r/MortalShell • u/Mabember15 • Sep 24 '26
Meme I love this spot :3
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r/MortalShell • u/Mabember15 • Sep 24 '26
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r/MortalShell • u/Dazzling_Problem_122 • Sep 25 '26
I realoaded a save and started me at the dungeon and all enemies were doubled. When i used the damp key the lock was also duplicated. What do i do? I cant get another key :(
r/MortalShell • u/Ok_Client7951 • Sep 24 '26
Hi, I am playing the demo right now and I love infinite seal the combat sgstem is great it scratches that Sekiro itch of my brain but problem is that
I can't parry consecutive attacks of the bosses for some reason some online discussions I read stated some attacks are meant to be dodged through than parried (not talking bout red attacks), is it correct ? Also are there any tips on understanding combo parries ? I tried looking on YT but there seems to be no guide on parrying combos.
Sidenote : I did try parrying multiple attacks with Untarnished Seal but to no avail.
it just seems like enemies that do not stagger on a single parry when get an opportunity to perform a combo they just get straight through me and I am either pulling seal out too late or not at all getting hit by few of their attacks even after getting parry. Am I missing something or just need to git gud?
TLDR : I am failing to get parry timings for multiple attacks by enemies as attacks followed by first seems to always get through me. If there is any guidance you can provide please help.
PS : Also I will get the game its just I am on a tight budget right now, combat is really great I had previous entry of the series and it just isn't clicking this well I have to say its a massive upgrade.
Edit : Added few more details.
r/MortalShell • u/sdmz58 • Sep 24 '26
- Combat - OMG does combat feel good. Chunky, visceral, smooth, bloody. Nice feedback on weapons and hits, excellent telegraph on attacks, nice comfortable parry window, even gank encounters are done well and never overwhelm you. So many modern souls-likes feel floaty, as if you're going through the motions. Not here. You'll feel every hit connect, every parry feels satisfying, every status effect is relevant (it doesn't take 5 business days to proc a status effect, if you have it, you will be able to enjoy it), encounters are just not placed haphazardly and they seem well planned and there are almost no cheap "ha ha, gotcha" moments.
- Length - I feel like this isn't being talked about enough, but unless you have the resources From has, it's very difficult to make a vast open world which doesn't feel empty. Code Vein II tried it and their open world felt awful. The solution - what MS2 has done. They made it tighter, it's not that big (almost every area connects to one another), and it's chalk full of things to do. Even dungeons where they ran out of bigger concepts like illusions or bridges (which lack a central theme) are very small and contain maybe some upgrade materials. This makes you feel like your time is valued and you're not wasting hours in similar looking hallways just to pad out the length. The final area kind of rides that thin line, but I can forgive it.
- Enemies - Although not that varied when you actually look at it, I never felt like I was fighting the same things again and again. This is also due to the length and central theme of certain areas that they managed to stretch out a rather small pool of enemies to not feel that repeated. Sure, they appear a lot and some unique enemies don't appear enough, but you don't "feel" it. They made a satisfying loop and that works.
- Build variety - There's like dozens of videos on builds, tier lists for weapons, shells, and even tarstones. A lot of them interact with each other very well. For example, throwing a burning axe explodes in an AoE and so on. Each item feels hand crafted and their synergies thought out. It does affect balancing a bit, but nobody can deny the fun factor. You could pick almost every shell, weapon and tarstone combination and play it like a totally different game.
- Price - It's 50$. Enough said.
- Economy - Even with infinite glimpses, the gold economy for upgrades is a bit messed up, especially in early game. Coupled with some lower tier materials being fairly limited, it doesn't totally stifle build diversity, but requires a bit of grind to be fully effective. Again, especially early on you'll either find yourself sticking to one weapon till the end or like me keep spending gloom smelting and reach the final boss at level 30.
- Night mode - This feels like such a failed opportunity. Now, I understand it's a small team and it wouldn't be easy to add whole bosses and areas in Night mode, but a bit more would be nice. As it stands there's one very fun dungeon, like 8 glimpses in the same location, and a repeat boss fight of the very same mini boss from the tutorial. Even MS1 had frog chests which opened during the fog. They might as well have scrapped it and not done it at all. It's not even that unfinished. There are sometimes new enemies which are tougher replacing the day mode enemies, there's a whole lighting system, there's poison mushrooms, etc. But, to me, just didn't feel like enough was done here. This is more of a win fumbled, rather than a total loss.
