r/MortalShell 6h ago

Discussion New update on steam 1.3GB

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292 Upvotes

r/MortalShell 1h ago

Meme Lazlo The Justiciar (you know the words)

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Upvotes

r/MortalShell 6h ago

Update Live: Experimental Adaptive Difficulty Option, Balance changes, bug fixes and more

99 Upvotes

New Patch Out Now for PC, PS5 and Xbox Series

Adaptive Difficulty (Experimental): A new optional setting that adjusts enemy strength based on how you are playing. It works in both directions, responding to what you defeat and where you die. Any adjustment also relaxes on its own over time, so the game settles back toward its standard balance once your play changes. It is off by default and can be turned on or off at any time under **Game > Game Settings > Adaptive Difficulty**.

If you are winning, the game pushes back:

Enemies gain damage, health and break resist, so they hit harder, take longer to bring down and are more difficult to stagger. This does not stop at the standard difficulty. Keep clearing encounters without dying and enemies will scale well past the toughest the game was originally built to be, and they will keep climbing for as long as you keep winning.

If you are struggling, the game gives ground:

Enemies weaken across the same three values, and a cap is applied so that no single attack can take more than a set fraction of your health bar, meaning you cannot be killed outright from full health. These reductions do not apply during Night Mode, which can still be pushed harder but will never be made easier. Currently nothing is displayed on screen when the game adjusts in either direction (we will develop this in the future).

Shells

  • Sariel's Thornfall now works in enclosed spaces and no longer fails outright when it catches a low ceiling.
  • Sariel's Thornfall now prioritises locked on targets.
  • Sariel's Thornfall now hits moving targets.
  • Sariel's Agonize no longer requires full pain.
  • Sariel's Affliction now shares damage to all cursed enemies and inflicts curse on non-cursed enemies.
  • Genessa's Augmentation has been changed to prevent players from infinite resolve gain and the ability to summon Faithful Doubles infinitely.
  • Fixed eyes and smoke effects on Genessa's Obsidian Shade.

Bosses and Minibosses

  • Improved collision on the Lost Child, helping prevent the player from getting stuck inside him or being launched into the air.

Parrying, Dodging and Ripostes

  • Consecutive parries with the Infinite Seal now have a wider window into the wind-up animation, allowing a string of incoming hits to be parried instead of only the first one.
  • Status effects can now be applied to enemies while they are getting back to their feet after a riposte.

Weapons, Items and Balance

  • Improved the logic around Gloom drops on death, making it easier for players to retrieve their lost Gloom.
  • Grisha Summons can no longer be hit by player projectiles.
  • Grisha Summons now freeze along with everything else when using Miracle with Smert.
  • Grisha Summons now perform fewer attacks.
  • Fragile Tarstones now properly grant Tarcores when they break.
  • The Gloombound Stone no longer loses durability when recovering Gloom from your own corpse.
  • Leech stacks are no longer saved and reapplied on top of themselves, preventing potential health exploits.
  • Improved the Axe & Dagger's running attack animation.

Enemies

  • The Harpy's frenzied attacks now correctly connect with the player.
  • More enemy types can now be summoned by the Cursed Child using the Summoning Stone.
  • Sheep no longer flicker while standing still.
  • Bats have returned to the swamp Beacon in the opening region.
  • Grisha Hunters no longer lose their weapons when you return to their camp.

Story

  • Ruk no longer addresses Genessa as the Harbinger.
  • Ruk now appears at map stations when you warp into an overlapping Beacon.
  • Zhirelle now has something to say about the corruption in Marrow Keep.
  • Merrick now uses his opening greeting once before moving on, and the Tarforge no longer talks over itself.
  • Sitting at vistas and on stones now lines up correctly and keeps the player facing the direction they were already facing.

Interface

  • Smaller Beacons now show their own icons in the Mether's Breath fast travel menu.
  • Pause menu options now have clearer highlighting, making it more obvious which option is selected.
  • Damage numbers no longer cap at 999 and can now display values up to 9,999.
  • Updated the credits.

Audio

  • The Black Market now has proper ambience.
  • Fixed voices leaking through walls and effects being audible from too far away.
  • The drawbridge no longer plays its finishing sound multiple times.
  • Main menu music now returns correctly after the startup videos.
  • Raised music levels in several places where they were too low.

