
Their Flesh Is Your Weapon. Mortal Shell II is a standalone sequel action-RPG with adrenaline-charged, high-stakes combat. Possess warrior Shells, dethrone false gods, redeem a ravaged world.
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About
Mortal Shell II is a standalone sequel to Mortal Shell that significantly expands on the original with unrestricted, adrenaline-charged combat, extensive weapon upgrades, and free exploration.
The forgotten Shells of eight lost warriors are scattered throughout Mortal Shell II’s ravaged world. Seek and possess these Shells, unleash their innate abilities, and discover the story of each by unravelling their secrets.


Mortal Shell II offers a clean, agile and grounded combat system, with options to think strategically about upgrading melee and ranged weapons.
Unrestricted by stamina, players exploit multiple tactics to shatter enemy posture and strike critically.
Mortal Shell II’s open world is compact, tightly interconnected and immersive. It is designed with respect for the player's time.
Those who wander from the golden path can discover new Shells, weaponry, upgrades, curiosities and more.
Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 20.2Kreviews | 79% | — | $40.7M |
| $49.99 | 5.2Kratings | 92% | — | not modelled | |
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Themes across 2138 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The more time I put into Mortal Shell II, the more my opinion of it has unfortunately soured. I enjoyed the Open Beta considerably more than I expected to, and it gave me the impression that the full game had a lot of potential. Unfortunately, the balance changes in the full release, combined with how the game structures its content, have made the experience increasingly exhausting the longer I play. The biggest problem is enemy health. The Open Beta had noticeably different balance, with enemies in the full game dealing more damage and having considerably higher health pools. Higher damage can create a more demanding experience, but the health increases are where I take issue. They make encounters longer without making them more interesting. What's worse is that the enemy variety is heavily front-loaded. There aren't many more enemy types in the core game compared to what was available in the Open Beta. This means you're frequently fighting the same enemies in different areas, with the primary differences being how much health they have, how much damage they deal, or how many of them are thrown at you. Essentially, it feels like there are only a few hours of genuinely new combat encounters stretched over the duration of the entire game, with the rest being repeated encounters with different scaling or combinations If you're in an area you're underleveled or under-equipped for, enemies simply soak up more damage. If you're properly equipped, you're still fighting enemies you've already fought dozens of times. There's very little mechanical evolution to these encounters, so the increased health doesn't create additional depth. It just makes the same fights take longer. [h2]Player Progression[/h2] Player power increases are extremely tame, which I actually like conceptually. The game doesn't require you to grind extensively just to progress, and I appreciate that. However, this system doesn't work particularly well alongside the enemy scaling. Leveling up often amounts to gaining one additional hit point, sometimes one extra percent of critical damage, or a single point of base damage. Weapon upgrades are similarly formulaic, increasing damage by a flat 5% per level. Again, I don't inherently dislike incremental progression. In fact, I like the idea that the game doesn't allow your character to completely overpower everything through grinding. The problem is how enemy health is scaled around this system. The enemy health scaling feels artificial, and it creates situations where combat feels the same but worse. You're either below an upgrade threshold and enemies take too long to kill, or you've reached the threshold and the encounter feels more reasonable. Alternatively, you're simply fighting more of the same enemies in an area. Because combat permeates practically the entire experience, this isn't an isolated balance complaint. It affects almost everything you do in Mortal Shell II. [h2]Bosses[/h2] The bosses are generally one of the stronger parts of the game. They're more varied than the regular enemies, and most of them have interesting mechanics and attack patterns that are fun to learn. There are exceptions, particularly some grab attacks that can kill the player in one hit. Those attacks can be particularly exhausting when you've spent several minutes learning an encounter only to get caught by one move and instantly die. It means you essentially have to memorize that specific attack above everything else, and the frustration is amplified when you have a runback afterward. Still, compared to the regular enemy encounters, bosses demonstrate much more of what I think Mortal Shell II does well. They actually give you something new to learn rather than simply asking you to fight the same enemies with larger health bars. [h2]Exploration and Dungeons[/h2] Exploration is a major focus of Mortal Shell II. When you're not fighting, you're generally looking for the next dungeon, beacon, or piece of progression. The dungeons are one of my favorite parts of the game. They're distinct from one another and often introduce environmental gimmicks that change how you interact with the area. One might