Random Colors, Random Class, Special Class Loot, and More!
Hello Sinners! Back with an update that includes a lot of polish and also some commonly requested features that will help increase replayability. I really appreciate the feedback on the last combo update, and now I'm more in the mindset of using that as a base to expand the game rather than rework it.

Starting off with one of the most commonly requested features, a random color cycler! It will automatically pick a new color at the start of each run, which adds a lot of variety. It was kind of cumbersome before to have to go to the settings every time to swap colors, so now you can set this once, sit back, relax, and play!

I also went ahead and added a random class option. Not sure what to play on a given day? Give this option a spin and learn a new class you haven't tried yet!

Instead of having a small chance to get any off-class weapon (which was usually something boring like a sword or axe), each class has a small chance to get a rare weapon that is useful for their kit. Finding one of these weapons can even open up a new playstyle altogether. In the case of the Monk, he has a small chance to find a Guan Dao. If you are lucky enough to find one, you will have access to two incredibly powerful weapon-only combos!

Manage your invincibility timer like a pro with this new handy UI! This is a small, but very nice addition that allows you to really unleash your offense potential without ever taking your eyes off the action.
Here are more detailed patch notes below:
Content
Balance
Polish
Bug Fixes
Thank you for the support! I notice some people did indeed gift a copy to their friends and spread the word after my last post. This has a snowballing effect because not only is it an additional sale, but it also helps boost the steam algorithm to recommend the game. If you are able to gift a copy or leave a review, i'd really appreciate it as it will help carry momentum to release.
I also wanted to share that the steam experimental beta branch is very much active now. I update on there nearly every day, so I'd highly recommend to leave it on because you'll never know what fun new content you'll see every time you play! Beta feedback is prioritized, so make your voice heard on the Discord.


Starting off with one of the most commonly requested features, a random color cycler! It will automatically pick a new color at the start of each run, which adds a lot of variety. It was kind of cumbersome before to have to go to the settings every time to swap colors, so now you can set this once, sit back, relax, and play!

I also went ahead and added a random class option. Not sure what to play on a given day? Give this option a spin and learn a new class you haven't tried yet!

Instead of having a small chance to get any off-class weapon (which was usually something boring like a sword or axe), each class has a small chance to get a rare weapon that is useful for their kit. Finding one of these weapons can even open up a new playstyle altogether. In the case of the Monk, he has a small chance to find a Guan Dao. If you are lucky enough to find one, you will have access to two incredibly powerful weapon-only combos!