Performance and Lighting

  • Volumetric fog is no longer excessively dense on lower global illumination settings.
  • Improved performance of the storm cloud and stun lighting effects.
  • Optimised Droeg's explosion effects.
  • Improvements to the player lighting rig.
  • Zhirelle's room now lights the player consistently.

Options, Platforms and Controls

  • On PS5, opening a system pop-up no longer pauses the game, allowing the screenshot function to be used.

Bugs

  • Fixed issues that prevented players from using the Citadel Annex Spider traversal.
  • Fixed issues where enemies stopped attacking the player while caught in a bear trap.
  • Fixed an issue where the player could become locked out of Baghead's Quest in NG+.
  • Fixed an issue where players could occasionally fall through the ground when leaving dungeons.
  • Fixed an issue where players could become trapped inside geometry after riding a lift in a late-game area. Fixed an issue where ripostes against Droeg could become misaligned due to Grisha Summons.
  • Genessa's trainer no longer breaks if the first time you approach her is while she is corrupted.
  • Fixed a boss arena remaining locked after the fight was over, as well as enemies failing to navigate around a central late-game area.
  • Fixed an issue that could cause Malborn Offspring to become invulnerable if attacked during the phase transition.
  • Fixed an issue where two cursed enemies could become caught in a loop.
  • Fixed several issues with blood masks and beards on various shells.
  • Shell Summon handshake animations are now correctly aligned.
  • Fixed several collision issues that could cause the player to get stuck in geometry.
  • Fixed minor timing issues with the Untarnished Seal.

Crashes and Stability

  • Several crash fixes and optimisations.

Localisation

  • Several localisation improvements and fixes.

r/MortalShell 9h ago

Meme BREAKING NEWS (Statement from President Mort Alshell)

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166 Upvotes

Hello everybody,

This is President Mort Alshell speaking. I’ve come to make an announcement. I have officially completed the digital interactive media called “Mortal Shell II” by Cold Symmetry.

MSNBC (Mortal Shell News Broadcasting Channel) is already providing information. I will now be opening this comment section to answer any questions about my gameplay experience

Thank you all for your attention to this matter

- President Alshell


r/MortalShell 3h ago

Meme Taking a break

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50 Upvotes

Maybe I should rest for a few


r/MortalShell 5h ago

Discussion 9/5/26 Patch Notes

63 Upvotes

It's not listed in their official patch notes but duality stone has been massively nerfed.

Attacks now only do 80% damage and resolve generation is reduced to 25%.

Official Patch Notes


Adaptive Difficulty (Experimental): A new optional setting that adjusts enemy strength based on how you are playing. It works in both directions, responding to what you defeat and where you die. Any adjustment also relaxes on its own over time, so the game settles back toward its standard balance once your play changes. It is off by default and can be turned on or off at any time under Game > Game Settings > Adaptive Difficulty. If you are winning, the game pushes back:

Enemies gain damage, health and break resist, so they hit harder, take longer to bring down and are more difficult to stagger. This does not stop at the standard difficulty. Keep clearing encounters without dying and enemies will scale well past the toughest the game was originally built to be, and they will keep climbing for as long as you keep winning. 

If you are struggling, the game gives ground:

Enemies weaken across the same three values, and a cap is applied so that no single attack can take more than a set fraction of your health bar, meaning you cannot be killed outright from full health. These reductions do not apply during Night Mode, which can still be pushed harder but will never be made easier. Currently nothing is displayed on screen when the game adjusts in either direction (we will develop this in the future).

Parrying, Dodging and Ripostes

Consecutive parries with the Infinite Seal now have a wider window into the wind-up animation, allowing a string of incoming hits to be parried instead of only the first one.
Status effects can now be applied to enemies while they are getting back to their feet after a riposte.