have portals that alter the state of a room, for example, allowing you to interact with the environment in completely different ways. Most dungeons also culminate in a boss fight, which makes them feel like meaningful pieces of content rather than simply another area to traverse. Unfortunately, the overworld doesn't fare quite as well. Enemy placement doesn't feel particularly inspired, and you'll frequently find yourself engaging with the same encounters over and over. This reinforces my biggest criticism of the game because the exploration constantly feeds you back into combat that I've already experienced numerous times. The game's structure also means that much of the exploration revolves around collecting tools that allow you to access larger dungeons and other areas. There are plenty of secrets and hidden pieces of content, but I don't find myself particularly interested in re-exploring the world to find everything. [h2]Build Variety[/h2] This is probably my favorite aspect of Mortal Shell II. There are eight different shells, and each one changes the rules of how you play. One might allow you to cloak yourself and perform a critical attack, while another can charge up a powerful punch that knocks enemies down. These aren't just stat differences. They meaningfully change how you interact with combat. There are also eight ranged weapons and eight melee weapons, each with their own feel, along with Tar Stones that provide additional passive and active abilities. You can create some genuinely interesting combinations. One Tar Stone can make enemies explode when they're killed by a ranged attack, while another can guarantee a critical hit after performing a certain number of attacks. There's a lot of potential here, and experimenting with these systems is one of the reasons I continue to enjoy playing the game despite my broader frustrations. [h2]Final Thoughts[/h2] I will be putting more time into Mortal Shell II, but I think there are enough problems with the game that I feel the need to put up a cautionary review now. The biggest issue is enemy health bloat. It isn't something that can simply be ignored because combat is such a fundamental part of the experience. When you're repeatedly fighting the same enemies, and those enemies increasingly require more hits to kill without introducing new mechanics, the game starts to feel like it's stretching its content rather than providing more of it. That's especially disappointing because there are things I really like here. The bosses are generally well designed, the dungeons are creative, and the build variety is excellent. The shells, weapons, and Tar Stones give you plenty of ways to experiment with how you want to play. But the core combat loop is simply too repetitive for me to overlook the balance problems. It genuinely feels like I'm replaying the same content in motion because of how frequently the game reuses its enemy encounters. I also can't imagine wanting to replay the game based on how its structured. The first playthrough already has me repeatedly revisiting the same enemy encounters, and the idea of going through the world again to rediscover all of the tools and secrets doesn't sound appealing. Mortal Shell II has some genuinely great ideas and some excellent individual pieces, but I think the current enemy balance and lack of enemy variety undermine the experience significantly. I'd like to see a substantial balance pass that brings enemy health down and makes later encounters more mechanically interesting rather than simply more durable. For now, I'd recommend approaching this one with caution. If you love exploration, build experimentation, and learning boss encounters, there's plenty here to enjoy. If you're primarily looking for consistently engaging combat, h
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Latest in each market: best RU #26, worst UK #100 · 14 markets collected
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America +3 more
| $49.99 |
| 1.1Kratings |
| 86% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 2.1K reviews with recorded playtime.
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[h1] Финальный босс Червь Пи/d/ор, хуже него уже нет. [/h1] Игра идеальный пример того, как хитро обмануть игрока, заставить его думать, что он играет в полноценный продукт, а потом оттарабанить в жопу, когда тот расслабится. Первые десять часов я был уверен, что играю в достойную игру, которая стоит своих денег. Интересное исследование? Есть. Хороший ростер мобов? Есть. Уникальные для игры механики, которые помогают ей отличаться от других сосаликов? Есть. Визуально хорошо выглядит, прямо грим-дарк фентези со всем необходимым. Боссы не идеал, но и не ужасные. Боевая система очень даже ничего. Открытый мир конечно не такой открытый как все говорят, [spoiler] Потому что если это открытый мир, то и Цитадель Фарона и Путь жертв из третьего ДСа тоже открытый мир [/spoiler] но он достаточно большой и разнообразный. Папа Миядзаки бросил нас и ушёл делать игру на Свитч, но пришли разрабы Мортал Шелла и кажется принесли годноту. А потом первые три босса заканчиваются и мы перепрыгиваем на вторую половину карты где обман раскрывается. А во второй половине игры нас ждёт: [b] 1) Реюз мобов: [/b] Не смотря на то, что вторая половина игры по размерам больше, новых мобов на все локации добавляется от силы штуки 3-4, все остальные являются либо перекрасками старых, либо просто копиркой один в один с увеличенными статами. [b] 2) Перекач врагов: [/b] Теперь каждый враг при желании сносит половину полоски здоровья, а