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Mortal Sin News

Localization Update: Chinese and Russian Language Support!

This update is a huge one behind the scenes—Mortal Sin now has full official support for Simplified Chinese and Russian!

I worked closely with two dedicated players to bring these translations to life. Every line was reviewed manually, and while there may still be small issues, this is a major step forward in accessibility. Feedback is always welcome.

A message from the translators:

Russian Translator:
Добавлен русский язык. Перевод все еще в разработке и открыт для замечаний и предложений
Russian has been added. The translation is still in development and open to feedback and suggestions.


Chinese Translator:
各位玩家大家好,很高兴这部作品的官方中文终于上线了,希望各位能喜欢我的翻译风格与内容。如果未来在游戏过程中你希望反馈一些bug或者建议,无论是游戏内容上的,还是中文文本上的,都可以在此处、Steam讨论组,或者找到我们的QQ群 858496564 留言。我会负责与开发者沟通你们的反馈,并一起努力将未来的游戏变得更好!
Hello everyone! I'm very happy that the official Chinese localization for this game is finally live. I hope you enjoy my translation style and the content.

If you encounter any bugs or have suggestions during your playthrough—whether it's about the game itself or the Chinese text—you can leave a message here, in the Steam forums, or in our QQ group: 858496564.

I’ll be responsible for communicating your feedback to the developer, and together we’ll work to make the game even better in the future!


Next up is wrapping up Helena’s story, adding new meta quest rewards, and finishing the final area—which hasn’t been touched in a while. I'm getting closer to version 1.0, and I can’t wait to share the full experience I’ve poured so much into.

For now, here are the rest of the patch notes:

Patch Notes
  • Added Simplified Chinese Localization!
  • Added Russian Localization!
  • Added auto combo toggle at the top of combo list along with tooltip
  • Update various texts for more clarity
  • Updated Divino's tutorial pictures and text to more accurately reflect current game state
  • Fix Divine Radiance color for realistic color palette
  • Added tutorial popups for low health, low mana, and acquiring a skill. These only appear once or twice max before never showing up again.
  • Fix bug where combo pinned on screen wouldn't save its position between runs


4/27 hotfix
  • Fixed equipped UI text on quest rewards from wrapping to the next line
  • Fixed pistol shot audio bug clipping pop noise
  • Pushed back vessel curved wall reward backing so it's impossible to get soft locked by getting wedged in between
  • Made hitstop reduce duration per each hit in a single animation


5/8 hotfix
  • Fixed a bug since the pirate update where the vessel area did not increment your overall level (which affects item level, effectively weakening your run overall)


Thanks again to everyone who's been part of this journey. And to all new players joining in from China and Russia—welcome to the fight.

New Light, New Fight: Realistic Visual Update

While I love the classic art style of Mortal Sin, I’ve heard enough polarized feedback to ask myself:
"Would offering a new way to see the game make a real difference?"

At the end of the day, I care most about the gameplay—and if a new coat of paint helps more players jump in and experience it, then I’m all for it!


If you're a new player looking for a more familiar color palette—or a veteran wanting to see Mortal Sin in a whole new light—give the new Realistic style a shot!

This isn't just a recolor:
It’s a full visual overhaul featuring new shaders, hand-tuned visual effects, new skyboxes, new lighting, and a bolder, grounded take on Mortal Sin’s gothic comic-book aesthetic.


When you first boot up the game after the update, you’ll be prompted to select your preferred style: Classic or Realistic.
(And don’t worry—you can switch back anytime in the Visual Settings menu.)

I want players to ease into the chaos however they feel most comfortable—then branch out as they master the game.

The Realistic palette is also included in the Random Color Cycler rotation for even more visual variety.


One of the most common pieces of feedback I've received was about the font—and I agree.
Style is important, but comfort comes first when reading item and skill descriptions.

This update replaces most of the old font (except for the title logo) with a new, more readable, yet still stylized font to improve your overall experience.


This update is about choice—giving players different ways to experience Mortal Sin's fast, brutal combat while preserving its unique identity.

