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  3. Major Update #1

Major Update #1

Greetings Players,




Since launching in November, we've been working tirelessly to bring you fresh content, enhancements, and the features we promised. Today, we're thrilled to unveil our most significant update yet! As we continue through Early Access, there's still plenty of work ahead, but this update marks a considerable step forward. We can’t wait for you to jump in!

While this update brings many exciting enhancements, we're already working on what's coming next: our upcoming Roguelike game mode! This new mode will introduce fresh challenges, increased replayability, and a new way to experience the game.
Thank you for being an essential part of this journey. Your feedback and support are invaluable in making Mortal Rite the best it can be!
Now, let's jump into all the exciting content awaiting you!


[h2]Main Ideas for Big Update 1[/h2]
  • Onboarding should be more clear and will continue to improve with player feedback.
  • Brand new tutorial
  • Tons of bug fixes
  • Tons of performance improvements
  • Tons of quality of life improvements
  • Slightly reworked character kits of abilities


[h2]What to expect next[/h2]
  • A new “RogueLite” gamemode.

[hr][/hr][h2]Patch Notes for this latest patch[/h2]

[h3]IMPROVEMENTS[/h3]
  • New Guided Tutorial.[previewyoutube][/previewyoutube]

  • Shold, Dawksin, and Fia have had their kits updated with new abilities, modifiers, and passives. Most notably Dawksin and Fia stance swap have been removed and Shold’s stance swap will now be noticed by his Rock Armor instead of his weapon swap to the Axe. His Axe weapon swap is now just a separate ability.
  • New “Mortal Strike” attack available when an enemy’s poise gets depleted giving players a bigger reward for knocking enemies off balance.
  • All levels should have music now
  • Enemies
    • Lost Soul Shaman now resurrects other enemies near them instead of where they died so that they can be seen by players when they are resurrected.
    • Balance pass on all enemies.
  • Levels
    • Falling out of bounds now deals 25% maximum health damage. If the player does not die from the damage, the player is teleported back to their last known good location. If the player has 25% or less health, the player will die.
    • Level Loading optimized and should be slightly faster.
    • Colosseum
      • Terrain changed to no longer allow enemies to get stuck.
    • Broken Temple
      • Removed destructible floor.
      • Ability Point moved to a more convenient location.
      • Layout changed to allow more room for combat around lift.
    • Gates of Mercy
      • Second Sword Knight will now only spawn with 2 or more players.


  • UI
    • Activatable Items and Passive Items (now called Tools and Equipment, respectively) have new Item Borders that better differentiate them from each other and make them easier to distinguish from each other.[previewyoutube][/previewyoutube]
    • Added Ankh Indicator to the HUD to show when you're protected from death.
    • Updated Menu look and feel.

    • Equipping abilities will automatically equip the ability in both stances if the ability can be equipped in both stances and there is room to equip the ability in the other stance.
    • Added a character information sheet into the pause menu, allowing players to more clearly discover information of character’s weapons, playstyles, passives, damage output, and weapon scalings.
    • Added informational message to the Title Menu Screen.
  • Steam achievements have been added
  • Order of levels has been changed and now the more difficult Gates of Mercy level will be available later instead.
  • Character coffins now have updated graphics.
  • Alden has been updated with a ton of more dialog and now plays a much bigger part in the player's journey through Mortal Rite.
  • Ability Shop now shows focus costs and cooldown times of abilities before you purchase them.
  • Removed hyper-armor from all enemy animations.
  • Additional lighting in the Broken Temple level has been added, making it easier to see in there now.
  • Reduced the input time of dodge detection from .35 seconds to .2 seconds.


[h3]BUGS and KIT UPDATES[/h3]
  • Shold
    • Spear should now have the correct cool down before being allowed to use it again.
    • Shold should no longer dodge in place with no movement after having used Spear.
    • Shold’s Spear’s Armor Reduction on enemies should now last forever.
    • Shold’s Stomp now correctly deals poise damage and has updated SFX and VFX.
    • Fixed an issue where Shold’s Rock Armor could be equippable without first purchasing it.
    • Updated cooldown times on all abilities.
  • Dawksin
    • Coalesce ability now deals ability damage and respects the activation requirements
    • Disperse ability had its focus cost lowered and has updated VFX. Also it has been changed to now use the current lock target as the source, and if there is no current lock target, then it will use the closest enemy. The Disperse animation has also been updated to force Dawksin to walk during the cast, and also added an animation lock release to let him break out of the animation quicker once it’s over.
    • Fixed an issues with Dawksin’s shrapnel passive that would cause hitches when exiting the play session.
    • Added a softlock to Dawksin’s Blade Twist ability.
    • Updated cooldown times on all abilities.
    • Dawksin’s Shrapnel Wave ability now applies 30 shrapnel instead of 50.
  • Fia
    • Updated cooldown times on all abilities.
  • Items
    • Reduced the maximum number of inventory slots for recipes from 2 to 1.
  • Level
    • Colosseum: Sky Fresnel effect fixed. [previewyoutube][/previewyoutube]
  • Enemies
    • Fixed an issue where the Constructor would only have a maximum of 1 blood stain at a time in certain scenarios.
    • Fixed an issue for Lost Souls where their hair would sometimes stretch across the world when being hit.


[h3]Things of note in Patch Notes since release[/h3]

  • The original first level, The Underthing, has been removed until we can fully fix it to our standards.
  • Connecting to friends through multiplayer should now be a more concise process, with a region locking option now added.
  • Potion items are have an update duration from 120s to 30s, but they no longer have any downsides (except for “Unstoppable Force”)


catch y’all next time.
~Round Toast Studios