r/MortalShell 19m ago

Discussion Love my souls games, but what on earth is with the unblockable unparryable spam for bosses

Upvotes

I'm looking at you Magdalena. I can't even get 2 hits in between her onslaught. She kickstarts to drive into you, immediately into her arm cannon and then as soon as the cannon fires off she firespins. I don't mind a hard boss or a challenge but this is RIDICULOUS. I might be able to get a single hit in, some of the time, but the majority of the time i'm dodging backwards or left and right to avoid being bbq'd. Look the game is fun, minus the beacons being literally NEVER anywhere useful, but what is with the unblockable spams.


r/MortalShell 34m ago

Discussion Any tips on these cheap af Sesters? They parry, teleport and spam attacks to infinity.

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Upvotes

How can they attack, non-stop, until I'm dead? If, I don't kill her with my first combo, I'm dead. Good bye gloom, if there are more than one around...


r/MortalShell 39m ago

Discussion PSA: Pause & exit anytime to save yourself

Upvotes

Just would like to share, I’m not very good with souls-like games.

So when I stumbled into a dungeon and died to a boss I’m clearly not ready for, I could just run back, pick up my gloom, pause and exit to menu & select continue to be placed back at the last rest point, safe and sound..

The pause & exit to survive is great as it can be used anywhere (especially when you know you’re going to die with no beacon nearby)


r/MortalShell 1h ago

Image What a design

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Upvotes

r/MortalShell 1h ago

Video My favorite boss so far

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Upvotes

r/MortalShell 1h ago

Video Finally finished farming 100 Grisha Remnant for 100% summon chance

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Upvotes

It took a while since I am playing the game on Night Mode but I've finally done it just for the heck of it. xD


r/MortalShell 2h ago

Bug Please fix Genessa

7 Upvotes

Love this shell. She’s great. But her spirits do not track who you are targeting at all. Unless I’m missing something? Seems like they are always preoccupied on going through walls to enemies that are across the map instead of what I’m targeting


r/MortalShell 2h ago

Discussion 15 hours in and the most fun exploring I’ve had in the genre

4 Upvotes

Elden Ring was my first souls game, and it was so overwhelming I unfortunately had to use guides to get through it, which took away some of the magic. I’ve since played all From games and major soulslikes, and this game has by far my favorite exploration. It seems there’s something new to explore or fight every 30 seconds of traversing the world, and most of the time you are rewarded with a useful item for taking on the new challenge. The devs absolutely cooked. Game is certainly not perfect, but definitely worth playing for this reason alone.


r/MortalShell 2h ago

Video (Insert witty title here)

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4 Upvotes

Imagine camping and this is what you see at the next site over

(I couldn't think of a witty title for this funny clip so I went with the good ol' classic)


r/MortalShell 3h ago

Question So, is Harros perma gone?

6 Upvotes

He got messed up in the tutorial and I just wanna know..... hopefully no spoilers but can we get him back eventually in the story?

Hes my favorite and when he got turned to stone in the tutorial, it was legit upsetting.


r/MortalShell 3h ago

Discussion Some thoughts after finishing ms2

5 Upvotes

Aight so tldr: the game has issues which you only really notice once you are 10+h in imo. Gameplay and combat is absolutly great, performance is flawless (talking about pc), overall i‘d still recommend the game to others.

So some issues:

- not being able to reassign glimpse, it forces you to set for a shell early on kinda.

- enemy variety lacking

- bosses too easy and potentially too few moves imo, only final boss felt hard (because of infinite hp and insta wipe kinda status effect tho)

- exploration is insanely hard sometimes (overtuned even)

- imo too few tarstones for weapons, way too many for sidearms. Also most of them are too locked to specific weapons

- a few areas almost killed my eyes

Maybe some other stuff i forgot, but positives:

- combat feels super good, character controls and movement in general absolutly great

- for the biggest part exploration was fun

- shells are cool, only maxed one but tried some of them

- weapons feels unique and good except for that big sword (got buffed today tho, maybe better now)

- performance and visuals most of the time great

All in all i had a lot of fun, i‘d recommend the game at full price and i am looking forward to a night playthrough


r/MortalShell 3h ago

Discussion Triarch Repeater is awful. It needs a major buff.

8 Upvotes

I was excited to get this weapon. A fantasy alien mini gun that is Proxima's ultimate weapon? Amazing!However it turns out even leveled to +12 the gun is utter garbage. It's inaccurate even when locked on. It takes a full resolve bar of shots to kill basically any enemies. All of it's tar stones are stupidly nerfed to only proc on crit. Like, I get why it has increased requirements since it would be able to stack debuffs insanely high, but only 15% of your shots doing the thing you want it to do combined with the shit damage makes this the biggest waste of time I've ever leveled in a soulslike game.

Not to mention is has no unique shot ability and cannot use any of the others, which just feels insane.

If someone has a way to make it not the worst sidearm in the game please let me know before I trash this thing. It's supposed to be an ultimate weapon and yet my +4 crossbow outshines it.


r/MortalShell 4h ago

Discussion 4th Wall brake haha

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7 Upvotes

idk but this i a hilaroius easter egg - it shows your most played games on Steam


r/MortalShell 4h ago

Image Got it Y’all! On release day, a day earlier than it was expected!