And that’s not all — here's a quick overview of the technical updates included in this patch:

Visuals
  • Added a special new color palette: Realistic. Includes new shaders, hand-tuned effects, new skyboxes, and more!
  • Added a first-time startup prompt to choose between Classic and Realistic styles.
  • New blur logic for smoother color blending.
  • New smart saturation system that boosts muted colors without oversaturating bright ones. (Default setting now starts with a slight saturation boost—purists can set it to zero for the original look.)
  • New smart contrast system for improved visual depth and colors that really pop!
  • Replaced most fonts (except for the title) with a new, more readable stylized font.


Optimization
  • Reduced build size from 4.1 GB to 2.2 GB by optimizing texture sizes. (Visual quality preserved thanks to shader effects.)


Polish
  • Banned durability-related curses from appearing on Hoarder characters, since they had no effect.


Bug Fixes
  • Fixed an issue where Hoarder characters would only receive quests from A-level areas.


Thank you for supporting Mortal Sin!
This update is just another step toward making the game even more accessible, satisfying, and brutally fun for everyone.

Now...
Pick your style, lock your eyes on your prey, and dive back into the nightmare.

Major Pirate Update: New Class, New Area, Guns!

Here it is – the big content update! When I say Pirate Update, I’m not messing around. Whether you're tearing through enemies with dual pistols as the all-new Pirate class, or navigating the treacherous, ghost ship–inspired zone dodging cannonballs and irate sharks, one thing’s for sure: you're gonna find that booty. This update is packed with content – practically a DLC’s worth – so read on to see everything I’ve added to the main game!


One of the most consistently requested playstyles since launch has been a gun-wielding class. At first, I wasn’t sure it was the right fit—this game has always leaned into melee combat, and let’s face it, there’s no shortage of games with guns out there. But over time, the idea grew on me. I started to see how I could put my own spin on it and make it feel unique and interesting within the world of Mortal Sin.


Unlike staves, guns can fire projectiles even with basic attacks. While they generally deal less damage than spells, they make up for it with faster projectiles and firing speed. Performing a power strike with a gun unleashes a power shot—a special bullet with increased damage, added knockback, and piercing capabilities. Additionally, performing a whirlwind allows you to rapid-fire your gun, making it a great tool for shredding through groups of enemies or quickly bursting down tougher foes.


Some guns, like the dual-wielded Pistol & Scimitar or the Axegun, feature a hybrid melee-ranged playstyle. Others, such as the dual Pistols or the Cannon, lean into more traditional ranged combat. And if your pirate ever gets overwhelmed, you’ve always got a blackpowder bomb on hand—perfect for clearing the room in a pinch.


But what’s a badass pirate without a ghostly pirate ship to raid? Ever since the early access release, I’ve felt the game needed a late-game area—something that unlocks deeper into your playthrough and offers a fresh kind of challenge. Now, by completing all of the C-variant levels for the core three zones, you’ll gain access to Vessel—a spectral, high-risk area packed with danger, gold, and exclusive loot drop boxes for those bold enough to brave its haunted decks.


While exploring the depths of this cursed vessel, you’ll encounter a new cast of dangerous foes—from your friendly neighborhood man-eating, overly buff shark man, to skeleton pirates armed with dual pistols and cannons. Stay sharp and always watch your surroundings—poor positioning might land you right in the middle of a skeleton cannon-firing squad!


I’ve decided to keep the game’s pacing intact by still requiring only three areas to reach the final level. That means the overall length remains the same, but with more route options for increased variety and replayability. To support this, I’ve done a polish pass on the progress screen—now it clearly highlights the areas you can visit, along with the path you’ve taken so far. This should make the game’s structure much more understandable for new players, and a welcome quality-of-life improvement for seasoned veterans.

