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Mortal Sin – Version 1.0 Release

[p]It’s finally here. After years of work, countless overhauls, and a lot of support from all of you, Mortal Sin is leaving Early Access and hitting full release.[/p][p]This update isn’t just a collection of tweaks, it is the culmination of everything I’ve learned from development and from all the feedback you’ve given me. If you’ve been here since the beginning, I can’t thank you enough. If you’re new, welcome. This is the best version of Mortal Sin yet.[/p][hr][/hr][h2]New Content[/h2]
  • [p]New Languages[/p]
    • [p]Full Spanish (Spain) translation[/p]
    • [p]Full French translation[/p]
  • [p]Calistra’s Portal Room[/p]
    • [p]Added a rare new portal encounter with Calistra, the witch from the questline.[/p]
    • [p]She has her own lore and dialogue, and you can trade sin tokens with her for powerful unique items if you are lucky enough to find her.[/p]
  • [p]Helena Expanded[/p]
    • [p]Completely redid all of Helena’s dialogue to flesh out her story. If you have played before, I highly recommend rereading it. It reframes the whole narrative and sets up the ending.[/p]
    • [p]Helena now appears in multiple places throughout the world (like the Maw of Sin) with unique animations and situational dialogue.[/p]
  • [p]The True Final Boss[/p]
    • [p]A brand new final boss sequence: Enimatik.[/p]
    • [p]This is the first and last true boss of the game, complete with phases, patterns, a full health bar, and multiple true endings to unlock.[/p]
[p][/p][hr][/hr][h2]Combat and Gameplay Overhauls[/h2]
  • [p]Massive Animation Rework[/p]
    • [p]Every player animation in the game has been redone (again). This meant literally hundreds of new animations.[/p]
    • [p]The goal was to make combat more snappy and weighty. I think the game finally captures the “melee Doom” feel I have been chasing since the start.[/p]
  • [p]Weapon Overhaul[/p]
    • [p]Many weapons now have new or reworked attacks to make them feel distinct.[/p]
    • [p]Examples:[/p]
      • [p]Scythe thrust now throws it like a boomerang.[/p]
      • [p]Hammer thrust now does an upward slam.[/p]
  • [p]Hitstop Adjustments[/p]
    • [p]Light attacks no longer trigger hitstop by default (heavy attacks still do). This makes pacing smoother while keeping hitstop special and satisfying.[/p]
    • [p]Added a new Full Hitstop setting for players who prefer the old style.[/p]
    • [p]You can now cancel long hitstops by performing another action.[/p]
  • [p]Combat Flow Changes[/p]
    • [p]Heavy attack hold time reduced from 0.5s to 0.25s, making them faster and less likely to trigger accidental whirlwinds.[/p]
    • [p]Auto-combo turned off by default since it confused more players than it helped.[/p]
    • [p]Improved hit detection across the board for more reliable combat.[/p]
  • [p]Class and Balance Updates[/p]
    • [p]Berserker Rage invincibility duration nerfed.[/p]
    • [p]Blood Magic now consumes less health.[/p]
    • [p]Path of Grace now gives the same achievements as Path of Absolution.[/p]
    • [p]Adjusted class unlock order to be more appealing for new players: Berserker → Reaper → Paladin → Mage → Monk.[/p]
    • [p]Divino’s combo tutorial expanded with nearly all class combos.[/p]
[p][/p][hr][/hr][h2]Systems and Features[/h2]
  • [p]Resolution Scale Slider[/p]
    • [p]New performance option for easy framerate gains without messing with other settings.[/p]
  • [p]Camera Motion[/p]
    • [p]Added head bob while walking and running, plus subtle motion during every attack to give combat more weight.[/p]
    • [p]Can be toggled off in settings.[/p]
[hr][/hr][h2]Visuals and Audio[/h2]
  • [p]Polished blood animations to be faster and more consistent.[/p]
  • [p]Huge pass on VFX: class abilities, weapon trails, and more now feel more polished and impactful.[/p]
  • [p]Big audio pass with improved and replaced sounds across the game.[/p]
  • [p]Fixed fracture projectiles from stacking ear-shattering volumes (they now only trigger once).[/p]
[hr][/hr][h2]Bug Fixes[/h2]
  • [p]Fixed thorns bug where damage was being multiplied too much.[/p]
  • [p]Fixed scaling issue with enemy projectile damage.[/p]
  • [p]Fixed a bug where dead enemies left behind invisible colliders.[/p]
  • [p]Fixed Maw of Sin final boss arena so he does not run up the mountain anymore.[/p]
  • [p]Reduced input buffer minimums to stop attacks from being dropped.[/p]
[hr][/hr]
Closing
[p]This update is the biggest I have ever done for Mortal Sin. It is not just an update, it is the game I always wanted it to be.[/p][p]I hope you enjoy diving back in, discovering Helena’s new story, taking on Enimatik, and carving your own path through the world of sin.[/p][p]Thank you for playing, for supporting me through Early Access, and for helping me shape this game into what it is today. This is just the beginning.[/p][p]See you in the Maw.[/p][p]— Nikola[/p]

