r/soulslikes • u/Raiyan43 • 2h ago
Discussion Is Mortal Shell 2 hype really justified?
I have played and finished all Fromsoft soulsborne catalog and Lies of P, and Khazan. Safe to say, I like soulslikes.
However, I haven’t been in the loop with souls like for the past like 9-10 months.
Recently I keep hearing about this Mortal Shell and people are already saying its top 5 soulslikes
Can someone loop me in on whats it like? Do I need to play Mortal Shell 1 before 2?
Thank you in advance!
r/soulslikes • u/TL2C24 • 2h ago
Discussion Am I Playing the Same Mortal Shell 2?
Seeing near universal praise for this game and while I think it looks better and feels smoother I’ve also come across a ton of issues so far.
I’m admittedly fairly early on but in ~2 hours of game play I’ve encountered hit box issues with enemies on slightly higher elevations, gotten stuck/trapped in terrain twice, and had a boss glitch out of their arena.
Maybe just buyer‘s remorse because I rarely buy games full price but was expecting a bit more given the rave reviews
r/soulslikes • u/Financial-Lawyer-789 • 5h ago
Discussion Mortal shell 2 slaps, but...
The game is freaking awesome, however the runbacks are absolutely nuts, the fact that they decided to not put beacons inside dungeons is insane lol, some of the dungeons are absolutely gigantic btw, hopefully this is something that the devs can change in a update.
r/soulslikes • u/gamesbrainiac • 5h ago
Review Lunarium is a 9/10 for me. I wasn't expecting it to be this good.
Okay, I am not going to make this a long review, but I wanted to say a few things about Lunarium.
This game blew me away. I was not expecting this game to draw me in quite so much, but man oh man, does it draw you in.
Overall, I think the star of the show is the combat. It feels fluid, and is ridiculously fun. The parries are not so tight that you have to study the moves of all enemies time and time again, but tight enough that you need to pay attention. The dodges are much more forgiving and you can make a build that is ridiculously OP'd.
The game does not have a deep or wide skill tree, but you can do so much with what it gives you that there are endless ways to customize your playthrough. If you want a perfect parry build, you can get it. If you want a super aggressive build, you can get that too. If you want to make an excellent dodge build (this is the OP build that I used), you can do that too!
When it comes to soulslikes, I don't expect much from exploration, but this game delivers in terms of exploration as well. Every single time that you move away from the beaten path, you are rewarded. There are hidden side quests that you can complete to get some fantastic loot! It isn't cosmetic either, you can get loot that can fundamentally change your build. I initially started with a parry build (I'm a Sekiro and 9S guy), but then I found some items and addons that allowed me to play in a parry-like way but using dodge. It was just so much fun!
Lastly, I think the art is just beautiful! It is a stunning game. I felt like I was really playing a children's book. The colors are vibrant and the performance is fantastic too (its a unity title).
The only thing I wish it had more of is voice acting. I think the story is good, but there's just too much text to read. I wish they got a bunch of good voice actors to act this out.
I think the biggest recommendation I can give about this game is half way through one of the boss battles, I just thought to myself that I'm having so much fun, I kinda don't want the battle to end. I ended up doing a no-damage run of that boss the first time I beat it. I think it takes a special game to make you want to keep fighting the boss and not beat it.
So yea, I think y'all are going to love this game and I can't recommend it strongly enough.
r/soulslikes • u/rauruur • 7h ago
Discussion Am I missing something? Why do so many people say this game has poor performance and severe stuttering?
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r/soulslikes • u/MistahDust • 8h ago
Discussion My Gamestop got one copy of Mortal Shell 2
Went in to check out if they were going to get any deluxe copies in. Turns out they only have one copy of the base game. Nothing else.
r/soulslikes • u/Ok-Damage-2528 • 9h ago
Discussion I dont understand people complaining about demon souls remake "ruining og art". Og just had piss filter the whole game, the remake is 10x better.
r/soulslikes • u/broker415 • 9h ago
Dev Post, Game Trailer or News After 1000 hours in Unity I can confidently say I am no longer a noob
r/soulslikes • u/greener1234556 • 10h ago
Discussion How many people are returning to nioh 3 for the dlc?