Content
  • Added a new class: Pirate. Specializes in guns and can use his ability to throw an explosive bomb at groups of enemies. Also has a unique set of combos to learn, just like the other classes!
  • Added a new area: Vessel. This is a ghost pirate ship–themed area with new enemies, a new boss, new traps, new unlockables, and over 80 unique new rooms!
  • Added a new enemy: Cutthroat. A dual-sword-wielding pirate with a devastating whirlwind attack.
  • Added a new enemy: Deadshot. A dual-pistol-wielding pirate that moves quickly and fires bullets from afar.
  • Added a new enemy: Boomer. A cannon-wielding pirate that moves slowly but deals heavy ranged damage. He can also lob an explosive grenade to really mess up your day.
  • Added a new enemy: Devourer. A giant, ripped shark bro that tanks hits and can eat you alive if you're not careful.
  • Added a new boss: Cursed King. He is the most deadly melee boss—running at mach speed, wielding two heavy maces, and unleashing guard-breaking multi-hit strikes. Try to parry him at your own risk!
  • Added a new weapon: Pistol & Scimitar. Combo fluidly with your blade and finish them off with a close-range blast from your flintlock.
  • Added a new weapon: Pistols. Dual-wield two flintlocks, unleashing a devastating barrage of bullets.
  • Added a new weapon: Axegun. An axe–shotgun hybrid that combines spread fire with a deadly blade.
  • Added a new weapon: Cannon. Pretty self-explanatory! Deals a ton of damage, pierces through enemies, and knocks you back from the recoil.
  • Added a new trap: Spinning Saw. This is a rotating double-sided saw that spins incredibly fast, shredding anything that gets close. It pauses briefly every now and then to give you a chance to pass by. You can also crouch under it at any time!
  • Added a new trap: Cannon. There are several variants, but basically, these will fire big cannonballs at regular intervals. It would be in your best interest to avoid getting hit by one of these.
  • Added two "new" scares to the Vessel area (totally not reskins of older scares).
  • Added 12 new unlockables exclusive to the Vessel to encourage exploring all three variants.
  • Added a new skill: Sniper. This is a Pirate-exclusive skill that functions identically to Headhunter, except it applies only to projectile weapons rather than melee weapons.


Balance
  • Made Gladiator the default starting class, swapping its place with Struggler. The early experience is super important for first impressions, and I didn't feel that Struggler was fitting the bill. Gladiator is a strong fighter type, with an immediately useful ability, great auto-combos, built-in crowd control, high damage, and fewer itemization decisions to make, which makes it more friendly to a new player.
  • Added the basic cleaver to Gladiator's weapon spawn pool.
  • Added guns not only to Pirate, but also to the hybrid classes (Struggler, Martyr, and Enigma). Duelist also has a very small chance to find the dual-wield guns.
  • Reduced Echo and Fracture mana cost from 2% to 1.5%.
  • Removed projectile weapon range/radius scaling. This was always really hard to balance and would sometimes lead to projectiles getting so big they hit a wall in tight corridors before reaching their target.


Polish
  • Added a small crosshair in the center of the screen that is hopefully not too intrusive. If you don't like it, you can always disable it in the settings.
  • Updated the progress screen map to highlight both your possible level paths, as well as the paths you've already traversed.
  • Added unique backgrounds to the progress screen for each area.
  • Did polish on various other progress screen elements like the icons and borders.
  • New enemy projectile attacks with fast travel times (i.e., bullets and cannonballs) will show a red line-of-sight warning, giving you a chance to parry or move out of the way.
  • Gladiator's Battle Cry animation now shows the fists closed to project real chad strength.


Bug Fixes
  • Fixed a bug where bosses sometimes wouldn't drop their gold essence.


That’s all for this update—thanks so much for playing, supporting, and being part of the journey. Whether you’re a longtime player returning for new challenges or someone just jumping in, I hope the Pirate class and Vessel area give you fresh ways to explore, experiment, and have fun.

This update marks another big step toward full release. There's still more polish, tuning, and content to come, but the finish line is getting closer. Your feedback, bug reports, and support have been instrumental in shaping the game, and I couldn’t be more grateful.

Until next time—may your aim be steady, your loot plentiful, and your shark bros only mildly aggressive.

New Skills, New Curses, Vampire / Hunter buffs, Cave Art Update!

Hello! Wanted to share this nice quality of life update that spices up the game and opens some new build options to play with.

Content
  • Added a new skill: Chain Strike. Each successive hit in a single melee attack deals additional damage. This further encourages flicking the weapon around and also letting the entire animation play rather than cancelling it early.
  • Added a new skill: Combustive Rush (replaces Trapper). Starting a sprint will trigger a fiery explosion. Also explodes enemies who are knocked into traps. Not having to always rely on traps should make this much more of a build defining staple.
  • Added a new staff-only skill: Mana Surge. Every combo level restores some mana directly to the staff using this skill.
  • Added a new curse: Arcane Fragility. Item's that are reduced to zero mana will break, similarly to how it worked in the previous version. Rewards +4 item level
  • Added a new curse: Raging Spirits. Killing an enemy from afar has a chance to fire a projectile at the player. Rewards +3 item level
  • Added two new staff-only auto combos to Vampire to give a few more options if you happen to have missed your Waves of Blood combo ability reset.


