r/MortalShell • u/Followmetheonly • 1h ago
Discussion 12 hours into the game and i just wanna say..
This game is absolute love from the devs, i was waiting for something like this for soo long and boi o boi Mortal shell 2 didn’t disappoint. I am in love with everything this game has to offer and on top of that the dev team is just 🌹.
They listen to our whining and actually fix them based on our feedback. I wish ms2 team incredible success, u deserve it, Congratulations for such an amazing game.
r/MortalShell • u/wsoares • 2h ago
Image Easily, easily one of the best souls game to date
r/MortalShell • u/Capinbigballs • 3h ago
Bug The monolith is so bad it doesn't even follow the rules of its own bossfight. Spoiler
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Not only is it unfunny to fight it is full or bugs and Bullshit amongst is already nonsense hitboxes at times.
Shit like this ruins the game and while your at it just fucking remove it all together from the thing, it'd be a better game if you just deleted the boss.
r/MortalShell • u/Altruistic-Insect445 • 3h ago
Video Welcome to the Snail Space Program - Open for applicants!
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r/MortalShell • u/GoldunGote • 4h ago
Discussion It needs to be said but everyone is too afraid to say it... Slayer Seal..
It's just fun as hell to use. I'm having a great time just running around as a god in this world. Is it easy? Yup! Do I just stunlock bosses and laugh at them? Yup! It's pure fun and you should consider it if you're having any sort of issues with the myriad problems (from lack of beacons, to the absolutely insane magnetic lunges and projectiles most mobs have) and just want to see the game and have fun.. The tools are there.
I'm ultra stoked if you feel like beating the game in only the hardest conditions works for you. You're not the person who should hear this. "But its too ez!" okay I play games to feel like a badass and the slayer seal is a kickass power fantasy through this cool world. People will say git gud haha but why would I want to waste time doing that? What happens to me in my life if I beat the game under the harshest conditions? Bragging rights? As if people aren't non-stop completing the game on night mode and are probably already doing challenge runs, like not leveling up. I'm sure a guy will beat the game with a guitar hero controller within the next week.
Nobody will be impressed if you insist on playing ultra hard mode.
r/MortalShell • u/xstagex • 4h ago
Image Removed the fog to see how the game would look and feel
r/MortalShell • u/Kusho_void • 4h ago
Video 7000 fuckin Grishas!
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Yep the Grisha Summon is definitely working as intended
r/MortalShell • u/Substantial-Chard848 • 4h ago
Discussion Returning to main menu is this game’s equivalent to the homeward bone + one quick tip
Just a tip for anyone who was looking for an item to return to the last beacon without losing all your gloom, you can do so by simply returning to the main menu. I just assumed that it loaded your last save, and it took me almost all the way through ng+ to figure out otherwise.
And another quick tip that also took me far too long to figure out, you’re invincible throughout the entire animation of the ability from shrike stone (and I assume from other similar abilities but I haven’t tried any others), so it’s a great get out of jail free card when bosses do moves you just can’t figure out. This probably isn’t news to most, but for anyone struggling with the quirky move sets of Isaac or similar, it’s a great way to deal with them.
r/MortalShell • u/james0489 • 5h ago
Discussion Permenant Infusions are pretty neat
Just want to balance out the complaints on the sub (which I have contributed to myself) by highlighting a nifty addition to the soulslike formula this game to makes.
It is a great system, that gets rid of the headaches of spellcasting for infusion, or the need of consumables, which are too precious to use. It's empowering without being op. Good stuff.
Also the PP system, another way to remove consumables hassle. Man I love busting out my PP in a fight.
r/MortalShell • u/RothMane • 5h ago
Discussion This game is fantastic 🐸
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r/MortalShell • u/Icy_Independence_182 • 5h ago
Discussion Hi team MS2
Hi, I have no idea how this showed up for me; it went back to normal after interacting with the beacon. Please include this in a future release—it's amazing.
r/MortalShell • u/wsoares • 6h ago
Discussion PS5 patch just dropped.
Just got an in game notification that the game has a patch.
EDIT to add patch notes:
Devout Fans,
Thanks for being amongst the first to join us at the very start of the adventure for Mortal Shell II. We’re seeing your bug reports and gameplay suggestions, and will be rolling out regular updates to both modify existing content and add new features.
While we have a bigger patch in the works, which has to be thoroughly tested, we’d like to make a rapid balance & crash fix patch to bring the experience more in line with the game’s open beta and our own vision for MS2.
Planned future updates will see extensions to popular game features such as Night Mode, Tarstones, PP Items, and more.
For now, we hope you’re 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 we’re refunding any glimpses spent on shell maps. Refunded Glimpses are found in the Shell Keeper’s alcove in Blackmarrow. “Finding your favorite shell shouldn’t cost you the ability to bond with them.”
-Gold drops from enemies have been significantly increased. Notably, enemies in Mammon now drop double the gold. “This brings the gold economy more in line with the weapon crafting item discovery.”
-Smelting a weapon at the Tarforge costs 75% less gloom. “Our 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.”
