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Mortal Sin News

300,000 Copies and What Comes Next

[p]Hello Sinners![/p][p][/p][p]Those of you who are used to my usual feverish pace of updates might be wondering how things are going, so I want to be honest and transparent about the current state of Mortal Sin and what the future looks like.[/p][p][/p][p]First of all, I’m excited to share a huge milestone. Mortal Sin has now sold over 300,000 copies! I truly can’t thank you enough for the support, whether that’s buying the game, gifting it, or simply spreading the word. I would not have reached this point without you.[/p][p]To celebrate, I’m running a 25% discount on Mortal Sin this week only. If you haven’t jumped in yet, or you’d like to gift the game to a friend, now is a great time.[/p][p][/p][p]Now, onto the current situation. The push from Early Access to 1.0 back in late August was some of the hardest I’ve ever worked. To keep the momentum going, I never really gave myself a proper break and continued pushing out updates through the end of the year. Naturally, I hit burnout on a project I’ve worked on nearly every day for over five years. For a moment, I even wondered if I was burned out on game development entirely. But in late 2025, I felt inspired to start something new.[/p][p][/p][p]What I discovered is that the passion is still very much there. Beginning work on a new project completely revitalized my joy in making games. One thing I’ve learned is that momentum is everything in game dev, so I followed that wave and made huge progress over the next couple of months. I’m not quite ready to reveal this new project yet, but I’ll say this: if you like Mortal Sin, there’s a very good chance you’re going to like this one too.[/p][p][/p][p]Starting fresh has given me the freedom to explore new design directions and build the game from the ground up with networked multiplayer in mind, the most requested feature for Mortal Sin. I’m also now able to contract artists for original art, giving the project a stronger identity instead of relying primarily on asset store models. I’m excited to take everything I’ve learned so far and push it to the next level.[/p][p][/p][p]As for Mortal Sin, now that it’s no longer in Early Access, I don’t have the desire to do any more major system reworks. For those who weren’t around for the full journey, I’ve already reworked nearly every aspect of the game since its initial release almost three years ago, from enemies and levels to combat systems and classes.[/p][p][/p][p]Going forward, updates for Mortal Sin will focus more on expanding what’s already there and providing new ways to play. After taking some time to recharge, I’ve come back with a fresh perspective and am currently working on a new update planned for March. It will introduce a new playable mode with a leaderboard, giving players a true way to push their limits and see how far they can go. There will also be additional content, including new rooms, new skills, and possibly even a new class.[/p][p][/p][p]Thank you again for all your support along the way. While we’ve reached a major milestone in sales, developing the next game is significantly more expensive now that I’m working with contractors, and I’m funding it out of pocket. If you’d like to support the continued development of both projects, purchasing or gifting Mortal Sin goes a long way. I truly appreciate it, especially as I balance both games for the foreseeable future.[/p]

Steam Winter Sale: Grab Mortal Sin at 20% off!

🔥 Sinners!

Friendly reminder that Santa is arriving earlier than expected, with a 20% sale through Steam's Winter Sale event.

The offer will last till the 5th of January 2026 @ 10 AM PT. Let the snow fall, the blood flow and I hope that playing through my little special project will warm you throughout the season.

🎅🏻 Merry Christmas, Happy Holidays and a Happy New Year! Thank you for this amazing year!