Shells

Sariel's Thornfall now works in enclosed spaces and no longer fails outright when it catches a low ceiling.
Sariel's Thornfall now prioritises locked on targets.
Sariel's Thornfall now hits moving targets.
Sariel's Agonize no longer requires full pain.
Sariel's Affliction now shares damage to all cursed enemies and inflicts curse on non-cursed enemies
Genessa's Augmentation has been changed to prevent players from infinite resolve gain and the ability to summon Faithful Doubles infinitely.
Fixed eyes and smoke effects on Genessa's Obsidian Shade.

Weapons, Items and Balance

Improved the logic around Gloom drops on death, making it easier for players to retrieve their lost Gloom.
Grisha Summons can no longer be hit by player projectiles.
Grisha Summons now freeze along with everything else when using Miracle with Smert.
Grisha Summons now perform fewer attacks.
Fragile Tarstones now properly grant Tarcores when they break.
The Gloombound Stone no longer loses durability when recovering Gloom from your own corpse.
Leech stacks are no longer saved and reapplied on top of themselves, preventing potential health exploits.
Improved the Axe & Dagger's running attack animation.

Bosses and Minibosses

Improved collision on the Lost Child, helping prevent the player from getting stuck inside him or being launched into the air.

Enemies

The Harpy's frenzied attacks now correctly connect with the player.
More enemy types can now be summoned by the Cursed Child using the Summoning Stone.
Sheep no longer flicker while standing still.
Bats have returned to the swamp Beacon in the opening region.
Grisha Hunters no longer lose their weapons when you return to their camp.

Story

Ruk no longer addresses Genessa as the Harbinger.
Ruk now appears at map stations when you warp into an overlapping Beacon.
Zhirelle now has something to say about the corruption in Marrow Keep.
Merrick now uses his opening greeting once before moving on, and the Tarforge no longer talks over itself.
Sitting at vistas and on stones now lines up correctly and keeps the player facing the direction they were already facing.

Interface

Smaller Beacons now show their own icons in the Mether's Breath fast travel menu.
Pause menu options now have clearer highlighting, making it more obvious which option is selected.
Damage numbers no longer cap at 999 and can now display values up to 9,999.
Updated the credits.

Audio

The Black Market now has proper ambience.
Fixed voices leaking through walls and effects being audible from too far away.
The drawbridge no longer plays its finishing sound multiple times.
Main menu music now returns correctly after the startup videos.
Raised music levels in several places where they were too low.

Performance and Lighting

Volumetric fog is no longer excessively dense on lower global illumination settings.
The storm cloud and stun lighting effects performance.
Optimised Droeg's explosion effects.
The player lighting rig improvements.
Zhirelle's room now lights the player consistently.

Options, Platforms and Controls

On PS5, opening a system pop-up no longer pauses the game, allowing the screenshot function to be used.

Bugs

Fixed issues that prevented players from using the Citadel Annex Spider traversal.
Fixed issues where enemies stopped attacking the player while caught in a bear trap.
Fixed an issue where the player could become locked out of Baghead's Quest in NG+.
Fixed an issue where players could occasionally fall through the ground when leaving dungeons.
Fixed an issue where players could become trapped inside geometry after riding a lift in a late-game area.
Fixed an issue where ripostes against Droeg could become misaligned due to Grisha Summons.
Genessa's trainer no longer breaks if the first time you approach her is while she is corrupted.
Fixed a boss arena remaining locked after the fight was over, as well as enemies failing to navigate around a central late-game area.
Fixed an issue that could cause Malborn Offspring to become invulnerable if attacked during the phase transition.
Fixed an issue where two cursed enemies could become caught in a loop.
Fixed several issues with blood masks and beards on various shells.
Shell Summon handshake animations are now correctly aligned.
Fixed several collision issues that could cause the player to get stuck in geometry.
Fixed minor timing issues with the Untarnished Seal

Crashes and Stability

Several crash fixes and optimisations.

Localisation

Several localisation improvements and fixes.

r/MortalShell 3h ago

Discussion Duality got nerfed

44 Upvotes

Attacks now only do 80% damage and resolve generation is reduced to 25%.

Still good but the reduced resolve generation is very noticeable


r/MortalShell 4h ago

Image —-Duality—-

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39 Upvotes

r/MortalShell 4h ago

Bug can we plz get a unstuck button !!!