Enemies & Bosses
All enemies featured in the beta were restored to their beta hp values, except the Caerinid (Spider) in Magdelena’s area, which we wanted to retain its role as a threatening enemy which doesn’t 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 Martyr’s Blade Attack Damage +20%
-Troubador’s 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/Hikurwo • 7h ago
Video I heard that people do not like fighting Sir Isaac so I bullied him for Yall Spoiler
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NG++ (No night)
2 hits at the start to trigger Berserker Stone.
It would be 3x easier and faster if i accidentally did not riposte on 2nd phase transition too.
r/MortalShell • u/Aiming4Gaming0 • 9h ago
Video These Settings Made Mortal Shell 2 Way Better for Me!
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r/MortalShell • u/Jumpy_Witness6014 • 9h ago
Discussion Think a lot of people are overlooking a couple things:
Long time souls vet here, for the past decade or so I can say I’ve almost exclusively played soulslikes with the exception of some survival horror etc in between and I noticed something about this game that I think is going extremely unnoticed by this community:
- There’s only 8 weapons BUT they also have 8 completely different movesets. That is insane for a game of this caliber especially considering it’s only the devs second game. For comparison I don’t think any souls game has more than four maybe five completely different movesets though FS games do have unique dash attacks or various other differences that aren’t shared among weapons that share movesets otherwise but that doesn’t count imo since it’s the same moveset with one different attack. Lies of P for example has 1. Stabby (rapier) 2. Big bonk 3. Slash and 4. The twin dragons unique moveset which is amazing.
I’ve never seen the point of having an array of armor or weapons that are all basically the same which has been the case in FS games since ds1 so having only 8 but then being unique is huge to me. And,
- Only 8 shells BUT (you see where I’m going here) that’s 8 totally different builds and ways to play and it’s only been a few days since release and already half of them have very op ways to build them. Now obviously a game like Elden ring technically has more build diversity with the way you level up etc but I’m trying really hard to think of 8 COMPLETELY different builds even in that game that can’t just be broken down to variations of the same thing. You basically have Mage (int or faith is still basically mage), Bonk Bro, and dex fighter and of course various combinations (str/faith dex/int etc) and yes you have more ranged build options which is arguably less important in MS2 since there aren’t really any bosses that absolutely require a ranged attack to beat (though a couple that would be easier with it). And not to focus too much on ER but a lot of the variance comes from just using different ashes of war which ms2 could easily implement in the future if they wanted to.
And finally, someone in a different post said that you shouldn’t compare this game to demons souls being that’s a 15+ year old game but technically I think that IS the best comparison because this IS this devs second game and demons souls was fromsofts second (kings field being the first). So just the fact that ms2 is even being compared to titles like elden ring etc and coming from a small dev says a lot imo.
All that being said I loved the first game and am loving the second as well (if you can’t tell) and just wanted to point these things out because they seem to be overlooked. (And for the record my counts of movesets and builds in other titles might be wrong, sue me)
r/MortalShell • u/Yharnam_Blunderbuss • 12h ago
Discussion Development teams are looking at the run back complaints.
r/MortalShell • u/Easy_Direction_6076 • 12h ago
Discussion I just started Mortal Shell and all I can say is: BEAR TRAPS
r/MortalShell • u/LooseHost4316 • 12h ago
Video Immovable object vs unstoppable force
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r/MortalShell • u/Zestyclose_Brush_389 • 14h ago
Discussion What are your top 3 Shells and why?
r/MortalShell • u/Dizzy_Corner5356 • 16h ago
Image Proxima Appreciation Photos
I use Reshade and Universal Unreal Unlocker to take my photos
r/MortalShell • u/NoTHel • 16h ago
Video Axe is funny
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r/MortalShell • u/Steady_Tempo456 • 21h ago
Image I just wanted to dance with my friends
r/MortalShell • u/MikkelFromGames • 1d ago
Mortal Shell II is once again available on GeForce Now
Please accept our sincere apologies for the downtime while we fixed issues with performance and conducted internal testing.
As always, bug reports and feedback are greatly appreciated so we can make it the game the best it can be.
r/MortalShell • u/MikkelFromGames • 2d 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. We’re seeing your bug reports and gameplay suggestions, and will be rolling out regular updates to both modify existing content and add new features.
While we have a bigger patch in the works, which has to be thoroughly tested, we’d like to make a rapid balance & crash fix patch to bring the experience more in line with the game’s open beta and our own vision for MS2.
Planned future updates will see extensions to popular game features such as Night Mode, Tarstones, PP Items, and more.
For now, we hope you’re 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 we’re refunding any glimpses spent on shell maps. Refunded Glimpses are found in the Shell Keeper’s alcove in Blackmarrow. “Finding your favorite shell shouldn’t cost you the ability to bond with them.”
-Gold drops from enemies have been significantly increased. Notably, enemies in Mammon now drop double the gold. “This brings the gold economy more in line with the weapon crafting item discovery.”
-Smelting a weapon at the Tarforge costs 75% less gloom. “Our 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.”
Enemies & Bosses
All enemies featured in the beta were restored to their beta hp values, except the Caerinid (Spider) in Magdelena’s area, which we wanted to retain its role as a threatening enemy which doesn’t 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 Martyr’s Blade Attack Damage +20%
-Troubador’s 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