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Mortal Sin

Mortal Sin

Developed by
Nikola Todorovic
Published by
Nikola Todorovic

$24.99

Mortal Sin is a chaotic, blood-soaked roguelike where skill is power, and overconfidence is death. Carve through procedurally generated nightmares with brutal melee and flashy, satisfying combos.

Consensus
A76.6/100
Steam players94.1% positiveVery Positive5,890 reviews
Metacritic ↗Users: 8.5/10
VG Insights estimate ↗≈177K copies · ≈$2.7M gross

What creators say

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Part 3 (Apr 2025) · #13 of 14 in that tierWatch the moment (2:17:27)

Tier list Part 3 (2025)

Mortal Sin is a first-person, bloody action-combat roguelike dungeon crawler where you hack through hordes with melee weapons and dismantle enemies limb by limb. It is combo-centric, with many classes each having unlockable combo chains, and a run is split into three biome runs with a hub in between. He calls it a really solid and very unique game with deeply satisfying core combat, though visually and enemy-wise repetitive and light on hub content. He places it in low B tier.

Liked

  • Core first-person combat is very satisfying; dismembering enemies changes how they behave
  • Combo system with many class-specific combos adds depth beyond simple swinging
  • Auto-combo feature makes the game beginner friendly and suits the fast pace, with a slight penalty
  • Weapon durability forces constant weapon and equipment switching, keeping combat fresh
  • Very unique visuals with adjustable filters so players can tone down the intensity
  • Many classes and hidden content, plus signs of a true ending, encourage replay
  • Three-stage run structure with hub upgrades gives a sense of building a character

Disliked

  • Hub has too little to do given you return to it between biomes
  • Enemies and environments are visually repetitive
  • Classes feel different but not dramatically so; mostly combos and killing next to you, little ranged play
  • Roguelike elements found in runs are enjoyable but not game-changing
  • Default visuals can be overwhelming, and dark levels make it hard to see what is going on
  • Has been in early access for 4+ years; full run is long at roughly an hour and a half

What players say

A solo-developed, first-person, dark-fantasy action roguelite about chaining class-specific melee (and gun/magic) combos through procedurally generated dungeons full of gore and dismemberment.

Mortal Sin is received very positively by players (about 94% positive on Steam across roughly 5,900 reviews, Very Positive) and modestly by critics (PC Gamer 81, Movies Games and Tech 70, 3DJuegos recommended). It left Early Access on Aug 29, 2025 after a long run that began March 2023, and the solo dev is widely praised for frequent updates and for acting on community feedback. The love is for the fast, bloody, stylish combo combat and the comic-book art; the complaints cluster around a rhythm-like combo system that is both opaque and mandatory, chaotic hordes that feel samey, and low-impact run upgrades. Recent reviews are more mixed than the lifetime score, with some long-time players upset that later combat reworks changed the feel.

Players love

  • Fast, visceral first-person melee with combo chains, kicks, dodges and heavy dismemberment that many reviewers call addictive and 'crack-like' once the systems click
  • Distinctive comic-book / manga-like art direction in red, black and white tones with dark-fantasy iconography, praised by 3DJuegos and Steam users
  • Large roster of classes (16 per one review, including Berserker, mage, pirate, gun users) each with their own combos and unlockables that drive replay
  • Very responsive solo developer: adjustable graphics/eye-strain settings were added within about a week of a forum post; Berserker was made the starting class after feedback
  • Steady stream of free content and reworks through Early Access and after 1.0 (new languages, unique items, the Blitz Ascension mode with daily challenges)
  • Good pick-up-and-play feel for short adrenaline sessions, and many players with hundreds of hours say it holds value for the price
  • Helpful onboarding tools once you find them: combo list on Esc that can be pinned on screen, a practice dummy in the hub, and an auto-combo option for newcomers

Common complaints

  • The combo system is a core mechanic that some describe as DDR/Guitar Hero-style input; players who dislike it say the game cannot be enjoyed without it, since unused combos leave you underpowered
  • Combat can feel weightless, mashy and chaotic: enemies spawn behind you, floor effects kill with little warning, and hits lack impact according to several negative reviews
  • Enemy variety looks large but enemies feel alike, and fights become 'build a setup and spam your best combo' with few situational decisions
  • Run upgrades and randomized loot are often described as not impactful enough, making later runs feel samey
  • Opaque systems and confusing UI: multiple mana bars, inventory/RPG screens and unexplained mechanics force players to watch videos or read a wiki
  • Some traps and the secret platforming portals are disliked, especially the forest branches/hands
  • Limited content per critics: one review counted only six areas with three gated behind story progression, and the first three zones repeat over 15 levels
  • Reports of bugs or performance regressions after updates, such as a mouse cursor locking and FPS drops on camera movement

Can feel tedious

  • Memorizing and executing combo inputs while hordes surround you; some feel they spend all their attention on controls
  • Repetition: several reviewers say runs get repetitive or exhausting after a couple of hours because enemies and upgrades feel alike
  • The final boss, called tedious and unbalanced by some players: long health pool and one-shot moves
  • Unreadable deaths and ambush spawns or floor hazards that kill without clear warning
  • Platforming portal sections and certain environmental traps
  • Cluttered HUD and inventory UI that some never get used to

What's unique

  • First-person melee roguelite with a per-class combo-input system rather than simple attack spam, combined with a Doom-like pace
  • Comic-book, sketch-like dark-fantasy look with PS2-style textures, volumetric fog and gory dismemberment that changes how enemies behave
  • Over a dozen classes spanning greatswords, guns, claws and magic, each with distinct combos
  • Hundreds of hand-crafted rooms stitched into procedural maps, plus randomized quests and secret platforming zones
  • Blitz Ascension mode with time pressure and daily challenges, plus a true ending in the 1.0 release

Players want

  • Better in-game explanation of combos, stats, mana bars and inventory so new players do not need outside guides
  • More impactful and build-defining run upgrades and loot so runs diverge more
  • Slower, more readable encounters with more distinct enemy behaviours that require different approaches (a common wish from players who want parry/pattern-learning depth)
  • Stronger hit feedback and weight in melee combat, and tighter integration of block/parry with the combo and power-up systems
  • Rebalancing of classes (a monk is called underpowered in one review; a Steam thread calls Gladiator broken) and more varied levels
  • Options to reduce combo dependence, e.g. richer auto-combo, and quality-of-life options such as turning off the leaderboard or fixing cursor issues

Summarised from Steam reviews and community discussion.

Steam tags

First-PersonAction RoguelikeDungeon CrawlerRPGHack and SlashActionIndieRogue-liteDark FantasyRogue-like

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