Polish
  • Renamed durability to mana to more accurately reflect how it works now, as resource for powerful skills, rather than something that deteriorates and breaks over time.
  • Lowered the gravity a little bit in portal rooms, so jumping has a little more hang time.
  • Blood spray effects now fade out the closer they are to the camera, so they don't obscure the action.
  • Did a pass on all of the cave textures and colors so it's brighter, more aesthetically pleasing, and has better contrast with the enemies.
  • Damage numbers are bold and outlined so they stand out a little more.


Balance
  • Reworked Hunter Vanish a bit. It no longer grants critical strikes, but does trigger a shockwave on use and also grants very brief invincibility. I've seen a lot of comments confused why the ability triggers so often during auto combo. The answer is, it allows you to attack faster than you otherwise would by cancelling the attack animation, and also is a key component in every Hunter combo. I believe making it an actual attack will make it feel less strange, and also adds the benefit of not leaving you vulnerable for the moment it's active.
  • Added Heavy Strikes, Vortex and Body slam to Hunter in case you want to try more of a whirlwind style build.
  • Increased elite enemy scare attribute cooldown so it doesn't spam as frequently.
  • Iron Grip and Clarity now use a percentage of the skill's reduced cost, rather than a flat percentage. This way, faster weapons aren't drained disproportionately faster compared to slower ones.
  • Soul Cleave and Manifest Weapon now hit on every rotation like they used to. Manifest Weapon has been buffed significantly in particular, with longer duration and many fast spins for high damage.
  • Moved Berserker Rage from weapons to gloves (with small chance for other armors as well)
  • Moved Bloodthirst from weapons to helmet (with small chance for other armors as well)
  • Moved Combo Mastery from boots to gloves (with small chance for other armors as well)
  • Doubled Sin Ward cross duration so you have more time to accumulate them
  • Reduced parry health gained from Unyielding Faith slighly from 25% to 20%


Bug Fixes
  • Spirit Drill now correctly applies critical strike damage.
  • Alchemist now shows up on gloves like it was intended (instead of being solely a passive skill)


I'm beginning work on new enemies / levels, but also trying to think of a way to introduce these piece by piece instead of going silent for two months and dropping it all at once. Stay tuned for more exciting content additions!

Skill Update Addendum - No More Breaking!

I've been reading all the comments closely, particulary those having to do with the durability rework that went along with this update. I was admittedly a little concerned about how these changes would go over, considering durability is already a controversial feature in most games. Although most sustainability issues can be mitigated through various skill choices, I get it, it can be stressful to keep checking on your durability in the middle of a hectic fight and the penalty is pretty harsh for ignoring it even for a few moments.

Here are some changes that I think will help a lot to make the overall experience smoother:

  • Equipment that is reduced to zero durability will no longer break, and will still keep its stats. However, it's skills will be disabled until you drink a wizard oil
  • Any weapons that are depleted will turn red and deal 50% damage until you repair it
  • Any staves that are depleted will not be able to cast until you repair it


Now if your equipment is depleted, you atleast still have a functional weapon until you have a moment to drink a potion, and most importantly, won't lose it permanently. For the future, I want to consider some more non-durability drawbacks such as health draining effects, penalty for using certain types of items over others, etc. I've also heard suggestions to rebrand durability, which I think may be appropriate especially now since durability is essentially a mana bar for that item. For now though, I believe this will help with most issues people have mentioned.

Here are some other fixes and changes as well:
  • Fixed unkillable enemy bug (Had to make an educated guess, please send a bug report in discord if you still get this issue)
  • Fixed a bug where quests wouldn't load if you had a innate skill quest reward from an older version
  • Cheat death drains 100% durability and also has a chance to break a random piece of equipment on use. The chance to break something goes down with each stack, all the way to 0% to make it more appealing to stack.