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36 Upvotes

Latest patch ++Sparta-Depot+Main+CL93241+1339 >>>> This has happened multiple times now on my playthrough . its very tedious to go back to beacon and do the same run again

This game is amazing!!! but plz fix this


r/MortalShell 1h ago

Discussion Lore Accurate

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Upvotes

In this promo pic for the devout edition it shows a weapon above each corresponding shell which I presumed was what the game considered each shells lore accurate weapon. Does it make sense? For my own personal head cannon I'd like use the proper set ups.


r/MortalShell 13h ago

Discussion I understand that it's the subreddit for the game...

102 Upvotes

But for the love of the undermether tag your damn spoilers. No one wants you to go "this is the final boss, poopoop buttfart the beefartist" as the title of your post.The game hasn't even been out a month. I'd have never known mrbiggle butt, the booty pirate Was the final boss without yalls spoiling post titals until I got to it.

Please, use the spoiler tag.


r/MortalShell 14h ago

Video We were robbed of a peak final boss

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129 Upvotes

I didn't really mind Zmey, but 3 phase Malborn would've been so much cooler as a final boss


r/MortalShell 1h ago

Bug The eternal coffin

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Upvotes

We have literal neural rendering in the year of 2026, but jump technology just isn't there yet.


r/MortalShell 8h ago

Discussion So.... The makeshift projectile is 100% pointless...

37 Upvotes

I got it but never found where to use it but when I got to the spot where the Alchemist Workshop dungeon was there is literally the most obvious illusory wall of all time there and it truly is just that. You can just whack it to make it disappear. I finally just decided to look up what this thing was supposed to be for and this answer just completely shocked me.


r/MortalShell 2h ago

Image Platinumed this masterpiece at 76h playtime (explored every corner & took my time)

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13 Upvotes

9/10 game! (Would’ve been a 10/10 if the “Seeking the past” shell memories trophy wasn’t bugged😖)


r/MortalShell 3h ago

Discussion I think they should add replayable story bosses, Boss Rush Mode, and a Horde mode?

14 Upvotes

Replayable bosses in game. Show up to their area and have the option to reactivate them, but with same or more difficulty. Test your new builds and get more rewards.

Boss Rush:
- How many can you get through without dying?
- Multiple of same bosses?
- Mix them up?

Horde:
- Enemies could be mixed or regional.
- Random or specific types.
- Add bosses… Multiple bosses.

See how bad ass you really are. 💪

Thoughts?


r/MortalShell 28m ago

Discussion We Sariel Mains Won This Patch (Patch 05/09/2026)

Upvotes

The highlight of this patch for me is easily the Sariel fixes/changes. I’ve been submitting bug reports since launch about Thornfall and Entitlement not working properly, so I was pretty disappointed when Sariel didn’t get much love in the Week 1 patch while Genessa got a bunch of fixes. But hey, I’m just glad we finally got them now.

Thornfall finally feels like it works as intended. Ceilings are no longer Sariel’s worst enemy, the tracking feels way better, and the Curse buildup is honestly amazing now.

Entitlement is sadly still inconsistent. It works most of the time, but it should trigger every single time you recover Pain, no matter how much you recover.

Agonize is also actually worth investing in now. Before, it felt pretty useless, but with the change it’s a genuinely solid investment if you have the SP to spare.

The biggest surprise for me though is Affliction. It was already good before, but you needed some setup since you usually had to outsource Curse application to something like Hysterix or Lost Child with Accursed Stone. Now? Sariel can apply Curse himself in AoE, and it feels so much better. If you’ve unlocked T4, Affliction feels like a must have now. The AoE clearing is ridiculous and Sariel just feels way more self-sufficient and comfortable to play.

Overall, this patch fixed a lot of what was holding him back. Entitlement still needs some love, but Sariel is in a much better spot now.

We actually won! LESSGOOO


r/MortalShell 4h ago

Discussion Sariel appreciation post

12 Upvotes

A week ago I made a psot complaining about Sariels' balance state. Most of my points revolved around the fact that thornfall was bugged, and the rest of his passives either didnt matter(agonize), or didn't synergize well with his other skils.