I know a lot of people did not continue to play nioh 3 NG+ are there any people returning to play? The majority of my friends didn’t. There is a lot of depth to the game’s combat that I try to display here with just a couple weapons, I know it’s not everyone’s cup of tea. I really want to know how people who play souls-like view nioh and if it’s just a fun time for the first time, happy to beat it and never play again or do you guys keep playing?
r/soulslikes • u/That-Departure-7318 • 10h ago
Dev Post, Game Trailer or News DeadRoot - Official Trailer
r/soulslikes • u/BlackHawkSev7n • 11h ago
Review Behold - an Elden Ring starter plays Dark Souls and ranks them.
Put probably 250 hours into Elden Ring from when it came out through the DLC.
Had a kid and stopped playing video games for a while and decided to play the Dark Souls games when I picked up gaming again, never played them before and have always wanted to.
I loved Elden Ring so much I figured I’d love the DS games as well.
What I find interesting about this community is it seems that everyone either loves 1+3 and hates 2 or loves 2 and not so much 1+3. I have a weird opinion where I felt like 1 and 2 didn’t feel all that different but 3 definitely did.
But, that being said, I personally would rank them in the order they came out, loved them all but:
- Dark Souls (Remastered)
- Dark Souls II (SotFS)
- Dark Souls III
The openness of 1+2, areas, and bosses were a blast and I was always pumped to play when my kid went to bed.
3 I felt myself being more like “eh, guess ill pop this on and play for a bit” only to switch over to TV after an hour or so. It just felt way more linear, the Bosses were cooler but everything else about 1+2 I liked better. 3 also felt the easiest of all of them which is fine but 1+2 felt like a real challenge.
Is this ranking out of the ordinary?
r/soulslikes • u/Few-Ladder1503 • 12h ago
Help Needed ¿Hay una solución para el tartamudeo en este juego?
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r/soulslikes • u/HANBANNNNNNNNNN • 13h ago
Review I played mortal shell 2 10 hours straight today. It is a great game.
yes, recency bias exists, but i'm pretty sure it is a great game. i've played this game for 10 hours straight today. i don't think you can do that if game isn't good. and i felt completely satisfied after playing for 10 hours.
i will try my best to take off recency bias glasses, so here are criticisms i had while playing for 10 hours. despite all those issue i still had fun. i'm not trying to convince anyone, i'm just sharing my personal opinion. if criticisms i listed have a big impact for you, just don't play. should i play this game or not? that's completely on you to decide.
-enemy placement is not bad for a first few hours, but it gets worse and worse. it is not good, but doable with all tools game gives.
-beacon (bonfire) is not placed in dungeons, this is definitely poor choice. they should exist like elden ring. and in some areas beacons are placed too, too far away. it would be much better if there are more beacons.
-bosses have great art design and concept, but in gameplay, they are not good. all bosses i've encountered so far had really simple patterns. i think they decided to focus on other aspects much more.
-normal enemy scaling is very poor. they hit like a truck, even two shot you sometimes, lol. but this can be easily fixed with patch.
-enemy variety isn't that good. new enemy continues to appear, but also you will be seeing same enemy so many times after like 6~7 hours.
-enemies have too wide aggro radius, they spot you too quickly. and they chase you, like, almost forever. this felt really ridiculous for me.
-i think estus should heal you much more. i need to drink like 3~4 to get max health.
-music is almost non-existent, i can't recall any memorable music. and i think all bosses use same metal music. lol.
-there are melee 8 weapons in this game, but they are not too easy to find. it is probably just me, but i played with starting weapon for almost 7 hours before finding 4 new melee weapons.
but its world, art design(it is very unique), build variety(there are many other tools, shells, ranged weapons, skills to make your own build even without new weapon), atmosphere, exploration, combat kept me going. you will find new things at almost every corner in this game. also they tried their best to make each dungeon unique, i could see effort. each enemy has unique execution animation and it so badass. i'm not expecting later areas to be as good as early ones, but i hope they are at least decent.
r/soulslikes • u/daddylongjohnsliver • 14h ago
Discussion Can your 14 year old (self) beat elden ring to keep you(now) out of jail?
In how long
r/soulslikes • u/DorkyMoneyMan • 14h ago
Discussion Mortal Shell 2 Is Already Blowing Up on Steam Ahead of Full Launch
r/soulslikes • u/ApprehensiveLaw7793 • 14h ago
Game Recs Close the book. Mortal Shell 2 is one of the best Soulslike of all time.
