
Mortal Shell II
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Mortal Shell II
Mortal Shell II is a standalone action RPG sequel. Explore a compact, interconnected open world, discover the shells of fallen warriors, and use their distinct abilities to shape your combat style. Winding paths lead to lost landmarks and more than 60 dungeons; combat lets you break enemy posture without a stamina bar. Steam player rating: 80%% positive from 20,894 reviews. Full controller support is available. The interface supports 15 languages, including English.
Credits
Lowest recorded in 36 months
$49.992026-07-08 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 12 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Portuguese | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-11-10
02Before you buy
Controller
The Steam PC version has full controller support.
Language
English full audio is available. Interface languages include English, German, French, Italian, Japanese, Polish, Brazilian Portuguese, Simplified Chinese, and Traditional Chinese.
03Frequently asked questions
Do I need to play the first game?
No. Mortal Shell II is a standalone sequel to Mortal Shell.
What is there to explore?
The interconnected open world has winding paths and more than 60 dungeons to discover.
How does combat work?
Combat has no stamina bar; attacks can break enemy posture and create critical-strike opportunities.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
This game has so much potential to be good. And let me start by saying for and indie souls like this game is decent. But there are SO many bad QoL thinga I absolutely cannot recommend this game without some heavy overhaul. Good: The build crafting is amazing. The weapons and shell system is 10/10 Map design is good, exploration is rewarded without being tedious. Open world without being overwhelming. Thats unfortunately about it. The meh: Every area looks the same, this game does not have distinct zones or anything remotely fun to look at. Combat is turn takey, think wuchang. No input canceling, camera lock on is awful and will murder you time and time again. Dungeons inside of bonfires are a super cool idea executed awfully. The bad: Theres alot so ill do my best not to quibble. But the easy summary is all the bugs and jank from dark souls 1 are all present here. But this games 20 years newer so I absolutely cannot just accept it. Runbacks are the worst in the genre. Sparse checkpoints and dungeons are an absolute oversight. You dont spawn at the beginning of them if you die. You have to spawn at the nearest of 30 bonfires the game offers. Run to the dungeon. Get thru the dungeon, kill the stuff. All in one life. Lile. Theres no way they QA tested their own game. Gravity is a joke. Falls sometimes do nothing, sometimes one shot you. The third story boss has an arena you drop into and its a coin flip if you get to actually start the fight or almost die from the drop. Lock on is abysmal. Your character doesnt face the lock quickly, so tons of bad dodging, whiffing attacks or getting clipped because you locked onto something not in front of you. Bosses are really clever and unique, but its all one shot mechanics. This game struggles with difficulty scaling. Youre either getting one tapped by every little dude, or slapping baddies around with zero regard for mechanics, theres no middle ground. This game is dark souls 1 with better graphics, less QoL, and none of the fun combat. I really hope after patches this game can improve because it is one of the worst soulslikes mechanically I've ever played while still having ao much potential. The devs have great ideas and clearly loved making this game, but it falls short ao mechanically I can only recommend it to people out of souls games to play. I have a bug list running on the side and almost every boss and dungeon has multiple scribbles from me including being yeeted into the sun, getting stuck unable to use any inputs, souls getting stuck in the air, and so so so much artificial difficulty. Can share the full specific list if needed. TLDR its dark souls one if it was made by early Bethesda. Theres lots of promise and lots of endearing things but it is overshadowed by a clear lack of attention to mechanical detail. I hope to be able to flip this review a few months from now.Show moreShow less
About 60 hours in I still absolutely adore this game. Having had a review key early for my podcast, I already beat it in about 40 hours on standard, and am currently in new game plus on "Night Mode" which is their hard difficulty (to activate it, light the candle atop Morrow Keep. It will also make the game graphically darker, but you unlock more gameplay, items, traders, and lore to reward the extra difficulty). All told, Mortal Shell II is a masterpiece. The combat is smooth, the art style, graphics, and world design are phenomenal, and the shells being easy class swaps keep it from ever feeling even at all repetitive. Because along with various ranged and melee weapons to try out, or the plentiful tarstone loadout options which change abilities to the point they become totally new builds when paired for synergy, or the tons of trinket "familiars" you can set as both an active or a passive - each shell has its own easily resettable talent tree to change up game play entirely. Also I love the dungeons, in another timeline I must have been trapped in one and have Stockholm's syndrome - and there are endless ones to do here (and you can mark them off on completion if you are anal like me). Not to mention all the open world rituals, puzzles, gates (no not