то и всю сразу. Бывшие мини-боссы стали полноценными базовыми мобами, кроме этого их ещё и ставят в комплекте с парочкой бомжей, чтобы любая схватка превращалась в битву ваншотов, либо ты либо тебя. [b] 3) Все ещё интересные для исследования локации: [/b] Но с нюансом, ведь из-за того что все мобы стали мастерами убийства игрока, чаще всего хочется просто пробежать из точки А в точку Б, потому что любая стычка может закончится экраном смерти, а мобов накидано щедро в каждый угол, из-за чего пылесосить и исследовать банально не хочется. [b] 4) Боссы: [/b] Ваншоты, тушоты, урон с тычки по боссу 1/200 от хпбара, урон при идеальном парировании по боссу 2/200 от хпбара, с каждым приходится танцевать по пять минут, минимальная ошибка скорее всего отправит на респавн [b] 5) Финальная локация: [/b] Можно написать диссертацию на тему: "Как не делать финальные локации" на примере Смертная Раковина 2, от дизайна и заполненности локации, до финального босса всей игры. Игра методично убивает весь интерес самыми худшими решениями из всех возможных. Когда я впервые увидел перекрашенного моба я посмеялся, хаха Демон прибежища, хаха Миядзаки делал так же, когда я понял, что это теперь норма было уже не смешно. Когда я увидел мини-босса в виде обычного моба я посмеялся, хаха Таурус Демон, хаха Миядзаки делал так же, а потом я пропустил одно перри и за три атаки вылетел из собственного тела и понял что таких на локации штук 8, было уже не смешно. Когда я танцевал с боссом две минуты, а потом трёх рукий жук запырял мне фулл хп за комбинацию из неисчислимого количества атак/тентакле хрен из космоса ваншотнул меня одним движением щупалец, смеяться было уже некому. [i] "Ну что вы с ума сойдёте, если оставите хоть чуть чуть ХП? Подавитесь, снесите тридцать процентов ХП! Половину ХП! Но чуть чуть оставьте, у вас есть совесть?! Маления оставляла больше! Консорт Раданн оставлял больше, чем вы!" (с) Жириновский [/i] Но пройдя вторую половину карты я всё ещё был настроен хоть сколько-то позитивно. Да есть недостатки, да переборщили с статами у мобов и боссов, да разнообразие пострадало, [spoiler] Бюджета /B/лять на пачку локаций хватило дополнительных, а на мобов не хватило [/spoiler] но игра то в корне крепкая, да и финал может стать приятным завершением, которое позволит воспринимать Мортал Шел как не самую идеальную, но неплохую игру.... сyка.... Мне правда интересно как вообще утвердили практически всё, что есть в финальной локации. Дизайн, освещение, расставленных мобов и самое главное главного босса всей игры. Почему никто за время разработки и плейтестов не встал и не сказал: "Ребят, кажется мы сделали полную xyйню"? Неужели всех правда устраивал результат, неужели люди попробовали подраться с финальным боссом, победили его и решили что это хотя бы удовлетворительно, хотя бы на троечку? Единственное хорошее, что есть на финальной локации, это 1,5 босса из 3, что нужно победить для открытия финалыча. Во всей локации хулиганы выкрутили лампочки и залили всё краской из-за чего всё выглядит скучно, темно и одинаково. Ощущение будто находишься в хрущёвке, настолько уныло и безыдейно ощущается местная архитектура. С мобами та же проблема, что уже была озвучена только х3. И вот в этом аду предстоит провести ещё пару часов (Плюс минус несколько часов в зависимости от того, как быстро вы будете убивать боссов), а потом встретится с самым жалким и дерьмовым финальным боссом сосаликов, которого я когда-либо встречал. Примерно на нём я потерял любые надежды на то что игра оставит о себе приятные воспоминания, все плюсы был просто уничтожены. Авторам надо было прислушаться к великой поговорке: "Не можешь срать - не мучай жопу" и урезать количество контента для того чтобы не повторяться одинаковыми мобами, растягиванием локаций и посредственным финальным боссом. Покупать только на зелёном сайте, со скидкой 50% или если вы ну очень хотите потратить деньги на посредственный сосалик
I would love to give this game a thumbs up. It is fun for the first place you end up. Challenge is good, graphics are great, combat is tough but rewarding. Then comes the second area.... Doesnt matter if you farmed till level 35..... or more..... everything will basically 2 shot you. The second area's damage is horribly imbalanced. You will be far more frustrated fighting and dying to little mobs youve defeated a hundred times before in the first area than you will find reward from it. I cannot give this a recommendation until that ♥♥♥♥ gets fixed. Sorry, NOT sorry. TINY EDIT! I found a basically game breaking exploit that can even the playing field using the grisha remnant system. There is a single grisha that respawns and you can (at least for the time being) kill it repeatedly to increase your odds of summoning grisha upon melee swing. This allows a bit of a game balance in the second area.
Game is Fun, haven't finished it, but i can't condone losing souls and you put them in an impossible place to take it back, wait for bug fixes and then buy it, even at discount. This should be taken as costructive criticism and nothing more, better than the first one for sure, learn for these mistake and if a third one is out it will be better
очень весело бегать по 5 минут от респа до босса в данжа, пробегая всех мобов очень весело бить двойных боссов с вашей отвратительной камерой и ужасным таргет логом бьешь двух гриш, лочишься на одного, камера улетает в небеса от первого гриши, а второй гриша вне твоего вижена тебя уже на кукан садит
I have played for over 5 minutes and I can tell you this is the greatest game I've played in the last 3 hours today.