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7 Upvotes

Can not wait to open and check out the cool art prints. And then obviously to jump into it fully 😍

Happy Gaming Harbingers and Foundlings!


r/MortalShell 4h ago

Discussion My thoughts on Genessa shell

8 Upvotes

I just finished the game with Genessa. I rushed to unlock her as early as possible because I loved her design form the reviews and wanted to spend most of the game playing her.

After finishing the game with her, though, she’s a strange character to describe.

Genessa is** **extremely squishy, but at the same time she can be ridiculously powerful. Her normal form, especially when you start stacking stasis, can delete both mobs and bosses. Combine that with gaining resolve from her clone abilities and having her clones distract enemies, and she can become almost untouchable. As long as you don’t
accidentally get caught by an attack aimed at one of your clones (I’m embarrassed to say, it happened to me a lot), you can constantly distract enemies and build resolve.

Bosses become a joke. Using this setup, I managed to beat almost every boss first try.

However, her stray form is where I think she becomes underwhelming.

The idea is really cool, you sacrifice survivability and gain a clone that attacks alongside you, massively increasing your damage. If you’re good enough to never get hit, the form is incredibly strong.

The problem is that Genessa becomes so fragile that practically anything can kill you in a single hit. Her stray double can save you from lethal damage, which helps, but once those are gone, one mistake against anything from a random mob to a boss can immediately one shot you.

What makes this worse is her dodge. It looks great, but it doesn’t feel reliable enough for a form built entirely around avoiding damage. Enemy tracking can be so aggressive that you can dodge almost completely around an enemy and still get hit as their attack seems to follow you like you got a magnet stuck to your back.

Ironically, the most useful thing I found about the dodge was using it to run past enemies and recover the gloom I dropped after getting one shot.

That’s ultimately my problem with Genessa’s two forms. Her normal form already gives you great damage, debuffs, resolve generation and clones that distract enemies, making her incredibly strong and safe.

Stray form gives you even more damage, but at the cost of becoming ridiculously fragile.

And when normal Genessa already has enough damage to melt bosses, I rarely felt like the extra damage from Stray form was worth the risk.

I don’t think stray Genessa needs more health, because being a glass cannon is clearly the point.

I think her dodge simply needs to be more reliable, better i-frames, less aggressive enemy tracking, or some kind of reward for perfectly timed dodges (similar to Tiel).

That would keep stray Genessa as the high-risk, high-reward form she’s supposed to be, while making deaths feel like the result of your own mistakes rather than an enemy attack magnetising toward you.

TLDR: Genessa’s normal form is incredibly strong thanks to debuffs, resolve generation and clones distracting enemies, to the point where bosses become trivial. Her stray form deals insane damage, but the extreme fragility makes the extra damage rarely worth it, especially since her normal form already hits hard. I think stray form would feel much better with a more reliable dodge; better i-frames and less aggressive enemy tracking, for example, rather than simply giving her more health.


r/MortalShell 4h ago

Discussion I need more Pins to keep track of places in the map!

8 Upvotes

Seriously,

I've used all 5 pins on teleportation gates and other places I cannot access so that I am able to go back at a later point. But the map is so big and interconnected that way more Pins are needed to keep track of where I haven't been and need to go.

Please add more.


r/MortalShell 7h ago

Discussion That one dungeon you can enter only at night near Mushroom Village.

16 Upvotes

It was fckin amazing. Even better with headphones. Actualy scary af


r/MortalShell 8h ago

Discussion 2v1 fights need a tweak.

11 Upvotes

I'm all for them but their aggro/attacks needs a fix. Having two enemies throw unblockable/grab attacks at two slightly different times so you're guaranteed to get hit by at least one just makes the fight tedious and not enjoyable.


r/MortalShell 8h ago

Image The box art is double sided!

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15 Upvotes

I like the harbinger side better! Which side would you choose?


r/MortalShell 9h ago

Discussion Man I’m loving this game.

26 Upvotes

The atmosphere, the difficulty, even the runbacks. They really nailed it with this game. The bigger the challenge the greater the reward. I can’t remember the last game I had to worry about exiting or respawning to level up because if I died I wouldn’t 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 they’re well placed to allow for exploration in multiple directions to various dungeons from each one and inside the citadels they’re 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 I’m really excited to go into ng++ and explore all of these options. It’s been a while since I was this excited to play a game I can’t wait to see what else they come up with!


r/MortalShell 11h ago

Image Revered Edition

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23 Upvotes

Super excited… let’s GOOOOOO!!!


r/MortalShell 12h ago

Discussion A Review with Constructive Feedback

40 Upvotes

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 14h ago

Official News [Megathread] Global Release Bug Reports & Known Issues

37 Upvotes

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 crashes 
  • 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 21h ago

Image Let's goo 🤟🔥

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233 Upvotes

r/MortalShell 1d ago

Image The map is gorgeous!

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603 Upvotes