About the Game
Eyes locked on your prey.
You kill without remorse.
After all… it’s either you or them.
Sentience fades. This moment is your release.
REWARDING MELEE COMBAT
Mortal Sin is built around fast, visceral melee combat where every strike matters. Chain slashes, bashes, and kicks into devastating finishers as limbs fly and blood paints the walls. Combat thrives on momentum: move fast, hit hard, and never give your enemies a chance to breathe.
ENDLESS REPLAYABILITY
Descend into a surreal, ever-shifting nightmare. Procedurally generated levels, randomized quests, and hundreds of hand-crafted rooms make every run feel fresh. Unlock a growing roster of distinct classes, from the greatsword-wielding Berserker to the gun-toting Pirate, each with their own playstyle and wild synergies.
SINFUL VISUALS
Dive into a bold, graphic novel-inspired world that’s as stylish as it is deadly. Prefer a different look? Mortal Sin now features multiple visual modes and color palettes. Your nightmare, your way.
KEY FEATURES
Brutal, skill-based melee with flashy, satisfying combos
Beautiful comic-book visuals, now fully customizable
Dozens of unique enemies that react to your every move
Over a dozen playable classes, each with their own weapons and abilities
A huge arsenal: greatswords, spears, guns, claws, and magic
Hundreds of handcrafted rooms across procedurally generated maps
Secret platforming zones with rare loot and hidden horrors
Randomly generated quests with powerful rewards
Multiple color palettes to match your vibe and mood
Infinite runs and future updates to keep the chaos going
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Thank you so much for the incredible support during launch. Mortal Sin has been trending on Steam and the response has been amazing to see. I’m truly grateful for all of you who picked up the game, shared it, and gave it a shot.
Here’s what’s in today’s update:
- Fixed the Hunter’s Eviscerate combo to work with non-spear weapons such as the Halberd and Guan Dao.
- Removed large mushrooms in one of the cave rooms that could box players in. Technically you could crouch to get out, but since crouch is rarely used (and some of you might only be learning it exists reading this), I’ve adjusted the room accordingly.
- Fixed a soft lock in the combat tutorial if you pressed back on gamepad before opening the combo menu.
- Fixed a bug where completing the game on Easy would not count towards unlocking the Enigma class.
- Completing a run will now show “Next Round” instead of “New Game” on the button.
- Fixed some translation issues, including Spanish not showing the death screen results correctly.
While most of the feedback is positive, as the game reaches a wider audience beyond those who usually enjoy roguelikes or hack and slash games, there has also been a flood of negative reviews from players with low playtime (often 15 minutes or less). If you are enjoying Mortal Sin, I would greatly appreciate it if you left a review. It makes a real difference for the game’s continued success and helps your voice be heard.
Also, if you run into any bugs or issues, please consider stopping by the Discord and leaving as many details as possible. Screenshots, videos, and especially your player log file are a huge help in tracking down and fixing problems quickly.
Thanks again, and keep on sinning!
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!
Bug Fixes:
Fixed a bug where upgrading unique items didn’t work correctly.
Fixed a bug where you could clip through the wall in one of the cave boss rooms.
Fixed a timestop bug where enemies would stay frozen after the effect ended until hit.
Fixed a bug where Gift of Might was still granting skill stacks when it shouldn’t.
Combat & Feedback Improvements:
Hitflash effects on Realistic Mode are now a strong white, making hits stand out more.
Hitflash now also plays on severed limbs for better dismemberment feedback.
Added wall hit effects, sound, and screen shake. Metal weapons create sparks on impact.
Bloody Palm now drains health per projectile, preventing infinite healing with Echo or Fracture. Added a brief damage cooldown to prevent excessive burst damage.
Greatly smoothed screen shake animations to remove jittering. This allowed for longer, more noticeable shake effects for better impact feel.
Visual & Environmental Polish:
Smoothed cave floor and collision to reduce getting stuck or popping upwards. Removed collision from small ground debris like rocks and bricks.
Improved Shockwave effect visuals (used in Quake, Block, Combos, etc).
Improved Explode on Hit effect visuals (used in Abilities, Combos, Parries, etc).
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!
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.
Balance
- Normal enemies will now get stunned reliably as before. Unholy Rage enemies, Bosses, and Elites still have poise, meaning they are more likely to be stunned as they take more damage. Projectiles can now stun again, but it's very short and only affects the upper body, while the legs can continue moving towards you. The upper body stun also applies to enemies who are running (instead of them having poise like it was before).
- The attack warning indicator UI now overlaps all other indicators so it doesn't get covered up by slowing ground and similar status effects
- Enemy health reduced by 20% for Area A, round 1 (i.e. the first five levels). I feel this will help in getting the run going, because it allows a little bit of time for you get some skills and equipment to boost your damage.
- When you have your guard broken, you will now take less durability damage proportionally to how much was blocked, similar to how health damage works after guard break. Before it would take full damage no matter what, even if you blocked most of the attack.
- Wraiths can headbutt like they used to when they have no arms, so they don't run away as much
- Reduced Summoner (cave goat caster) base health from 425 to 375
- Reduce Zealot (forest pumpkin head caster) base health from 375 to 350
- Reduced Baron of Sin (dungeon demon boss) explosion force from 10 to 5, reducing its durability damage
Bug Fixes
- Fixed a missing enemy spawn in Maw of Sin
- Fixed bug where enemy invulnerability shields ignored their legs
Thank you for your honest feedback, and let me know what you think of these changes. I am committed to keep refining Mortal Sin, and make it the best action roguelike possible
Balance
- Did a pass on all of the enemy kick animations, slowing them down in most cases and playing the attack warning earlier so it's easier to parry
- Parrying now has a minimum window of 0.2 seconds, up from 0.1 seconds by default. Starting a block after an enemy's attack warning shows will give you extra lenience and increase the window to up to 0.4 seconds (for that attack only). This extra buffer makes parrying feel a lot smoother, and makes it so the visual warning is a more reliable indicator for when to parry. This extra time buffer only applies to melee attacks, whereas projectiles always have the minimum window of 0.2 seconds.
