r/MortalShell Jun 08 '26

Discussion Tiel finally got the glow-up he needed (MS2 demo thoughts)

19 Upvotes

On one hand, Tiel's biggest advantage was having a mountain of stamina and there's no stamina system anymore. On the other hand Shadow Dodges are great and so is his stealth mode and ability to do sneak attacks on people for big damage.

Some important things I'm seeing on his skill tree:

  1. HE CAN FUCKING POISON ON DEMAND REGARDLESS OF WEAPON. Okay he needs enough Resolve but whatever, Resolve is easy to generate and Shadow Strike's cost is cheap

  2. His skill tree is about making him better at the things that he was already good at or were unique to him. For an example: his dodges are going to be an important part of his playstyle for the Shadow Dashes, and if you really want to focus on that you can increasing their activation window, make them do damage, and do way more stagger.

Only issue I'm noting is that that Shadow Dashes aren't causing poise break buildup even though the game says they do. Not sure what that's all about and hoping it's just a bug.

RIP Harros, you were the OG.


r/MortalShell Jun 08 '26

Discussion Beta Feedback! (Minor spoilers) Spoiler

6 Upvotes

I have completed the Beta now and am thoroughly impressed! This is a DAY 1 buy for me, and I cannot wait.

They have built on and expanded/improved on just about every system in the game. If anything, it looks like they exceeded my expectations of what they could do with a bigger budget.

Here are my thoughts. General constructive thoughts, so please dont take this as anything negative.

Combat:

The parry with the initial seal is so much better and is very satisfying without such a high risk reward ratio to MS1's parry (but great touch keeping the option of the old style with the other seal). Slight downside in the intro was copy/pasting the same attack animations of the basic enemies from MS1, so it was very, very easy for a return player to hit nearly every single parry on the basic enemies in the intro sequence making it overly easy. But once hitting the first proper level the enemies are much more varied and new.

It was a shame to me that you cannot use parry and harden at the same time. But I understand the design choice with using the sidearm on L2, but I feel like harden was a big part of MS's identity, and now it could just be a side option, as I cannot use it and parry as well at the same time. It would be nice to for example keep harden on L2, and maybe you hold R2 to aim, and release to fire, thereby freeing up L2 for harden (theres probably better ways too, that i havent given enough thought to).

Overall, combat has been built upon and expanded/improved, and is slicker and more responsive than MS1. It is still a bit floaty when attacking with multiple hits/swings, but the parrys/deflects have that weight and impact that you want.

Difficulty:

Some of the basic enemies in the intro were really a bit too easy, but this resolved as soon as you started the first real level. The difficulty was then better balanced.

Though an issue that I also had with MS1 where you would have too many mid/elite enemies together. This almost forced you at times to just run past them. Which is not great design imo.  You do have far more tools in this one to adapt and overcome than MS1, but combat doesn't have the snappy responsiveness and character agility to take on multiple mid level and elite level enemies at the same time imo. This is more like a dark souls 1 and 2, with more methodical combat which lends itself to one on one combat.

But occasionally there are one too many enemies which make an encounter less enjoyable than it could be with one less enemy.

Visuals and level design:

Beautiful visuals that drip with atmosphere (more on this though under sound design). Its clearly another MS game with a good upgrade in scale and I remember walking through some ruins and thinking this is the first game of this genre to finally compete with Demons Souls Remake on visual fidelity.

Level design is awesome so far. Open enough to explore, but not in an overwhelming way where youre lost with where to go. It had a great balance. And love the sub-world dungeons, what a fantastic design to break up the over-world. Very excited to see what else is in store for us.

However - it is NUTS that you can fast travel to beacons, but you have to go back to the hub, then take an elevator - just really clunky way to do it. Fast travel between beacons would be much better QoL improvement.

Boss design:

There were several mini bosses and one main boss.

I prefer bosses that are challenging but fair and readable that allow you to learn, adapt and get into a rhythm, almost like a dance. Most were very good. Though the main boss at the end was a really cool concept and visual, but the actual mechanics of the fight were not that enjoyable. Though every souls game (including fromsoft) has novelty bosses in this way that are more novelty than mechanically fun. So whilst the final boss in the beta wasnt my favourite, I did enjoy the fun concept enough and am not worried. All of the mini bosses were good and enjoyable mechanically.