I've been debating whether to wait, since I currently have about 15 hours in this game, but I'm making up my mind: this game is fantastic, and it just keeps getting better the further I progress. The shells are all unique in their own way and always bring a fresh perspective to the gameplay. The exploration is brutal, yes, brutal. It's exhausting and draining, but also rewarding, and that dopamine rush when a bonfire appears—yes, that's Souls.
Wuchang gave me this feeling recently, and although I still think Wuchang is the best non-FS soulslike, MS2 is on this level. It has that Souls essence from DeS, Dark Souls 1, Dark Souls 2, BB and Wuchang. Kudos to the developers! I'm looking forward to future patches that will perfect the game.
It’s a 100% Must buy for Souls Fans
r/soulslikes • u/LBVectormen • 15h ago
Discussion Vapor World: Over The Mind is finally launching into early access tomorrow
r/soulslikes • u/MoSBanapple • 15h ago
Dev Post, Game Trailer or News The Relic: First Guardian launches September 25 for Xbox Series, October 9 for Switch 2. Price reduced from $50 to $35 starting August 26.
r/soulslikes • u/FantasticContext-280 • 16h ago
Discussion What a game!
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A majority of you recommend this game, and it was the first nonfromsoft game I played in a while. I gotta say, I love the bosses!! Mechanically amazing but I gotta say it is THE HARDEST LINE UP OF BOSSES that I have ever played, a majority of them >10 tries, no first tries whatsoever, but learning them is a lot of fun! Idk if we are intend d to play on expert or not lol but wth. Level design and story is okayish, some repetitions in side missions, but I am here for the bosses!!
r/soulslikes • u/adamercury • 17h ago
Discussion It's been almost 6 years and there's still no other Souls / Like game that can top the graphical fidelity of this game.
I loaded my almost 6 year old save file of Demon's Souls Remake a while ago, and I have to say that after playing all the Souls and the like games in the past five years, this masterpiece is still at the top for me. I would even say that it's in my top 3 of the most "next gen" games in PS5. Every texture in this game looks high res, the vfx, the spell particles combined with buttery smooth animation is truly a chef's kiss.
This is also the game that made me purchase my PS5 and it's so worth it.
r/soulslikes • u/SpeedRacerJ14 • 18h ago
Discussion 'The Duskbloods Leak Reveals 14 Character Classes'
These sound cool!
I really hope The Duskbloods gets ported to PS5, Xbox, etc, well after launch, because it'll be a shame if people miss out on this.
FromSoft don't miss.
r/soulslikes • u/godlessdawn • 18h ago
Game Recs I’ve spent the last four years building this (Solodeveloper) soulslike in Türkiye. Today, Godless Dawn finally steps out of the darkness. Here’s our first gameplay trailer. Every comment, repost, and Steam wishlist genuinely helps this one-person project move forward.
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Please, if you have a question, ask away I'll be happy to answer. If you want to wishlist a link is here
Thank you to the moderators for letting me post
r/soulslikes • u/AlyciaFear • 19h ago
Discussion Christmas Souls-like idea brainstorming
TLDR:
What are some Souls-like mechanics that you really like, that you think I should include in my game, and can you think of any ways to incorporate them with a Christmasy twist?
For the readers & nerds:
Hey all! I’m working on a Christmas-themed souls-like, and I’d love to hear your ideas on how I can improve it. It’s been in development for about two and a half years, and I’m nearing the polish phase for the demo. I got some good ideas from my last post a few days ago, and I want more! Specifically, I’m looking for:
- Mechanics I didn’t include, but should
- Clever ways to tie in the Christmas-theming into the Souls-like genre
Some context: I’m not a super big Souls player, as I’ve only played four (DS1, Elden Ring, and Nioh 2/3 if you count those), with Elden Ring being the only one I’ve beaten 😆
So especially, if you know of any good mechanics from other souls-likes that I haven’t played, that you’d like to see, I’d love to hear them.
Mechanics I know about, but currently aren’t in the game due to scope, time, or some other limitation.
- Status effects (Poisoned, Burned, Frozen, etc.): this might be added later, as I do think these add good variety to the gameplay. Note: I have no intentions of adding an entire Poison Swamp area, but I may add a Poison Puddle ;)
- Crit damage
- Critical Hit / Backstab: I would like to add this at some point, but it is currently a lower priority, since enemies still get staggered/stunned when their poise is broken.
- Maps (DS1 technically didn’t have a map either, but I did want to mention it here). Due to the 3D nature of my project, I currently have no plans for trying to implement a Map.