https://store.steampowered.com/app/1494810/Mortal_Sin

Final Boss Flow Update

[p]Hello Sinners! I have been cooking up some new content and features, but they need a bit more time in the oven. In the meantime, I wanted to ship these quality of life improvements to make the overall experience smoother and more enjoyable.[/p][p]Quick reminder that Mortal Sin will be discounted 20 percent during the Winter Sale, so this is a great time to jump in or gift a friend a taste of sin this holiday season.[/p][hr][/hr][p]Final Boss Flow Improvements[/p][p]I reworked the flow leading up to Enimatik to make repeated attempts faster and less frustrating. After completing the Maw of Sin, if you die to Enimatik while holding a token, subsequent respawns allow you to enter the Maw portal and teleport directly to the final boss fight, skipping the filler content in between.[/p][p]On repeated attempts, Enimatik now plays a double speed intro animation to reduce downtime and get you back into the fight faster.[/p][p]Each additional Enimatik attempt also grants a free token to collect. This is capped at 10 free tokens total, so retries are limited and cannot be repeated indefinitely as before. The intent here is to give a fair number of attempts for a very difficult fight without trivializing sin tokens or completely removing the tension of eventual permadeath. Let me know how this feels.[/p][p][/p][hr][/hr][p]Bug Fixes[/p][p]• Fixed a projectile damage stacking bug that could cause extreme damage and one shot kills on Enimatik. Projectiles and AoE effects such as shock blasts were incorrectly multiplying bonuses on reuse, leading to absurd damage values.
• Fixed per run skin unlock trackers carrying over between rounds. Actions performed in earlier rounds could prevent unlocks from triggering later. These trackers now properly reset each run.
• Fixed Forest foliage appearing overly bright when using the Stylized color palette.[/p][hr][/hr][p]Balance Changes[/p][p]• Added a 0.5 second internal cooldown to Jolt critical strike procs to prevent excessive triggering and damage spam.[/p][hr][/hr][p]Visual and UI Updates[/p][p]• Added a color palette dropdown to the left side of the settings menu. Many players were missing the palette menu on the right and could not switch back to the Realistic style.
• Renamed the Classic art style to Stylized to reduce confusion, especially since the visual presets dropdown also included a Classic option.[/p][hr][/hr][p]Performance and Optimization[/p][p]• Upgraded the project from Unity 2021 to Unity 6.3. This is a major engine jump of roughly four years. Newer Unity versions default to DX12 instead of DX11 and appear to be noticeably more performant overall.
• Performance improvements are especially noticeable on Steam Deck, where average framerate appears to be roughly 30 percent higher. For the smoothest experience on Steam Deck, I recommend disabling the built in frame limiter.[/p][p][/p][hr][/hr][p]As always, thank you for the incredible support. I would love to hear your thoughts on these changes, so please let me know how they feel.[/p][p]If you are enjoying the game, leaving a review on Steam helps a ton with visibility and goes a long way in supporting development.[/p][p]There will also be a Steam gift card giveaway running from December 19 to January 6. For a chance to win, join the Discord and check out the details here:
[/p][p]https://discord.com/invite/aHHjvWHKzg[/p][p][/p][p]Stay tuned for more updates.[/p]

🧡 Nominate Mortal Sin for "Best Game You Suck At" Award!

Hey, guys!

The Steam Awards 2025 has just started, and it's definitely one of the best moments to allow the community to give Mortal Sin a chance to receive the support and votes for it.

Mortal Sin is a blast for me to work on, and the fact that I was able to push the launch of the game this year and also be part of this event means a lot. I really hope that this announcement gives you the same feeling as it gives me.

As a humble request, please nominate my game for the "Best Game You Suck At" award! Through all the trials and enemies being slashed, I'm already grateful enough that I have players like yourselves to keep this project going.

🔥 Here's to another great milestone, Sinners.