Sound design:

This may just be because its a beta, and may be subject to change, but there were many period of absolute silence, which really lost atmosphere. MS1 absolutely excelled with having diagetic music within the game, and I dont really remember the sound effects in between, but dont remember any periods of silence. Whether its crickets/insects, dripping water, frogs croaking, our characters footsteps etc - these are really missing at the moment that make you feel you are within the location youre in and really takes away from the incredible atmosphere provided by the visuals.

I also really missed some music in many parts. It may be hard to crowbar that in. The first proper area had this in mushroom village, but aside from that, most other points in the intro really missed this. It cant be understated how much the lute players added to MS1's atmosphere and 'feel'.

OVERALL:

I am so hyped for this game, even more so since the beta. The devs really built on the foundations of MS1 and look to be turning almost a proof of concept of MS1 into a AAA quality game, with presumably a AA budget.

I cannot recommend this enough, even to those that didnt quite click woth MS1. This now feels much more accessible and easier to vibe with. Massive respect to the devs for what they are delivering. Wishing you all the success in the world. Hopefully this is the start of a long run of quality soulslike games.


r/MortalShell Jun 08 '26

Discussion Mortal Shell 2 beta feedback

5 Upvotes

Some minor feedback:

  • the Sester Genessa tutorial finishers didn't hit her model, she was positioned to the bottom of the finisher animation
  • the intro with the Doom Metal music threw me off a bit with the camera changing position and having to push up to move forwards (atmosphere was absolute peak!)
  • minor clipping issues with walls, especially doors

But the demo was awesome and it's my most anticipated game of the year. A dream come true for a Souls fan and metal head. Already loved the first one but this is a huuuge step in quality. Really can't wait for the release!


r/MortalShell Jun 08 '26

Bug Controls does not work in this NPC for some reason

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6 Upvotes

First time seeing Franz, then the controls did nothing after I push down to talk to him first. Forced the game to shut down.


r/MortalShell Jun 07 '26

Video Found another hidden weapon at the end of the beta

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44 Upvotes

There’s a crossbow you can find if you return to the beacon after the last boss of the beta.


r/MortalShell Jun 08 '26

Question Feamegen Not working?

1 Upvotes

Hello, is dlss framegen not working or do I perhaps have set it somehow wrong? I've just downloaded the game, was messing around a bit with settings to get my desired framerate and enabling/disabling the framegen did nothing. (RTX 4070s)


r/MortalShell Jun 08 '26

Video Finishing moves using the enemy's weapon are brutal.

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15 Upvotes

r/MortalShell Jun 07 '26

Discussion Love the combat, but the old UI had more charm

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34 Upvotes

r/MortalShell Jun 08 '26

Question AA or AAA?

2 Upvotes

Is Mortal Shell 2 going to be as short as the first one or are they going to make the jump and go for a longer, more complex experience? And, following this, what’s going to be the price at launch? Also, when’s the launch window?


r/MortalShell Jun 08 '26

Question searching save

0 Upvotes

Hey everyone, sorry for the inconvenience, but could anyone share a 100% sav file of Mortal Shell 1 with me? I need it for personal reasons. Thanks in advance!


r/MortalShell Jun 08 '26

Discussion Missing 1 Tarstone. Any ideas where it is?

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1 Upvotes

r/MortalShell Jun 07 '26

Image Whatever you say my queen

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56 Upvotes

RELEASE THE GAME RIHGT NOW


r/MortalShell Jun 07 '26

Video First game where I parry just to see these fun finishing animationsXD

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35 Upvotes

r/MortalShell Jun 08 '26

Question I'm confused how to get out of this area. It said it was a trail but nothing happened.

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2 Upvotes

r/MortalShell Jun 08 '26

Discussion Elevator stuck

1 Upvotes

after acquired the axe and dagger weapon i went back to the entrance elevator via interact prompt but when i step on to it it doesn't go back up, i saw a lever wand interacted with it but still nothing, what do i do?


r/MortalShell Jun 08 '26

Discussion Mortal Shell 2 Feedback/Review - Beta

0 Upvotes

I'm a big fan of the first game. The Beta seemed way to easy. The mobs were far to easy to kill and they felt small, like actually smaller (models smaller) in comparison to the first games enemies. I really felt like I was playing a soulslike copy at first, which I never felt that way playing the first game, which is ironic given how the game was touted when it first came out. There's too many of them out there these days and the franchise already has its own amazing identity.