annoying like Oblivion ones), and beacon shrines to cleanse. Tracking down everything in the game is a joy, and I honesty never once got frustrated. In fact I chose to grind spots for gold and gloom just for the raw fun of it (FYI Proxima is the best to farm money with because she can make enemies drop an extra item you can sell once talented). It's amazing that only 30 people made this and priced it fairly at 50 dollars. The game also seems very well optimized with ultrawide support and all the PC options like DLSS, frame gen, ray tracing, etc (no fov slider but you can turn on "action cam" to pull it out and that worked well for me), and unlike some other souls games this feels great on mouse and keyboard too! My advice: Buy it. Beat it. Twice. Collect all the eggs. But don't rush, meticulously explore every inch like I am doing, or you WILL miss something useful or interesting along the way. More on my Video Game Outsiders podcast review this week! PS the foot guy in the keep made me laugh.Show moreShow less
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. Player Progression 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. Bosses 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. Exploration and Dungeons 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. Build Variety 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. Final Thoughts 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, hShow moreShow less
Small issues that restrict this from being great After about 27 hours, I have finished the game and completed 100% of the map. Overall, the experience was fun, and Cold Symmetry have done an amazing job improving the formula from Mortal Shell 1. I was able to complete all of the game pre-patch except the final boss. I completed most of the game using Tiel, Eredrim and Proxima and would have liked to experience more of the shells, but I'll go into that during the bad section of my review. For anyone interested in the difficulty, there are three (unofficial) difficulties to the game: Easy - Take the slayer seal when you get to the hub area and you will deal more damage/heal in combat when killing enemies. Although this will disable achievements. Normal - base dificulty when you launch the game normally. Hard - night mode which you can unlock about 2 minutes after unlocking the open world area. The enemies are more numerous, deal more damage and take more to kill. There is some unique stuff to this like extra bosses/items/areas and such, but overall I found it to just be more grindy for little reward. On a normal playthrough, the game is most difficult at the beginning and end. I would recommend (if you can actually do it) not using the slayer seal as the game is pretty easy for the middle 70%. Just getting there while waiting to upgrade your healing item and getting your build in order can be the main hurdle to the game, but if you can finish the first dungeon without it, you can beat the whole game. The Good The world design - This game looks great. I have a pretty good system and was able to run it at max settings at 3440 x 1440, and the world that the devs have made is expansive and beautiful. This is one of the major parts that I really wasn't expecting coming into this. I played MS1 when it first launched and the scale between that and this game is a real achievement from the devs with their small team. The shells - I mainly used the three shells listed above, but I was able to play around at the first couple of levels for all shells and they all feel very unique and fun with their strengths. These are definately the main draw to the game and it shows. The combat - the overall flow and rhythem of combat feels pretty good when the game is at its best. The movesets on all the weapons are very fun to use, especially when upgraded with all the different tarstones. The Bad Enemy balance - the balance is all over the place. The open world is more deadly than 90% of the bosses in the game. You can absolutely destroy some bosses in seconds, while some basic enemies take longer to kill and can kill you in two shots. Only like two of the dungeon bosses and the final dungeon area are the only real challenge in the game. Also, the magnetism of attacks when locked on is way too much. Some enemies travel half way across the map to hit you or move in mid air to hit you. Not using the lock on is the only way to mitigate this which is crazy. Bad combat parts - The combat really isn't bad as it normally feels great but there are just small things with it that make it just feel wrong. like what is the design philosophy around finishers? They are cool the first couple of hours but they are actively bad to use. They take like 5 seconds each to do, they give no resolve and they often do less damage than just heavy attacking the enemy. The game is also clearly designed and balanced around the block seal. You are disadvantaging yourself if you're using the other two seals, especially the parry seal. This seal needs to be reworked, as it locks you into its full animation even when successfully parrying. This would be fine if the enemies were stunned by it and if they didn't always do multi-hit attack patterns, but they do. When you parry, you'll just be hit by the followup attack that they do, which is really bad in a game where you are only every 1 or 2 hits from death. Dumb restrictions - Why is every single thing in this game so damn restricted. Why do i need to reset skills points every time I want to use another shell? Why are they shared and not shell specific? Why are there less glimpses in the map than it takes to fully