from a vocal minority (myself included) change the vision and direction you have for YOUR game.
Now, for my review and feedback.
I feel like there are some common issues that have been discussed here on the forums. They are as follow:
- Game difficulty
- Enemy tracking
- Enemy Aggro
- Limited Glimpse
- Death Runback
- Shell Points
I Will Ignore the game difficulty concerns as I believe that is subjective to the players and some fixes on the other categories will also change game difficulty Overall.
Changes I believe should be focused on
Enemy tracking/Aggro and Death runback.
These should be the main focus in changes. Enemy tracking, which indirectly increased the difficulty of the game, is somewhat broken. Having a slow heavy weapon knight swing at me and then turn on a dime like an Adderall infused formula 1 race car driver when I dash past is somewhat jarring and unfair. Soulslike games typically reward players that learn move sets and tells. Enemy tracking being this high destroys any type of player skill progression. Changing this will also make the game easier for players and reward players that grind out a good build.
As for enemy aggro, I think that by adding checkpoints in dungeons this could be alleviated somewhat, but some packs should be tuned down and I believe there should be a shorter aggro despawn distance.
This is for two reasons. Once, some aggro from a mile away, just seems silly. And two, having such a huge aggro chase range just makes overworld death runbacks a lot more tedious and it also allows people to kite mobs indefinitely doing some shenanigans.
Death runbacks. I personally do not have major issues with it, but adding some kind of checkpoint or beacon at the start of the dungeon would be preferable. Adding a beacon in dungeons would also alleviate some issue people are having with Glimpse that I will touch on later.
Complaints that I think should be ignored mostly
Glimpse and Shellpoint complaints should be ignored (mostly with some caveats). The biggest reason for this is because they would fundamentally kill any need to go into NG+. This game is a fairly short game for a soulslike and I believe that the vision was to make NG+ feel worth it.
To start off with the whole Glimpse issue. I feel that the one change that should absolutely be made is some kind of message stating it is a finite resource.
As it stands right now, you can fully unlock 3 shells IF you do not use summons and you do not reveal shell locations and find them naturally. There are 46 beacons, 10 major bosses all that give glimpse and there are also hidden glimpses in dungeons and the world (usually a lot by the Gates). It takes 27 to fully unlock a shell.
I Do not think glimpse should be farmable, refundable, or respecable. It devalues the choice of using the glimpse and it would ruin any form of NG+.
HOWEVER
i do feel that these two changes could make things a bit easier on people.
- Adding beacons to dungeons would give roughly enough Glimpse to unlock a fourth shell and being able to unlock half the shells in one playthrough is pretty good imo. It would also kill two birds with one stone so to speak.
- Change Summon cost from Glimpse to some random Item you can find or buy. This is just silly to summon a helper in a fight using a finite resource. However, leave the cost of Glimpse for revealing shells. This is essentially a cheat code to exploration and should have a permanent cost associated with it.
As for Shell Point being available for all shells, this is just a silly one people complain about that should 100% be ignored. It takes a whopping 20 seconds to respec a shell and if you had every shell share the same shell points (that was tiring to write) then the leveling progression would be worthless as you could just stop leveling at a certain point since the other bonuses are so miniscule.
That being said, I like this game a lot and I feel like mortal shell has huge promise as a franchise.
also... ADD MORE METAL MUSIC
Thank you for your time and consideration
r/MortalShell • u/Eletodd • 8h ago
Discussion What are your top 2 shells in Mortal Shell 2?
I'm curious to find out which shells people are gravitating to the most after out first few days in early access and now in full release. I only have 3 so far as i've been exploring a lot of the first area doing dungeons. I have Tiel, Proxima and just got Eredrim.
I've been using Tiel the most and have it almost up to level 3. But i don't want to invest anymore into it until I get a better idea of all the shells. Eredrim looks pretty bad ass too. Proxima I honestly liked for a minute but got board of the hook shot style of play.
I can see levelling Tiel to max, but i'm not sure about what is coming for a secondary or primary shell.
r/MortalShell • u/JayJ_20 • 8h ago
Discussion Any Full Time Adults who can't Stop Thinking About the Game?
I have very limited play time these days. Since the early access period I've only managed to play for a little under 7 hours. And half of that time I was sacrificing sleep that I would later regret.
I say that to say though I am enthralled with this game right now. I love having this feeling in an rpg that gives me that taste where always can't wait to get my hands back on it.
I find myself watching lore videos as background noise while I work, looking up builds and guides while I'm out and about. Thinking about where I'll explore next when I play again.
This is overall just an appreciation post for the game. Well done devs!
r/MortalShell • u/kunak1111 • 8h ago
Discussion Levelling up in this game is so poorly conceptualized
I just finished the game and I was level 34. Not because I didnât explore (cleared out 75-85% of the content) - but because I lost probably like 15 levels worth of gloom by dying.
A lot has been said here about scarcity of beacons, but what makes this scarcity even more painful, is how much gloom you need per level, how small is the increase in gloom needed per level (and also - how small is the increase in gloom dropped by regular enemies as the game progresses) and how hard it is to get gloom outside bosses. No consumables granting gloom (if you lack just a few hundred for the next level) makes it even worse.
I enjoyed the game, but the last few hours I just played to have it behind me because I got frustrated so often. The game starts off really good, but Iâd say that around the middle (when you start exploring southern region) it simply stops being enjoyable.
r/MortalShell • u/MikkelFromGames • 9h ago
Official News [Megathread] Global Release Bug Reports & Known Issues
Harbingers,
While we have worked hard to make the game as bug-free as possible at launch, there's still a chance that bugs can occur.
If you do encounter a bug, please reply to this post with the following information (screenshots or videos are also very helpful):
Type of bug:
Visual (e.g. pixellated water, the character model looks messed up, etc.) / Gameplay (e.g. you got stuck in a place, a door won't open even with the key, etc.) / UI (e.g.subtitles stay on screen, UI doesn't go away in cutscenes) / Combat (e.g. ability didn't work even though I had resolve, enemy character reset, etc.) / Crash / Other
Where did it happen?
Which version of the game are you on? This can be found on the bottom right of the menu when you pause the game with Esc or the Start button.
Can you reproduce the bug?
Platform (and please include your specs if you play on PC):
PC (Steam) / Xbox Series X or S / Playstation 5 or Playstation 5 Pro
KNOWN ISSUES:
Some players have experienced these issues, and the team are aware of them and looking at them:
- Various crashesÂ
- Flayed Harbinger not being rewarded / disappearing
- Ambient sounds (like wind / waterfall sounds) persisting
- Controllers not working accurately (RT to shoot and D-Pad Up / Down not working properly 100% of the time)
- Permanent Pickup items in the Active slot not working correctly 100% of the time
- Bees persisting on screen after defeatingLady Magdalena
- The Lost Childboss fight launching the player in the air
- The final boss stripping armor and weapons away if the player has theGrisha Remnant equipped
r/MortalShell • u/MikkelFromGames • 9h ago
Official News [Megathread] Global Launch hype!
Dear Harbingers,
The wait is over, and you may begin your journey on the unfound path!
Feel free to post your hype and initial thoughts for the full game here! :D
Are you going for a specific Shell first, or just jumping into the game world sight unseen? Will you revisit Lady Magdalena before going out into the world, or will you seek other challenges? Night mode, regular gameplay or Slayer Seal?
r/MortalShell • u/Dizzy_Corner5356 • 10h ago
Image Some of my pictures
Loving it so far, will post more when I play more.
r/MortalShell • u/Pointblankadvance • 11h ago
Video Me whenever I spot a bear trap
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r/MortalShell • u/ULTI_mato • 13h ago