- Ramped up the spawn chance of spellcasters gradually over the course of the dungeon. This was done so you don't get a room full of summoners in first or second room of an area.
- Increased the Baron of Sin (big demon boss) hellfire explosion attack warning radius by 12%
- Reduced the Baron of Sin's hellfire explosion damage from 50 to 45. The maximum health percentage damage it can deal has been reduced from 100% to 90%
- Reduced the Embodiment of Sin's homing skull damage from 50 to 45. The maximum health percentage damage it can deal has been reduced from 100% to 90%
With the entirely new framework I created, it's now easier than ever to make balance adjustments as needed. So please keep the feedback coming (as specific as possible), and I will do my best to address it!
Changes in this Update
- Fixed most bugs having to due with clipping through walls by getting pushed by enemies / traps. It's not 100% full proof, but it's a lot more consistent than before.
- Fixed a bug where crouching in some spots could clip through the floor
- Fixed a bug where skill statues would sometimes not prioritize a skill you chose earlier
- Set Hoarder's minimum size slightly taller so the camera doesn't clip through the floor
- Fixed a bug where breakable objects like barrels and boxes were sliding around too much
- The Blood Ritual staff blood burst effect now plays audio correctly, counts as a hit for combos correctly, and has a redder color so it's easier to see
- Fixed a bug where returning from a secret portal would show the floor plate UI and cause it to not go away
Hotfix Compilation 7/7 - 7/10
- Fixed a bug where elite bosses in later rounds could have 5x health instead of 2x
- Reduced non boss elite enemy health slightly from 5x to 4x health
- Fixed an issue where exiting through a portal with the scare indicator warning would cause it to stay forever
- Deleted a cave module that was out of bounds, causing some floor plate and enemy spawns to be inaccessible
-Greatly optimized some other parts of the code that would lead to frame spikes. The performance should be more stable now
-Combo text now show thrust / whirlwind / punch / cast to have better parity with the combo icons
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Combo Icons allow you to more quickly identify combos at a glance by their color, allowing you to focus more on the action. If it doesn’t work for you, feel free to click and toggle back to text, but I’d recommend giving it a good chance first as I can guarantee it will lead to smoother gameplay!
Content
- Added new combo icons option as replacement for text. You can still toggle to text by clicking on the combo popup UI
- Made the starting area in all portal rooms more of a proper jump / airdash tutorial which can be safely practiced without risk of falling
Balance
- Made the duelist’s blade dance ability do a fast whirlwind instead of slow whirlwind to make it more appealing to use
- Buffed Berserker’s starting health and speed significantly in order to compensate for his weak early game
- While combo shuffle is active, a full moon combo will be skipped if you are not actively in combat, so that you don’t have to initiate a fight with such a long combo
- Exiting an area with unsold armor and weapons will now instantly sell those items and give you their essence value.
Polish
- When crouching in tight areas, the game now checks to make sure your head won’t clip through the ceiling when you stand up
- The invincibility radial meter now accurately represents the time left for the part that is visible on screen
- Pressing the progress screen (T) will now show the current round you are in addition to the difficulty
- The ability icon is now color coded for each palette to better match the new combo icon color
- You can now move the combo popup with the mouse or dpad / analogue stick, rather than the clunky button mapping that were there before
- Navigating the combo list with controller / keyboard will now automatically select the last selected combo rather than always scrolling to the top of the list
Bug Fixes
- Fixed the platform height not lining up with tiles in one of the portal rooms
- Removed an invisible wall in one of the portal rooms
- Fixed bug where some quest rewards carried over between runs were permanent
- Fixed bug where starting the game with any health modifier skill such as vitality made you start at less than full health
- Removed a rock in the cave entrance tunnel that was possible get stuck and soft locked in
- Fixed bug where grain setting would reset to zero regardless of what value was saved
- Fixed bug where exiting a portal room normally could cause your weapon to be destroyed
I wanted to make a note that I am trying out a switch from the IL2CPP scripting backend to Mono for this update. Mono is a lot more common for most unity games, and allows for easier modding potential. I did not notice any major performance difference in my testing, but if this affects you a lot, please let me know as this is not final and I want to get more data on it. I’m also hoping it might possibly help the users who get abnormally long load times on their setups.
Patch Notes
- The Immortal Construct pursuer enemy only appears now if you take the Hunter's Mark curse.
- Hunter's Mark now has +4 item level bonus (up from +2), and will cause the pursuer to spawn in a fixed amount of time rather than a random range of time on each level.
- Fixed bug where starting the animation for one potion and pressing the other potion button would cause you to regenerate the resource of the opposite type of the potion you are drinking
- Fixed bug where helena's max passive skill quest reward could sometimes not give you three options even if they are available
- Fixed bug where setting contrast to certain values could cause strange colors / artifacts
Current Release
21244957
Uploaded Feb 14, 2026
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System Requirements
How to Install
Mortal Sin.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
3.3 GB
21244957
C122CBD6
7cbcc49e8cc8fddc8ae1db0092a15b4465882e5e137c417249b4b6a006789ddb
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View AllDownload Mortal Sin for PC with a direct link or via torrent. Get the full version of Mortal Sin for free. Mortal Sin is a Action released by Nikola Todorovic.