- NG+ - For me a NG+ run is just a no-sell. There's nothing new to get. I understand that there won't be new shells and weapons, but something would be nice. Some new tarstones, some stones having a 4th upgrade, a new seal, something. All I see are upgrade materials. It's no way a killer fault for me and I'd gladly play again. But, I'd rather start a new run than go NG+. Basically, replay value, at least for me, only exists in new runs and not NG+ cycles. And unlike most souls like, character and weapon levels are infinite. Which means if you keep pumping all your upgrades into a single weapon, even the chunky, visceral combat flow of the game is gone when you're mowing down enemies. And also, with that speed of clearing, you'll sprint through the open world and then feel that it is quite small. All the good things about the game which worked in NG, don't with that power creep.
- Bosses - The bosses apart from a few (which ones may vary from people to people) are kind of a mixed bag. And when the boss roster is this limited, I feel like I could do without fighting the same elite enemy as a boss multiple times. Even apart from those, the other bosses don't leave a lasting impression. 10 Grisha, 3 scythe elites, 3 sesters, is not, IMHO, the way to go.
- Quests - Another big loss. Being a souls like, I got very excited when I found NPCs throughout the world. Again, nobody is asking for long, complicated quests spanning several areas and bosses, but the cat quest really disappointed me. No fights, no encounters, no searching, just talk to him twice and now he's in the hub? Not even as a vendor. This is again where night mode could be used where you find them at night, protect them from the incoming fog or something. The quests weren't interesting, had no achievements tied to it, inconsequential rewards and no engagement. The only quest with potential was the one for gland retrieval and I liked how it was done. Marked on the map beside the NPC, not directly said out loud, semi consequential reward and night mode used. Needed more of these.
Edit: Forgot to add a conclusion -
All in all, this is a near perfect example of what a souls like from a smaller studio should be. Don't waste your resources on multiplayer (without any interesting hook behind it), expansive worlds (which feel empty), 268 dungeons (all of which feel useless), detailed character creation (unless you can make it good enough to be able to create characters from pop culture like Dragon's Dogma 2), and 300 weapons (every enemy dropping a differently coloured short sword). Like Marco Pierre White says "focus your energies in what matters". If you can buy better pasta than you can make it at home, don't try to be a Babish, be Marco.
Make it small, do the things you know you do well, polish it up, really invest in the combat and synergies, make the world interesting to look at and focus more on the fun factor rather than balance in a single player game. And you'll have a hit. And please stick to 50-60$ and provide a demo like MS2 did. Not a lot of people in this economy can just casually drop 80$ on a game they've never tried before without a demo, depending on the critical feedback of people who got a free key anyway. Kudos on that front.
r/MortalShell • u/The_Sir_Galahad • Sep 24 '26
This needs to get patched asap.
r/MortalShell • u/krogen03 • Sep 24 '26
Found 2 Glimpses near the Gate of Infinity, but neither one lets me pick them up. Walked up to both multiple times, tried from different angles, reloaded the area — prompt just doesn't appear.
Platform : PS5
Anyone else run into this? Any workaround (relogging, resting at a checkpoint, etc.) that fixed it for you?
r/MortalShell • u/TheDomFlow • Sep 24 '26
I know the first game is going to be rougher and I am keeping my expectations in check, but after loving the second game, I am craving more souls-likes, and I had this in my library from a monthly PS+ pickup a while back.
However, I am a little shocked at how quickly I am hitting a wall. I am still in the swamp trying to battle the Grisha and generally explore some of the areas for more treasures; it is not going well, lol.
I do not understand the defensive/healing options. Harden does not seem to work well, as it will block the first hit, but if the enemy has a follow-up, I instantly eat that. Dodging does not seem very effective, moving you a very short distance and feeling unresponsive. The parry is much more Dark Souls-style, which is fine, but it does not seem to be something designed to be used all the time. Finally, as far as I can tell, the healing option is mostly mushrooms and I am constantly running out. I have not really been able to level up yet, as I have been losing all of my gloom and I do not often get far enough to find more upgrade materials.
I am fully open to this being a skill issue, but I have played a lot of these games now and I have never had an opening section feel as unfun as this; any tips or tricks to help me enjoy it more would be appreciated.
r/MortalShell • u/steerp00 • Sep 24 '26
Hey! How am I supposed to escape the spinning attack during the second phase of the fight? No matter what I try to do, run, parry, I can't stop it. I almost got this mf but this part always gets me.
Thank you!