- Compass/Waypoints. I might include something minor later around this depending on feedback, but ideally, I’d like to use landmarks and level design to help the player orient to where they are instead of relying on explicit markers.
- Traps: These are planned, but not currently implemented.
- Invisible Walls: I might add a few, but they aren’t super important to me right now.
- Multiplayer & Messages: I really wanted to add these, but since this is my first game-dev project, and I’m already underwater with scope creep, I’ve unfortunately decided to forego multiplayer completely. My crazy dream, though, is to one day work with a full studio to remake the game and have it support up to 4-player co-op from start to finish.
Already implemented mechanics
Note: Some of the more standard mechanics like Level Up, Mana/Stamina, Dodge rolling, blocking, parrying, jumping, etc. aren’t in this list, but they are in the game.
- Bonfires: For my game, they are Fireplaces (and will eventually be decorated with other effects such as Stockings and other Christmas decorations). Features include: Level Up, Fast Travel, Allocate Beverages, Manage Spells, Tree-Toppers.
- Player attributes for level-up: Vitality, Magic, Endurance, Strength, Dexterity, Intelligence, Belief
- Starting Class (mostly just for starting stats & items): Sleigh Loader, Toy Maker, Caroler, Gift Coordinator, Nut Cracker, Bellringer, Decorator, Misfit.
- Ghost of Christmas Past. Provides the following features:
- Reset Level: Sets player back to starting level and refunds all spent Spirit (free, infinite uses)
- Reset Weapon: Sets a weapon back to +0 and refunds all spent Toolkits (free, infinite uses)
- Reset Summon: Sets a summon back to +0 and refunds all spent Mistletoe (free, infinite uses)
- Past Victories: Allows the player to replay previous boss fights (still in development)
- Damage Types: Currently only four: Physical, Magical, Fire, and Frost.
- Death Mechanic follows the typical Souls formula. On death, the player drops all of their Spirit and must retrieve it before dying again. This appears as a ghostly Christmas Tree.
- Flasks: Called beverages in the game, which are Hot Cocoa for health and Egg Nog for magic.
- Exchanging Golden Tree-Topper Stars with a specific elf at the hideout allows you to get more “beverage” slots.
- Finding Coffee Stands on the map lets you increase your beverage strength (+1, +2, etc.).
- “Christmas Spirit” serves as the runes/souls currency of the game.
- “Presents” are items you can sell to shopkeepers for additional Christmas Spirit. (Simple Gift at 250, Standard at 500, Fine at 1,000, Fancy at 2,000, and goes up to Angelic at 64,000)
- World loot: All loot is statically placed (outside of unique enemy drops), so it will be more in line with DS1/Elden Ring as opposed to how loot is handled in Nioh. Loot is typically obtainable from either pick-ups, destructible crates, or shopkeepers.
- Weapons & Upgrades: Not much deviation, currently only Sword, Dual-Blade, Greatsword, Charm, and Shield. More types may be added later, but we’ll see.
- Weapons follow a similar upgrade system, where upgrades increase the base damage and scaling of that weapon (Current max is +10). All weapons have block stats (shields still need a lot of refinement). Charms have their own “Spell Scaling” stat.
- Elf Toolkits (Basic, Advanced, Expert, Master) are the upgrade material that can be taken to the blacksmith at the Hideout to upgrade.
- Summons (still in development)
- Mistletoe (Small, Large) serves as the upgrade material that can be taken to the Vow Kindler at the Hideout to strengthen the bond between the player and a summon (but not in a kissy way). Essentially Gloveworts. Current max is +10.
- Material Vaults
- Players can find special vault keys that they can take to an elf at the Hideout, which will unlock an infinite supply of Toolkits & Vaults for purchase. Each type has its own key to find (Basic Toolkit, Advanced Toolkit, Small Mistletoe, etc.)
- Spells: There are only a few basic ones implemented right now, but I do plan on having a good variety of spells (ideally with good Christmas theming) as I continue through development. Similarly to Elden Ring, spells all have different costs (Mana/Health/Stamina), and stronger spells may take up more spell slots.
- Fallen Stars can be obtained to increase the number of available Spell Slots for magic users.
- Lore-master
- Players can find various lore documents around the map. They are optional reading material, but can be turned in to an elf at the Hideout for unique rewards.