Arise, Sinners - Mortal Sin Full Launch coming August 29th, 2025!

[p]⚔️ Arise, Sinners.

The time is nigh. Mortal Sin, the chaotic and blood-soaked roguelike that pits you against waves of enemies in an unforgiving gothic novel-inspired world, has now received a confirmation for its official release date.

I'm super happy to announce that the game is leaving Early Access on 📅 August 29th, 2025! There is no doubt in my mind that your feedback throughout the journey has been invaluable for the general development of Mortal Sin. Whether you decided to outwit the obstacles as a Pirate or make your presence known as a Berserker, your dedication has been noted. Stay tuned for more exciting news!
[/p][h3]Mark your calendars and prepare to attain Absolution.

[/h3][p][dynamiclink][/dynamiclink] [/p]

Keeping Up The Momentum

[p]Hey everyone, while I’m working on some bigger content, I wanted to keep the momentum going with a gameplay-focused polish update. This patch is all about improving hit feedback, cleaning up visual effects, and fixing some long-standing collision annoyances. Enjoy the smoother experience![/p][p][/p][p]Bug Fixes:[/p]
  • [p]Fixed a bug where upgrading unique items didn’t work correctly.[/p]
  • [p]Fixed a bug where you could clip through the wall in one of the cave boss rooms.[/p]
  • [p]Fixed a timestop bug where enemies would stay frozen after the effect ended until hit.[/p]
  • [p]Fixed a bug where Gift of Might was still granting skill stacks when it shouldn’t.[/p]
[p]Combat & Feedback Improvements:[/p]
  • [p]Hitflash effects on Realistic Mode are now a strong white, making hits stand out more.[/p]
  • [p]Hitflash now also plays on severed limbs for better dismemberment feedback.[/p]
  • [p]Added wall hit effects, sound, and screen shake. Metal weapons create sparks on impact.[/p]
  • [p]Bloody Palm now drains health per projectile, preventing infinite healing with Echo or Fracture. Added a brief damage cooldown to prevent excessive burst damage.[/p]
  • [p]Greatly smoothed screen shake animations to remove jittering. This allowed for longer, more noticeable shake effects for better impact feel.[/p]
[p]Visual & Environmental Polish:[/p]
  • [p]Smoothed cave floor and collision to reduce getting stuck or popping upwards. Removed collision from small ground debris like rocks and bricks.[/p]
  • [p]Improved Shockwave effect visuals (used in Quake, Block, Combos, etc).[/p]
  • [p]Improved Explode on Hit effect visuals (used in Abilities, Combos, Parries, etc).[/p]

