Mortal Sin cover artGame file / ROGUE BY ROGUE
One more run.

Mortal Sin

Action combat

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.

ROGUE BY ROGUEV1

Our score

72.3/ 100
Tied overall #72
Our review / RBR V1

Why this score?

Original text · Simplified Chinese

近战连招和断肢反馈是核心竞争力,构筑变化与战斗辨识度比动作本身更需打磨。

01

Core gameplay

Weight 25%8.5 / 10
Original text · Simplified Chinese

根据资料评估:斩击、踢击、位移和断肢反应构成有节奏的近战连招,熟练后反馈强;重复最佳连段会减少临场变化。

02

Builds & strategy

Weight 25%7.0 / 10
Original text · Simplified Chinese

根据资料评估:职业招式和武器更换构成路线差异,但快照认为局内随机升级改变玩法的幅度不够,装备决策偏次要。

Sources01 ↗
03

Replayability

Weight 20%7.0 / 10
Original text · Simplified Chinese

根据资料评估:程序房间、职业招式与随机任务提供重开理由,敌人的实际交互和重复区域仍容易让后续局面相似。

Sources01 ↗
04

Randomness & fairness

Weight 20%6.5 / 10
Original text · Simplified Chinese

根据资料评估:可练习和学习的连招支持技巧成长,但身后生成、地面危险及部分攻击缺乏可读预警使死亡不总容易归因。

Sources01 ↗
05

Polish & usability

Weight 10%6.5 / 10
Original text · Simplified Chinese

根据资料评估:可调色彩模式、连招列表和自动连招降低操作门槛;多条资源栏、暗场景及性能回退报告仍造成负担。

Sources01 ↗
Reviewer
Original text · Simplified Chinese
Rogue by Rogue · AI 资料评测
Version reviewed
Original text · Simplified Chinese
具体构建未知;以所引资料描述的版本为准

Scope and limitations

Original text · Simplified Chinese

基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。快照含旧抢先体验评价,与现商店发行状态不同;不沿用“仍未正式发售”的说法,具体补丁表现未实测。

Review sources 02

  1. 01
    Archived material
    Original text · Simplified Chinese

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的具体玩法优缺点(Tier list Part 3 (2025))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。

    View archived external material ↓
  2. 02
    Web source
    Original text · Simplified Chinese

    Mortal Sin — Steam 官方商店页

    2026-10-08 访问。确认了斩击踢击连招、程序房间、职业差异及可调整视觉模式;正式发行日期为 2025-08-29。该页不作为实测性能或缺陷已修复的证据。

    View original ↗
YOUTUBE + BILIBILI / VIDEO

Video reviews

2 videos

Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.

Review sources

Other voices, for reference.

Excluded from our score

Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.

Community discussion

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.

What players praise

  • 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

What players criticize

  • 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

Distinctive features

  • 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

Divided opinions

  • The combo system: praised by many as the crux of the game's depth, and called the thing that ruins it for others
  • The combat reworks (class-specific combos replacing universal ones, faster weapons): some long-time Early Access players feel the game got monotonous and worse, while many consider the patched version better
  • Price at $24.99: some call it great value, others say it is overpriced or fine only on sale
  • Chaos vs readability: the frantic Doom-like pace is a selling point for some and a mess for others

Repetition and friction

  • 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

Hoped-for improvements

  • 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

Early Access launched March 2023 and the game reached 1.0 on Aug 29, 2025. Steam lists 94% positive overall, but the recent-30-day snapshot seen on the store page was only 64% positive from a small sample, and the newest negative reviews (Aug-Sep 2026) are from veteran players unhappy about combat system changes, so sentiment has softened among long-time fans. Metacritic currently tallies only 2 critic reviews (PC Gamer 81, Movies Games and Tech 70) and shows no Metascore yet (needs 4), plus 6 user ratings averaging 8.5. Developer news on Steam references a 300,000-copies milestone, a Blitz Ascension mode, and new localizations. Third-party estimates put owners at 200k-500k and gross revenue around 2.0M USD (about 584k net) on the Boxleiter method, which are order-of-magnitude figures. Windows only. Streamer/YouTuber exposure drove some purchases, and a few buyers say they bought without realizing how central combos are. One review mentions community frustration over a separate dev controversy (not verified). OpenCritic listing could not be found; the Web search tool budget was exhausted so Reddit threads could not be read directly.

Archived creator commentary 1

Third-party summaries based on automatic captions may contain transcription or interpretation errors.

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.

What the creator praises

  • 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

Issues raised by the creator

  • 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

Design observations

  • Combo-scoring system where chaining attack types (dash, kick, swing, charge) triggers extra effects
  • Auto-combo option that shuffles combos automatically, while manual play avoids unwanted effects like the mage freeze
  • Three separate runs per character with a hub in between, like a very long run with soft permadeath
  • Limb-loss enemy behavior and weapon durability drive the moment-to-moment variety
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