upgrade all your shells? The shells are the only thing unique to this game, so why are you actively restricting the best part of it? Why are there less tarstone upgrade materials than it takes to fully max out all of them? Why doens't merrick sell infinite upgrade materials? Like, I don't want to constantly farm and reset my weapons every time I want to swap them. Although i've said alot of bad about the game I still really enjoyed my playthrough. The above is mostly just small stuff that can be patched and can be fixed. Overall Cold Symmetry have done an excellent job and the team should be real proud of themselves for what they have been able to acomplish. I think that this is the new bar for quality of a souls like and is up there as one of the best. I would recommend probably in a couple months time. Just give them some more time to cook and fix some of the issues.Show moreShow less
There are 3 notable issues that detract from the overall gameplay experience The beacon distribution is unreasonable sometimes I can roam around for dozens of minutes, combat time included, without coming across a single beacon. I suggest adding a golden light pillar above all beacons or showing beacon icons on the map, so players have a clear direction when exploring. Enemy melee gap closing is far too aggressive. Even several meters away, enemies start their attack windup from afar then instantly snap to your face on swing, as if the player is a magnet. Please tone this mechanic down. Enemy aggro range is absurdly large. Enemies can detect and rush toward the player from what feels like light‑years away, even when they have not visually spotted the player at all.Show moreShow less
I'm a souls vet. Started at Dark Souls 1 and never looked back. I obsess over hard games like this and can't help but to notice other reviews bombing MS2 for it's difficulty. Brother, nobody plays a soulslike game for it's easy going difficulty. Outside of whining little ...childish mentality having people... ... ... this games a solid 10. People nitpick the crap out of everything these days. I've laid some time into this and so far I'm enthralled. I got nothing negative to say and can't wait to see what else this company cooks up. Whatever you make next consider it pre-ordered. P.S.Don't listen to these naysayers complaining it's too hard. Put in the time to get some practice. That's what a soulslike is!!!!Show moreShow less
I am pretty sure not a single person tested the second half of this game properly. - Animation quality gets worse the further you get, this also means that many attacks are poorly telegraphed in this parry focused game, which is never a fun combination - Enemy moves get more buggy the further you get. Some hit you when they shouldn't hit you, some don't hit you when they should hit you because hitboxes are wonky (which lets you miss parrys and can put you in a disadvantageous state) - Balancing is all over the place. Weapons are unbalanced among each other, most accessories/tarstones are absolutely useless, some enemy attacks tickle you, some kill you in one hit - Later Bosses aren't challenging in a fun way, animations are bad and they often downright one or two hit you with every hit of a long combo - Enemy variety is abysmal, you've seen about 70% of enemies after finishing the first 30% of the game - There are many bugs, like clipping through the ground after jumping, losing control over your camera, losing control of your character after entering a fight, randomly dealing damage as big as 65% of a bosses health, skipping an entire bossfight, special attacks getting stuck in the ground and many more. It feels like the devs were intentionally misleading people by showing us an extremely polished early game and demo while not putting the same amount of care and polish into the later parts of the game. I can understand the pressure to release the game this early because of this year being filled with a lot of anticipated titles, but this doesn't justify releasing it in an unfinished state.Show moreShow less
I really love this game... but I don't understand why I get so many shells when the resources force me to commit to just one or two... It makes it feel bad to commit early...but it also feels bad to struggle with a bad build because I'm saving up just in case I find a shell I enjoy more... Probably my only complaint. It's been a while since I had this much fun in a soulslike. I haven't had this much fun in a game for quite a while. Reminds me of how much I enjoyed DS1, DS2 or Elden Ring. Also the dialogue in this game is just so funny - don't skip it! Talk to the npcs and listen lmaoShow moreShow less
I regret buying the game in its current state. The beta was somewhat misleading because many of the issues weren’t visible yet, and the game received a major balance overhaul before early access, so the overall balance apparently fell apart. Then there are all the other problems that quickly turn into a constant stream of annoyances and fun-killers: backtracking to dungeons, the lack of beacons/checkpoints, magnetic attacks, chains of unblockable attacks accompanied by a series of warning sounds that are annoying in themselves, wildly inconsistent mob balance ranging from pushovers to enemies that can one-shot you, etc. It’s not that the game is hard—it’s that it’s annoying and wastes your time. The game isn’t all bad, of course. It has potential, and I’d say it’s a solid 6/10 in its current state. But the beta hype and glowing reviews were misleading, and I regret spending €60 on it.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/23/2026.