Unique Items, Loot Overhaul, Accessibility Update

[p]Hey everyone,
Before we dive into the full patch notes, I wanted to make a quick request: I’m looking for a Spanish (Spain) localizer, ideally someone who actively plays the game like our Russian and Chinese translators. If that sounds like you, or you know someone who might be a good fit, please reach out.[/p][p]This update is focused on improving early and mid-game retention. I’ve been looking closely at the data, and far too many players are dropping off early. As much as I’d love to spend all my time adding new challenging content for hardcore players, over 90% of people never even reach that point. I want more players to actually experience the content I’ve worked so hard on.[/p][p]That said, I still plan to add a super challenging true ending fight that completes the story, along with a leaderboard-based challenge mode. But first, I want to make sure more people are getting far enough to see everything the game already has to offer.[/p][hr][/hr][h2][/h2][h2]🛡️ 12 New Unique Items[/h2][p]The biggest addition in this update is a full set of 12 all-new ultra-rare unique items. These are designed to feel wild, overpowered, and synergistic with other stats and skills. They’re not just stronger — they break rules, open up fresh builds, and add rare moments of power that can completely reshape your run.[/p][p]You’ll have a better chance of finding them by stacking Luck, or by visiting crafting anvils and completing rare armor quest rewards. Right now these are all armor, boots, helmets, and gloves, but I plan to add more unique weapons later. The only current one is Helena’s Divine Retribution.[/p][p]There’s already plenty of randomness in the game that exists to challenge you — enemies, traps, curses, scares — but not a lot that surprises you in a good way. I want to change that. Let me know what kinds of uniques you’d like to see in future updates.[/p][h3]⛑️ Helmets[/h3]
  • [p]Neuroshard HelmetSynaptic Freeze: Freezes time while you are invincible. Invincibility duration scales with your speed.[/p]
  • [p]Calistra’s EmbraceSingularity: Every combo level summons a black hole. It pulls in enemies and detonates after a short delay.[/p]
  • [p]Enimatik’s EclipseSinburst: Using your ability triggers a delayed explosive blast.[/p]
[h3][/h3][h3]👢 Boots[/h3]
  • [p]Phantom TreadsGhost Skin: You have a chance to evade damage based on your luck.[/p]
  • [p]Infernal TreadsEmber Wake: Greatly increases movement speed while charging attacks. Charging summons fiery wisps that damage nearby enemies. You cannot be stunned.[/p]
  • [p]Spectral MarchSoul Conduit: Kicking an enemy summons void blades and casts all of your spells. Can only trigger once per combo level.[/p]
[h3]🧤 Gloves[/h3]
  • [p]Crystal FangGlass Reaver: Greatly increases all damage dealt. Reduces your maximum health.[/p]
  • [p]Divino’s DecreeFinger of Death: Thrusting attacks fire death beams. Death beam damage scales with your thrust damage.[/p]
  • [p]Teraminkla’s GraspHellwheel: Power Strike Whirlwinds trigger bursts of flame. Flame damage scales with your Whirlwind damage.[/p]
[h3]🛡️ Chest Armor[/h3]
  • [p]StormplateArc Lash: When you block an attack, release a shock blast. Its damage scales with your defense.[/p]
  • [p]BloodhideBlood Magic: Skills consume health instead of mana, at a greatly reduced cost. Greatly increases your maximum health.[/p]
  • [p]SparkcoilStatic Discharge: Bashing an enemy unleashes a shock blast. Shock blast damage scales with your Bash damage. Can only trigger once per combo level.[/p]
[hr][/hr][h2]⚙️ General Improvements and Bug Fixes[/h2]
  • [p]Fixed issue where quests were being regenerated every time you entered the game, even during a session already in progress.[/p]
  • [p]Added a highlight to the item inspect hotkey since a lot of people were missing it.[/p]
  • [p]Quest objective UI bounce animation now only shows for quests you can still visit in the current run.[/p]
  • [p]Fixed a bug where the cannon skeleton's kick parry warning would stay on screen after the animation ended.[/p]
  • [p]Slightly reduced damage on sword skeleton (dual-wielding enemy).[/p]
  • [p]Fixed a softlock caused by getting grabbed by the Pursuer while he was despawned.[/p]
  • [p]Added generic weapon descriptions for all weapons. Also added equipment descriptions to commonly asked-about armors like Caestus, Claws, and Guillotines.[/p]