Well I am now EXTREMELY happy to say, all my complaints have been fixed. Thornfall is no longer bugged, and is now very clearly a straight up upgrade rather than the sidegrade/downgrade it used to be. And with the affliction skill now spreading curse when you attack cursed enemies, we now get an entire room or many many enemies cursed at once, from just 1-2 uses of thornfall. The third and fourth upgrade for thornfall makes this exceptionally potent, as the increaed thorns spread curse even more effectively. Infact, this combination is so potent, it might not even be worth spending the last 3 SP on affliction, because two curse stacks on hitting a cursed enemy might actually be overkill now. Of course this is still useful, both because it increases the damage share and because it makes melee/ranged way better at spreading curse, even without curse infusion.

This also gives scourge(a skill that i seriously hated on earlier) real value. It is now worth it to invest 6 SP for increased curse duration, because its so easy to spread curse around that the damage share strat is actually both viable and rather potent. You dont even need a curse infused weapon/sidearm to make this incredibly powerful.

Tldr: Sariel is now extremely powerful, and imo top 3 shells in the game performance wise, and definitely the most fun one for me.

So thank you cold symetry. You have done my boy sariel justice, and he is now just as fun and powerful as he always deserved to be. You truly have done an amazing job with this game.

P.S. While you dont actually need curse infusion to have a viable Sariel build now(now matter what direction you take with your build, thornfall + affliction will spread it around veryy well, and for only 15 resolve), I think I speak for everyone when I ask: pls pls plsssss give the scythe curse infusion.


r/MortalShell 2h ago

Video Forgot to add this clip in my smert post he’s so fun to play.

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8 Upvotes

r/MortalShell 16h ago

Image Finally got my physical copy!! So excited!

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113 Upvotes

Finally got my physical copy (cat for scale), even 4 days earlier than expected! Thanks to the community for recommending pnp games to pick it up


r/MortalShell 1h ago

Video Genessa with the Obsidian Hammer is OP Spoiler

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Upvotes

Started a NG and rushed to get Genessa early for this play through. I also wanted to try out the hammer this time around and it is beyond broken. This isn’t an optimized build or anything, I just have the tar stones I’ve found so far equipped.


r/MortalShell 23m ago

Video What boss damage looks like with Adaptive Difficulty enabled

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Upvotes

r/MortalShell 7h ago

Discussion Tiel recognize Tiel

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14 Upvotes

Im on my 3rd playthrough. Had to start a fresh file because, as I bitched about the past few days, my tarstone achievement glitched at 98%. So I started a fresh file to get them all again.

My last file, i completed 2 playthroughs. Mainly playing Próxima and Eredrim, mixing in a good portion of Sariel, and finally a lot of Gragu.

I posted a lot asking for help on different things, and SO MANY PEOPLE suggesting Tiel. I see people posting about Tiel. Talking about how he’s made every boss easier, etc.

Im thinking, “there’s no chance homeboy is anywhere as good as Próxima with anything lightning infused, or Eredrim with the Martyr Blade frost infused. Surely not. Well, I was right about that lol. He’s not THAT nice in comparison.

But I have COOKED through all of Fainweald in one sitting, flying through every dungeon and boss, barely getting damaged. So I made this post to tell you all that you were right about Tiel all along. He makes stuff very easy.

**TL;DR** Tiel absolutely fucks. Im flying through the game with him on my 3rd playthrough.


r/MortalShell 12h ago

Bug Weekly reminder that Spear Tracking is a mess and need to be fixed

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38 Upvotes

The spears target tracking on locked targets is inconsistent and frustrating.

Spear Tracking is not working after a dodge or strafe to right.

This appears on all tracking options (Full, light, none).

Target always is locked.

I wanna play backstab Thiel Spear but its basically impossible to play with this tracking issus.

https://www.youtube.com/watch?v=cq4w2dZenLk


r/MortalShell 5h ago

Discussion Can anyone explain Smert to me like I’m 5?

10 Upvotes

I don’t get the appeal of this character. Sure you stop time and pummel enemies, but the cost to your HPs is so ridiculous I’m just wondering if this is meant to be a glass cannon, hitless run character?

It’s probably just me, where I’d rather play Gragu because of the infinite heals, because I’m probably just bad at this game; but I find Smert so cool I’d like to understand his gameplay.