Remnants of Sin Update

[p]This update is mainly about two things: making runs feel more worth chaining, and pushing performance further. The new Sin Remnants system lets you pick one of three on death or when continuing to the next run, and some of them can completely flip how your next round plays. The idea is to make the next run feel tempting instead of starting over from zero.[/p][p][/p][p][/p][p]On the performance side I hit a lot of the obvious wins across blood, projectiles, foliage, hit detection and lighting. I still want to bring RAM down more and I am still not happy with Steam Deck performance yet, so that remains a priority going forward.[/p][hr][/hr][h2]New Feature — Sin Remnants[/h2]
  • [p]New system that appears only on death or when continuing to the next round[/p]
  • [p]These twist the next run in a strong way and push runs toward distinct paths[/p]
  • [p]Added 40 Sin Remnants[/p]
[hr][/hr][h2]Performance and Optimization[/h2]
  • [p]Upgraded Unity version to fix a security vulnerability[/p]
  • [p]Optimized hit detection performance[/p]
  • [p]Optimized blood effects with pooling[/p]
  • [p]Optimized projectiles with pooling[/p]
  • [p]Optimized lighting performance in various rooms[/p]
  • [p]Optimized foliage in the forest area for a large performance gain[/p]
  • [p]Optimized various systems to avoid allocations when not necessary[/p]
[hr][/hr][h2]Gameplay and Systems[/h2]
  • [p]Essence now moves to the center of the screen before routing to the UI so its source and destination are more clear[/p]
  • [p]Fixed a bug where you could run back through the Trial of Resolve start gate before it closed and get stuck[/p]
[hr][/hr][h2]UI / UX[/h2]
  • [p]Polished the death screen UI[/p]
  • [p]Added a loading indicator for first time level entrance loads when starting the game[/p]
  • [p]Fixed an issue where the main menu saved session selector could not be navigated with a controller[/p]
[hr][/hr][h2]Audio[/h2]
  • [p]Lowered crit and gunshot SFX volume slightly[/p]
[hr][/hr][h2]Sin Remnant List (40)[/h2][h3]Defensive leaning[/h3]
  • [p]Anchor — Reduced damage and combo timer is paused while standing still[/p]
  • [p]Crush — Parry makes your next slow power strike very strong[/p]
  • [p]Deprived — More damage while you have no health potions[/p]
  • [p]Dryfire — Gain speed while you have no wizard oils[/p]
  • [p]Frostskin — Taking damage can freeze the attacker[/p]
  • [p]Reckless — More damage with reduced invincibility duration[/p]
  • [p]Shatter — More damage to frozen targets[/p]
[h3]Offensive leaning[/h3]
  • [p]Ascended — All normal enemies are elites and elites can drop skill chests[/p]
  • [p]Bloodlust — Speed scales with missing health[/p]
  • [p]Brood — Standing still fires a slow skull[/p]
  • [p]Commit — Block becomes a slow power strike that deals increased damage[/p]
  • [p]Cruciform — Each combo level summons a rotating cross[/p]
  • [p]Doomroll — All attacks critically strike but you cannot become invincible[/p]
  • [p]Dropkick — Knockback kills cause explosions that scale with kick damage and knockback strength[/p]
  • [p]Execution — More damage to bosses and elites[/p]
  • [p]Focus — More damage when firing a single projectile at a time[/p]
  • [p]Graviton — Charging pulls enemies and grants damage per nearby enemy[/p]
  • [p]Haunt — Each combo level summons a piercing spirit[/p]
  • [p]Hexrush — Gain speed for each unpurged curse[/p]
  • [p]Imbibe — Health potion causes a fiery explosion and oils freeze nearby enemies[/p]
  • [p]Jackpot — Next drop is guaranteed unique and rare chance is increased[/p]
  • [p]Jolt — Critical strikes shock nearby enemies and scale with hit damage[/p]
  • [p]Lunge — Crouch attacks always thrust and deal increased damage[/p]
  • [p]Primed — Standing still fires a delayed blast once per combo level[/p]
  • [p]Resonance — Consuming gold stuns and damages, consuming vital explodes, consuming magic freezes nearby[/p]
  • [p]Retort — Parrying fires an energy beam[/p]
  • [p]Rhythm — Attack speed scales with combo level[/p]
  • [p]Ricochet — Hitting surfaces spawns a delayed blast at the impact point[/p]
  • [p]Rollback — Each combo level can reset your ability cooldown[/p]
  • [p]Skyfury — Kick jump anywhere (at reduced height) and deal more airborne damage[/p]
  • [p]Tempo — Damage scales with combo level[/p]
  • [p]Trailblaze — Running fires a fireball[/p]
  • [p]Trigger — Healing makes your next attack a whirlwind[/p]
  • [p]Wick — Dashing summons a fiery wisp[/p]
  • [p]Impulse — Every critical strike reduces your ability cooldown[/p]
[h3]Run economy and carryover[/h3]
  • [p]Carryover — Retain some passive skills in the next run[/p]
  • [p]Greed — Start with extra gold essence and gain more gold[/p]
  • [p]Rush — Speed boost in the first area[/p]
  • [p]Stacked — Carry one skill into the next run with high stacks[/p]
  • [p]Windfall — Selling items causes a large explosion and enemies can drop loot crates[/p]
[hr][/hr][p]Thanks again to everyone still playing and supporting the game. If you enjoy the updates, a review genuinely helps more than anything right now. The Overwhelmingly Positive rating stays on a razor edge and every big sale wave brings some snap negative low playtime reviews, but the core players always manage to pull it back and I really appreciate that.[/p][p]Let me know what you would most like to see next. I try to read everything.[/p][p]👁[/p][p][/p]