  • [p]Skills that require armor or weapon slots now show red text if you don’t have the slot, and green if you do.[/p]
  • [p]Falling in levels is no longer an instant kill.
    You’ll now be teleported back to the level, but lose one piece of equipment, 10 percent essence, and 25 percent health. This applies to places like the Cave and the infamous Maw of Sin spike pit or blood ocean.
    While I have to admit I got some good laughs watching people fall into the spike pit, it’s just not polished game design, especially for a roguelike. This change keeps the punishment but avoids the cheap frustration.[/p]
[hr][/hr][h2]🧠 Item and Stat System Changes[/h2]
  • [p]Implicit stats were accidentally removed last update. I’ve decided to leave them out permanently, but the amount they used to give is now added directly on top of whatever stat the item rolls.[/p]
  • [p]Gift of Might no longer raises stat caps. Increased the defense percentage hard cap from 75 percent to 80 percent.[/p]
  • [p]Gift of Insight now grants stats equal to 50 percent of the normal value. It still gives bonus skill stacks.[/p]
  • [p]Major item rework:
    Items now roll at most one stat and one skill, but both are greatly increased — sometimes 4 times higher than before.
    This change serves two big goals:[/p]
  1. [p]Speed up item comparisons, so you can tell quickly whether something is worth using.[/p]
  2. [p]Make items feel more impactful, so a single pickup can meaningfully shift your build.
    Now when you find something with Speed or Attack, it might give +40 percent instead of the old +5 percent. A single Health or Defense item can now make the difference between being squishy or tanky.[/p]
  • [p]To further differentiate equipment types:[/p]
    • [p]Armors now roll stats.[/p]
    • [p]Weapons do not roll stats, but have increased skill stacks.[/p]
    • [p]You can still get stats on weapons by upgrading them or using Gift of Might.[/p]
  • [p]Luck formula for item rarity now uses diminishing returns. It still helps a lot with finding unique items, but it no longer guarantees the best drops every time.[/p]
  • [p]Doubled the duration of Sin Ward.[/p]
  • [p]Fixed a bug where unarmed thrusts didn’t count as thrusts for skill purposes.[/p]
[hr][/hr][h2]💥 Difficulty and Progression[/h2]
  • [p]Added Easy Mode: Path of Grace
    Reduces enemy speed, health, and damage. Also reduces scare speed. Grants one free cheat death per run.
    This mode is mostly intended for new players who want to learn the game, but it’s also great for experienced players who want to try out new builds or have a more relaxed run.
    I’ve noticed that the difficulty of the game often pressures people into sticking with one strategy. Hopefully this gives you room to experiment without losing progress.
    This mode does not grant achievements except for class completions.[/p]
  • [p]Fixed bug where Path of Torment didn’t grant class completion achievements.[/p]
  • [p]Class completion achievements now unlock retroactively when you boot up the game.[/p]
  • [p]Save data is now unified across all difficulties, so you no longer need to unlock things again when switching modes.[/p]
  • [p]Path of Torment is now unlocked from the start.[/p]
[hr][/hr][h2]🧙 Class Changes[/h2]
  • [p]Hoarder can now use armor but not weapons. No longer scales with gold essence.
    I’m trying to emphasize build diversity, and Hoarder was too much of an outlier. He’s now stronger than ever and can use many skills he previously couldn’t.[/p]
[hr][/hr][p]Thank you again to everyone who left a review.
Last week I asked for help because of an influx of low-effort reviews. You came through in a big way, raising the recent average from 87 percent to 94 percent. That’s huge and I appreciate it more than I can say.[/p][p]That said, the Overwhelmingly Positive overall score is still on a razor’s edge. If you’ve been enjoying the game and haven’t left a review yet, now is the time. It really helps.[/p][p]My next focus is to flesh out replayable content, complete the lore and final area, and add the true final boss fight, which will unlock after you complete a run with 3 Oaths and have Divine Retribution. That’s meant to be the ultimate challenge for the most hardcore players.[/p][p]In the meantime, I’d love your thoughts:
What kinds of things would keep you chaining runs back to back?
Let me know.[/p][p]Thanks for playing,
Nikola[/p]