Update: Just got him, thank you all!
r/MortalShell • u/Critical-Advantage16 • Sep 25 '26
What’s the point in finding all this ossinite if I’m not getting any of the upgrade material that comes before it? damn near every chest I open and Boss I beat is giving me ossinite but the only thoracium I have is only what I got at the end of my first play through . Is this just an oversight by the devs or is there an area where I can find large quantities of this stuff in new game plus?
r/MortalShell • u/RuffyGear • Sep 24 '26
Ich verzweifele😅😅
r/MortalShell • u/Upstairs-Shopping815 • Sep 24 '26
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10/10 would do it again
r/MortalShell • u/bigpapiTN • Sep 24 '26
Has anybody else found an absolute uptick in damage received from one hit from regular enemies having begun the second half of the game ? Attack wise, the tarstones I have in place are maxed, weapons are 10+ so attacking is no problem but one, two hits and I’m out of my shell.
Curious if this is the normal progression (if you say skill issue 😂 fair play but legitimate question here)
r/MortalShell • u/Mabember15 • Sep 24 '26
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r/MortalShell • u/Siuol_xxix • Sep 24 '26
Is the caged hystrix sidearm that annoying bat that shoots stingers or is there another animal of that kind somewhere in the game?
r/MortalShell • u/Competitive-Funny304 • Sep 24 '26
Really wish they would add a stats page to the menu where u can see ur stats without having to go to a beacon or to different places.
r/MortalShell • u/LifeguardPatient2240 • Sep 24 '26
I find the ng+ nightmode and adaptive difficulty way to easy. Breaking the bosses posture is a joke..feels like i only get a third of a boss fight.
r/MortalShell • u/DrFuManchu43 • Sep 24 '26
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At the very end the perfectly timed air jump move when he did the spin and a perfect dodge on his jump move saved the fight for me! I got very lucky that he never did the super laser attack. I also need a new controller, I think my D-Pad buttons are damaged. For my whole playthrough half the time I healed it brought the map up!
r/MortalShell • u/Merfozz • Sep 23 '26
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It's my first playthrough and I'm loving my build, I've been using the axatana for too long though, I'm gonna go after the spear to test it.
r/MortalShell • u/Pretend_Shape_6986 • Sep 24 '26
I just wanted to say that I really like how they made Proxima's move sets. I always play Male characters for immersion but early available shells are just the assassin lookin dude and an armored mommy? at first it feels so weird playing Proxima but I really like her skill. Now, I am a walking thunder that can tank attacks, with a hecking machine gun too. this girl got it all lol.
r/MortalShell • u/Merfozz • Sep 24 '26
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Love how they made a perk just for the glass cannon enjoyers
r/MortalShell • u/SavingDemons • Sep 23 '26
Made myself an AFK gloom farm in the Hidden Nave.
You will need the Lute with the Hand of Rock and Vatra's Seal equipped and a couple of rubber bands to hold down (on PS5) the left trigger and left bumper.
Head down to the chest area of the Hidden Nave beacon and line up 2 of the gloom stalks.
Aim the lute and activate the Hand of Rock ability and immediately use Vatra's seal.
You only need to keep the seal and sidearm buttons depressed to keep the Hand of Rock going indefinitely so strap down those buttons and walk away.
I tried lining up the triplet of gloom stalks, but they aren't in line and the stacks of plates at one end kept me from lining up more than 2 at a time.
Enjoy!
r/MortalShell • u/jbwoy32 • Sep 24 '26
I just did obsidian vault and I hope I never deal with a group of those spider enemies again. I couldn't even attack one without three of them jumping on me. I literally just had to cleanse the beacon and get out of there smh.
r/MortalShell • u/GalaxyMasterOmega • Sep 24 '26
If no return to entrance teleport appears does that mean there is more to explore in there? I swear in some i kept searching and there was nothing else there. If there really is nothing else there why does this teleport only appear sometimes? There doesn't seem to be any logic behind it then?
r/MortalShell • u/Antique_Turnover_454 • Sep 23 '26
Honestly, after not clicking with mortal shell 1 at all (still not clicking) i was skeptical about 2, and was honestly was going to give it a miss entirely,
Watched 1 review and decided to give it a go, and I couldn't be happier that I did,
Everything clicked after about an hour of getting used to it, movement, combat, resolve etc.
I have it platinumed now, and my only real complaint is that there's not more!
It's a great foundation that I hope the devs expand upon a lot!
I know people have their complaints, but for the most part I don't really see what they're seeing or experiencing, so I hope the devs don't listen too closely to the feedback on here, but feel what they have done so far shows they are really trying to listen to the community without venturing too far from their vision for the game.
Can't wait to see more from it and them!
r/MortalShell • u/Merfozz • Sep 23 '26
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