Manage your invincibility timer like a pro with this new handy UI! This is a small, but very nice addition that allows you to really unleash your offense potential without ever taking your eyes off the action.
Here are more detailed patch notes below:
Content
- Added a Random Colors option to the visual settings! Turn this on to get a random color right away. It will also automatically cycle through colors every time you start a new session for more variety!
- Added a Random Class option to the class selection screen! It won't pick a class you haven't unlocked yet.
- Reworked the code for loot so that every class has a more customizable loot table.
- Instead of having a small chance to get any off-class weapon (which was usually something boring like a sword or axe), each class has a small chance to get a rare weapon that is powerful and can open up a new playstyle.
- Berserker has a small chance to get a Sinblade or Devil's Arm, opening up options for faster play.
- Gladiator has a small chance to get Sinblade or dual-wield Cleavers for more variety.
- Monk has an increased chance to get fist weapons like Claws and Caestus.
- Monk get's no weapons normally, but has a 1% chance to find the Guan Dao.
- Added two monk weapon-only combos intended for the Guan Dao, Phantom Wind and Dragon's Fang. Dragon's Fang is a powerful ability reset combo that opens up a new style of play!
- Added a new combo action called "Slash" specifically for attacking with melee weapons (similar to "Staff Attack" or "Punch"). It's only used by the Dragon's Fang combo currently.
- Paladin has a small chance to get the thematically appropriate Divine Radiance, in case you want to go two-hand style.
- Reaper has a small chance to get Mortal Coil or Spirit Drill, in case you want to go spell caster style.
- Stalker has a small chance to get Soul Lance, in case you want to go spell caster style.
- Vampire has a small chance to get Blizzard or Spectral Mace, to add some variety.
- Warlock has a small chance to get the Scythe, in case you want to go melee-hybrid style
- Replaced the old invincibility UI indicator with a simple radial graphic in the center of the screen. Managing invulnerability is a very important part of the game, so I want to make this as smooth as possible so you don't need to take your eyes off the action.
- Added scare spawn attribute to elite enemies (similar to the final boss)
- Added homing skull attribute to elite enemies (similar to the final boss)
- Added sound and visual effects for various stages of charging when you hold attack. Now you can see one ring for a One Whirlwind, two rings for a Half Whirlwind, and three rings for a Full Whirlwind. Sometimes a combo may offer One Whirlwind for example, and if you hold just a little longer you can get it to Half Whirlwind, and Full Whirlwind. This is always faster than charging from nothing, and now it's more clear what the timing actually is.
Balance
- Hits that cause an explosion from combos or parrying now scale based on your weapon's damage versus a flat value. This means heavier weapons will appropriately do more explosion damage than faster ones.
- Explosions from parries deal slightly less damage (80% of weapon damage), compared to explosions from combos (100% of weapon damage). This shouldn't really be that noticeable, but its just a slight extra incentive to perform combos rather than farm parries.
- Made all invincibility effects that weren't already on a timer timer-based so they can show up clearly for the new radial UI.
- Reduced invincibility timer for Quick Step, Perfectionist, Bone Saw and Blood Boil.
- [Hotfix 1/6/25] Increased range of katanas to match the default sword
- Potion shops found in dungeons have a maximum of one purchase per statue. This makes it so you can't max out so easily, and also gives more meaning to having two of the same kind of potion statue next to each other.
- Reduced elite enemy slow aura duration and increased the cooldown so it can't chain nonstop.
- Reduced the amount of unique combos you need to perform to avoid the stale moves penalty. Since there's less combos now per class, the old threshold didn't really make sense.
Polish
- Hits that cause an explosion now explode at the point of impact, rather than the player's position, so it enforces that that the explosion is coming from the hit itself.
- [Hotfix 1/6/25] Decoupled auto combo and combo UI code so you can have auto combo work even when combo shuffle or combo UI is turned on. Leave your ultimate combo that takes practice to memorize up on the screen while still being able to do those juicy auto combos!
- [Hotfix 1/8/25] Renamed "Cast" combo action to "Staff Attack" to hopefully make it more clear
- Disabled crafting anvils for Hoarder since he has no weapons
- Banned weapon quest rewards for Hoarder since he has no weapons
- Bosses drop yellow essence for Hoarder instead of loot crates
- Added a nicer in-game Discord button and removed the other social media links. Since there's no comprehensive wiki or guide for Mortal Sin yet, I really want to make sure players have a resource to learn more about the game and ask questions. And as of now, the Discord is the best place for that!
- Elite enemy split attribute will now spawn smaller versions of itself with the same color as the original elite.
- Color coded the tooltips for auto versus manual combos on the combo screen to make it more clear.
Bug Fixes
- [Hotfix 1/8/25] Fixed bug where you couldn't navigate to combo list with controller or keyboard.
- Hitting enemies through walls no longer shows the hit marker UI (since they don't take damage).
- Fixed an issue where you could often end up crowd surfing enemies.
Thank you for the support! I notice some people did indeed gift a copy to their friends and spread the word after my last post. This has a snowballing effect because not only is it an additional sale, but it also helps boost the steam algorithm to recommend the game. If you are able to gift a copy or leave a review, i'd really appreciate it as it will help carry momentum to release.
I also wanted to share that the steam experimental beta branch is very much active now. I update on there nearly every day, so I'd highly recommend to leave it on because you'll never know what fun new content you'll see every time you play! Beta feedback is prioritized, so make your voice heard on the Discord.