Mortal Shell 2 no PC é um caso de estudo, mesmo usando a Unreal Engine 5 temos um jogo extremamente polido, quase sem stutter, usando pouca VRAM e rodando até mesmo em uma 4050 com tudo no Alto acima de 80 FPS. Briga para ser o jogo mais otimizado de 2026 no PC. Review da performance no PC https://www.youtube.com/watch?v=O_IXluTTWDU
tldr; i was really looking forward to this game. Played the beta, had a great time with it, had pretty high hopes. Sadly, after several hours, I'd recommend shortlisting it for now and waiting for a few patches and QoL improvements before jumping in. I still want to like this game, and will still try to get more into it! my frustrations: ;enemies will start an attack from what looks like a perfectly safe distance, only to suddenly put on a pair of fricking ice skates and slide 100 meters across the ground directly into your face, perfectly delivering their oiled up attack straight into your throat. Distance means nothing. The ice-skating tank has chosen you, and he will arrive, fully oiled up. ;after the first area that was in the beta, checkpoint placement starts feeling way too sparse. Dying is obviously supposed to hurt, but here it feels less like punishment and more like the game handing you a mandatory cardio session. ;there are also no respawns inside dungeons like in some other similar games *wink*. So imagine you've spent time exploring the map, find juicy looking dungeon and dive in! You're deep underground, you've already gobbled down most of your issued packet of Ibuprofen rapid, and then around the corner comes Steve the Ice-Skating Executioner. He stuffs you into a wall, takes your lunch money, and now you get to sprint a ♥♥♥♥♥♥♥ half-marathon back to where you were. ;some ranged enemies are absurdly punishing. Grisha Hunters and a few others make me feel like I accidentally put too much oil in my pocket in the morning and the entire United States artillery division has been dispatched to seize it. ;then there's the camera. On ramps, near walls, or basically anywhere the architecture gets oiled up and gets slightly intimate with you, the camera starts role-playing the final boss. This is amplified by the game saw some corridors, slapped their behind and went: yes, this should be most of the level design. ;and finally: stagger. A little malnourished guy wearing some rags, holding what appears to be a sharpened toothpick hits my fully armored knight once, and I stumble backwards like I've just taken a 120mm AP shell directly from a WWII tank. Fine. So naturally I swing back with a sword approximately the size of a american refrigerator enchanced with hemmeroid causing enchancement. This weapon looks like merely carrying it should cause permanent spinal damage. I hit him. Nothing. The little bastard doesn't even acknowledge it. He just continues stabbing his toothpick directly into my abdomen while maintaining what I can describe as intense, romantic eye contact. Once know, you can obviously play around it. Mechanically, it's manageable. But visually and physically it feels incredibly immersion-breaking when my enormous armored murder-machine reacts to every enemy poke like he's been hit by a freight train, while most of the enemies tank your swings like nothing. I still want to like this game, and will still try to get more into it! That's probably why these things frustrate me so much. There's a genuinely good game underneath it, just wait for it.
An absolute chore of a game. I don´t know for how much longer the concept of "making it hard for the sake of making it hard" will continue with these "soulslike" developers, but some of these games take it to an unenjoyable extreme. Demons souls and Dark souls were made to be fun before it was difficult. Getting hit tracked from across a room by an enemy, or getting assaulted at all times without even being able to take in the environments because you have some giant hurling rocks at you like a sniper, or every single enemy no matter how little, fast or insignificant chunking your health after leveling up your shell. Also the same enemies copy pasted on different areas, and on each area they will have completely different stats and strength, with no indication that they are different from the same exact enemy you ran into two areas ago. Progression is a nightmare too. You can get lost in elden ring and if you´re playing properly you can take on more difficult areas, but in this game its straight up a dps check. Same goes the opposite way because you will run into an area once you are overleveled and wreck them and thats just boring. There is no indication at all of where to go. Either make the entire map free to traverse for players but balance the game properly, or make a more linear game with progressive difficulty. In this game you have to constantly figure out if you walked into the wrong area and are about to get railed by even the most insignificant enemy. Also for a game running on unreal engine 5, the literal only pro should be the graphics but even on ultra this game looks like something from 2018 and to get these visuals you sacrifice performance for no reason.
개발자의 시선이란 대체 무엇이길래 보스전에 잡몹을 넣게 되는 걸까 이걸 선호하는 플레이어를 단 한 명도 본 적이 없는데도
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