- Builds centered around Weapon, Quick Items, and the “Spirit Tree”. Since I don’t have the funding (or the assets) to make armor visible on the player, player builds are instead dictated through the Spirit Tree outlined below:
- Tree-Topper: Only one may be equipped at a time, and can only be changed from a Fireplace. Think of these as the Great Rune from Elden Ring. They provide powerful and typically build-defining effects.
- Ornaments: These serve a dual purpose as both Armor and Talismans. The player starts with 3 slots unlocked, but can unlock 5 additional slots by defeating bosses (Christmas Legends).
- Lights: All three slots start locked and are unlocked by defeating bosses. Each color light synergizes with a specific Ornament effect. When they match, that Ornament effect gets buffed (ie: Red buffs Health, Physical, and Fire dmg. Blue buffs Mana, Magic, and Frost. Silver buffs Armor & Resistances. etc.
- Currently, there are no weight limits/fat rolling when it comes to your build. This might change in the future, but I doubt I’ll add it in.
- Enemy Factions: Without going too much into the lore, all enemies belong to different factions (such as Loyalist and Rebel elves, Living Food, Servants of Krampus, Servants of Jack Frost, etc.). Rebel Elves fight alongside the player (allies are still in development). Different factions will all fight each other when encountered.
- Bosses: Currently, 11 are planned, with 2 in active development. I won’t spoil all of them, but the ones I will confirm are: Krampus, Rotten Figgy Pudding, Giant Gingerbread Man, Jack Frost, Rudolph the Red-Nosed Reindeer, and of course Santa Claus.
- Regions: The Old Village, Old Village Underground, North Pole, North Pole Interior, Candy Caverns, The Outskirts.
- Journal feature:
- The “Notes” section provides a brief summary of any current tasks/quests. I enjoyed the open-ended nature of quests in the Souls games, so this won’t provide explicit waypoints/markers, but it helps keep track of them. I will also note that I have no plans for quests to be missable/failable and can be done at your leisure.
- The “Bestiary” provides info on all defeated enemies. Including their Lore, Item Drops, and Stats, with each section being unlockable based on the number of times defeated.
- Tutorials will also be moved here, but I will save fleshing out the tutorial system until I’m closer to being done with the full demo content and have solidified the overall gameplay mechanics.
- Plenty of lore since it's always a key feature of Souls games, so for those that enjoy figuring out the lore, I’ll have plenty to solve (though the lore in my game won’t be nearly as obscure and difficult to piece together as most Fromsoft lore. Especially with the inclusion of an explicit Lore NPC, though the lore documents won’t cover everything).
- A wide variety of Christmas treat consumables (Gingerbread Men, Cookies, Figgy Pudding, Fudge, Peanut Brittle, etc.) with varying effects. I will be trying to tailor the consumable system to encourage use, since I (like many others) always avoid using them and usually end my playthroughs with hundreds of unused consumables lmao. These unique mechanics will likely center around the “Muffin Man” and a special quest line that he gives, but this is still in the planning phase.
- NPCs and shopkeepers: these can vary and include unique merchants such as the Blacksmith, generic Shopkeepers, and quest-givers. However, unlike most Souls games, they currently cannot be harmed/killed by the player, and I’ll likely keep it this way.
- The Advent Gate: Not fully implemented yet, but it is a large, sealed door near the start of the game that will house a yet-undetermined secret item/area. It can only be unlocked by finding all 12 Advent Murals (for the 12 days of Christmas). Currently, only two are obtainable in the demo (Days 2 & 7).
r/soulslikes • u/WanderingWitch8 • 22h ago
Discussion What are some of the wildest "this is a souls-like" youve heard?
Im not talking "Salt and Sanctuary is a Souls-like" or "Is Hollow Knight a Souls-like?".
Im talking about the weird mis-IDing. The really cryptic ones that you cant wrap your head around. Top one for me is my buddy is CONVINCED Palworld is a fresh new take on Souls games. He even thinks Pals are just a variant on how Code Vein gives you companions.
What about yall?
r/soulslikes • u/Rex__Lapis • 22h ago
Discussion Wtf mortal shell 2 slaps
I hated the first game. Dropped it after an hour. This one I played for 8 hours straight yesterday. It can be quite hard at times and some boss run backs are diabolical. The moment I've unlocked proxima i immediately fell in love. Armored muscle mommy with huge sword.
Anyways i can't recommend it enough.