Major Class Overhaul + New Combos Update

[p]It’s time for another hefty update! This one brings major class revamps, new combos, UI upgrades, performance boosts, and some long-requested quality-of-life changes. Whether you're a seasoned brawler or just jumping in, there's plenty to explore. And smash.[/p][hr][/hr][h3]🔥 Class Overhauls & Balance[/h3]
  • [p]Pirate Revamp: Complete overhaul! Pirate now has all-new combos and attacks significantly faster. Features two unique ability combos—one resets your cooldown, the other ends in a powerful explosion finisher.[/p]
  • [p]Vampire Revamp: Faster attacks and new staff-focused combos to better handle late-game threats. The weapon swap combo (staff to fists) has been streamlined and powered up. Bloodthirst no longer requires an equipment slot.[/p]
  • [p]Hoarder Revamp: Now has powerful on-demand combos instead of relying solely on charge attacks. His charge is still deadly, and his whirlwind gains bonus properties. Hoarder essence loss is now capped at 15% per hit.[/p]
  • [p]Mage Buffs: Added a new combo, Evocation—a long manual chain that resets ability cooldown and grants the Power Overwhelming buff. Also improved Arcane Rush to trigger a fast whirlwind and shock blast.[/p]
  • [p]Duelist Buff: Added a new manual combo: Encore. Resets your ability cooldown when executed.[/p]
[hr][/hr][h3]💥 Combat & Combo Enhancements[/h3]
  • [p]Dragon Punch and Fist Overhead Slow Strike hitboxes extended for better consistency.[/p]
  • [p]Auto Combo Targeting: If a combo is visible on-screen, auto combo will now prioritize it.[/p]
  • [p]Shuffle Combos: Now shows combos involving fists, staves, or melee weapons if they’re in your inventory—even if not equipped. Helps weapon-swapping classes like Vampire, Struggler, and Monk.[/p]
  • [p]Cooldown Reset Combo Fix: Fixed a bug where Resets Ability Cooldown Every X Seconds combos triggered their internal cooldown even if your ability wasn't actually on cooldown.[/p]
  • [p]Cooldown Reset Rework: These combos now scale their reset timer based on your ability's cooldown instead of a flat 10 seconds.[/p]
  • [p]New Oath – Sanguine Flow: Converts cooldown reset combos to drain health instead of using a timer. Great for aggressive builds that can sustain through lifesteal.[/p]
[hr][/hr][h3]🧨 Visual & Feedback Improvements[/h3]
  • [p]Bombs now cause screen shake based on explosion proximity.[/p]
  • [p]Blood Ritual explosion now triggers a light screen shake.[/p]
  • [p]Rare skills like Indomitable Spirit, Judgement, Unyielding Faith, and Transcendence now glow for added flair.[/p]
  • [p]You can no longer be guard broken while parrying. Instead, your guard meter is reduced to 1.[/p]
  • [p]Bloody Palm can no longer kill you via health drain. Health drain reduced from 5% → 3.5%.[/p]
[hr][/hr][h3]🛠️ Performance & UI Updates[/h3]
  • [p]Shaders now stay loaded to help reduce hitches.[/p]
  • [p]Minor camera performance improvements.[/p]
  • [p]Revamped item comparison UI: now merges panels and shows global stat/skill changes, making upgrades easier to judge. Hold ALT to inspect without comparison view.[/p]
  • [p]Main popup UI now expands horizontally to prevent excessive vertical stacking.[/p]
[p][/p][hr][/hr][h3]📈 Stats, Systems & Progression[/h3]
  • [p]Stats now have soft and hard caps (e.g., Attack up to 400%, Speed up to 100%). The soft cap is where scaling slows; hard caps are nearly unreachable but offer added ceiling for extreme builds.[/p]
  • [p]Renamed “Slash” input to “Melee Weapon Attack” for clarity.[/p]
  • [p]Swapped Pirate and Mage on the class unlock order since Pirate’s now a top-tier pick.[/p]
  • [p]Regenerator skill now restores health faster.[/p]
  • [p]Drop chests will now spawn yellow essence if no loot is inside (fixes issue for Hoarder).[/p]
  • [p]Added new uncommon Hoarder skills for more build diversity.[/p]
[hr][/hr][h3]🏆 Achievements & Progress Tracking[/h3]
  • [p]Removed Path 5, 10, 15, and 20 achievements. While a few players achieved them, they were generally seen as unrewarding and unnecessary. I’d rather keep endless modes as a fun extra, not something the game is balanced around.[/p]
  • [p]Added 16 new class completion achievements—beat the game with each class on either Path of Absolution or Path of Torment.[/p]
[hr][/hr][h3]🎃 Miscellaneous Tweaks[/h3]
  • [p]Reduced Feast of Fright oath scare rate from 100% → 35%.[/p]
[hr][/hr][p]Thanks again for all your support as we close in on the 1.0 launch. Every bit of feedback helps shape the game into something stronger, faster, and bloodier. Try out the new class kits, experiment with the updated combos, and let me know what you think![/p][p]In case you haven’t noticed already, the price of Mortal Sin has increased from $20 to $25 in preparation for launch (announcement coming soon). As I mentioned in a previous post, the discount schedule has also reset and won’t return for quite some time. I’m sure most active players understand the reasoning, but for anyone unfamiliar: I’ve essentially rebuilt the game from the ground up over the past two years and massively expanded the content.[/p][p]If Mortal Sin had launched at 1.0 today, you could say I’ve already delivered the equivalent of a full remake and multiple DLCs. From AI and level design to combat flow, player animations, UI, and visuals—nearly every core system has been reworked to create the best possible experience. I believe the new price fairly reflects the value that’s been added since Early Access.[/p][p]Also, if you’ve enjoyed the game, please consider leaving a review. Mortal Sin is at risk of losing its “Overwhelmingly Positive” rating, largely due to a recent wave of sub-30-minute reviews lacking meaningful feedback. Ratings aren’t everything, but for a still relatively underground indie game, they make a huge difference.[/p][p]—Nikola
Solo developer of Mortal Sin[/p]