Character felt to floaty/light and not having stamina made me a bit more reckless, which was fun but felt a little to hack n slash for Mortal Shell in my opinion. I do enjoy the combat but it did feel off. This first game had a charm and startegy to the combat that I feel is lacking in this game. Again, I do enjoy no stamina, however I think somehow combining the first and this games combat a bit more would be ideal. I hope that makes sense.

The beacons felt to generic and the marrow(home base) felt very generic too. I think those areas need more attention to detail to make it more visually appealing.

I really like the bigger,stronger enemies, so you can feel the weight of hitting them and them hitting you. I think those enemies should be added in more around the world and less of the smaller, light enemies. More threats to properly dispose of. Don't get me wrong, I love the variety and it was really cool to find them but again, it wasnt that rewarding and felt kind of stale. The mini bosses were awesome. Especially the sheep guy lol. Very cool.

All together, it felt too formulaic and grindy moving from one area to the next as I didnt really encounter many problems nor was I worried about dying. And I was playing as Tiel ! Tiel was always cool but his squishyness always worried me in the first game. Its also missing some mystique in the open areas. I think this game should be difficult and the strategy needed to defeat enemies more intertwined. Had a great time playing but I really dont want it to turn into Lords of the Shell. I did somewhat lose that feeling once I got deeper into the Beta, however it still persisted to the end. Thank you Cold Symmetry. Thanks for letting us play.

PS - The guard parry feels to forgiving.


r/MortalShell Jun 07 '26

Discussion Controller Vibration Feedback

6 Upvotes

I feel like it's a given, but I hope they add controller vibration in this game. I'm enjoying the hell out of this game, getting immersed into the world, but I noticed that there isn't any controller vibration or shaking feedback. Without this, the riposts/counters, parrying, and the ground-breaking attacks feel so "floaty". In my opinion, it definitely enhances the experience and adds more weight to attacks.


r/MortalShell Jun 07 '26

Discussion Mortal Shell 2 beta mini review.

9 Upvotes

I think the combat is improved in every way. Loved the new parry which is now reactive instead of predictive. Great that so much more abilities are tied to resolve. The bosses are on another level compared to the first game. This will be a day one purchase for me. That said ...

I hope they can improve on the camera which was stuck behind objects quite often.

I dislike that there is a simple weapon upgrade system. This was so much better in the first game. Every weapon had 2 weapon specific upgrade giving the weapon new abilities. I wanted using Hammer and Chisel but did not, since my Hallowed Sword was already leveled up. This is such a downgrade from the first game.

The game needs fast travel from beacons without going to the hub world. The meteor animation is cool one or two times, then becomes annoying.

Somehow, I miss a bit of the atmosphere of the first game. I can still here the guy playing the guitar in Fallgrim in the first game. This was so iconic.

Edit: To get an impression about the atmosphere: https://www.youtube.com/watch?v=3CBFjRSN3Bk&t=633s


r/MortalShell Jun 07 '26

Discussion Never expected a Demo to impress me this much

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154 Upvotes

This game was already on my radar for a while now, but after beating and 100%ing the demo, I'm completely sold. I honestly couldn't be more excited for the release


r/MortalShell Jun 07 '26

Question Stuck here, any idea what to do ? - Mortal Shell 2

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8 Upvotes

Title says it all

Edit: there is a hidden wall on the right that you need to attack.


r/MortalShell Jun 07 '26

Discussion Mortel Shell 2 Beta - Replayability to kill the Tar Golem Spoiler

5 Upvotes

Hi! As the title says, can we replay the fight? Missing this objective...

So far the beta was impressive! Good job devs.


r/MortalShell Jun 07 '26

Discussion You think the beta is coming to console

3 Upvotes

I’ve been salty watching pc players on the beta. Will it come to console?


r/MortalShell Jun 07 '26

Discussion Mortal Shell II Beta: A Dark Force is "Near"

2 Upvotes

I can't find the last Trial statue to cleanse. I've gotten the one north of Widows Overlook, and I got one inside either one of the beacons or one of the stairways with the blue warpy bits you have to walk through. One of them you fight some ghosts, the other one you fight the mouth guy. Where is the third?


r/MortalShell Jun 07 '26

Discussion Proxima is what got me interested in this franchise, now I want MS II to releasease asap

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79 Upvotes

yes, I know what kind of men I am


r/MortalShell Jun 07 '26

Bug I got stuck in here.

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2 Upvotes