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Mortal Sin

Combat d’action

Texte original · AnglaisMortal 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

Notre note

72,3/ 100
Ex æquo au classement #72
Notre évaluation / RBR V1

Pourquoi cette note ?

Texte original · Chinois simplifié

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

Mécaniques de jeu essentielles

Pondération 25 %8,5 / 10
Texte original · Chinois simplifié

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

Combinaisons et stratégie

Pondération 25 %7,0 / 10
Texte original · Chinois simplifié

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。

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03

Rejouabilité

Pondération 20 %7,0 / 10
Texte original · Chinois simplifié

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。

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04

Hasard et équité

Pondération 20 %6,5 / 10
Texte original · Chinois simplifié

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。

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05

Finition et ergonomie

Pondération 10 %6,5 / 10
Texte original · Chinois simplifié

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 ↗
Évaluateur
Texte original · Chinois simplifié
Rogue by Rogue · AI 资料评测
Version évaluée
Texte original · Chinois simplifié
具体构建未知;以所引资料描述的版本为准

Périmètre et limites

Texte original · Chinois simplifié

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。

Sources de l’évaluation 02

  1. 01
    Documents archivés
    Texte original · Chinois simplifié

    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。

    Voir les documents externes archivés ↓
  2. 02
    Source web
    Texte original · Chinois simplifié

    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。

    Voir l’original ↗
YOUTUBE + BILIBILI / VIDEO

Critiques vidéo

2 vidéos

Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.

Sources de l’évaluation

D’autres voix, à titre indicatif.

Sans effet sur notre note

Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.

Synthèse des discussions

Texte original · AnglaisA 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.

Texte original · AnglaisMortal 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.

Ce que les joueurs apprécient

  • Texte original · AnglaisFast, visceral first-person melee with combo chains, kicks, dodges and heavy dismemberment that many reviewers call addictive and 'crack-like' once the systems click
  • Texte original · AnglaisDistinctive comic-book / manga-like art direction in red, black and white tones with dark-fantasy iconography, praised by 3DJuegos and Steam users
  • Texte original · AnglaisLarge roster of classes (16 per one review, including Berserker, mage, pirate, gun users) each with their own combos and unlockables that drive replay
  • Texte original · AnglaisVery 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
  • Texte original · AnglaisSteady stream of free content and reworks through Early Access and after 1.0 (new languages, unique items, the Blitz Ascension mode with daily challenges)
  • Texte original · AnglaisGood pick-up-and-play feel for short adrenaline sessions, and many players with hundreds of hours say it holds value for the price
  • Texte original · AnglaisHelpful 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

Ce que les joueurs critiquent

  • Texte original · AnglaisThe 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
  • Texte original · AnglaisCombat 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
  • Texte original · AnglaisEnemy variety looks large but enemies feel alike, and fights become 'build a setup and spam your best combo' with few situational decisions
  • Texte original · AnglaisRun upgrades and randomized loot are often described as not impactful enough, making later runs feel samey
  • Texte original · AnglaisOpaque systems and confusing UI: multiple mana bars, inventory/RPG screens and unexplained mechanics force players to watch videos or read a wiki
  • Texte original · AnglaisSome traps and the secret platforming portals are disliked, especially the forest branches/hands
  • Texte original · AnglaisLimited content per critics: one review counted only six areas with three gated behind story progression, and the first three zones repeat over 15 levels
  • Texte original · AnglaisReports of bugs or performance regressions after updates, such as a mouse cursor locking and FPS drops on camera movement

Caractéristiques distinctives

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

Points qui divisent

  • Texte original · AnglaisThe combo system: praised by many as the crux of the game's depth, and called the thing that ruins it for others
  • Texte original · AnglaisThe 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
  • Texte original · AnglaisPrice at $24.99: some call it great value, others say it is overpriced or fine only on sale
  • Texte original · AnglaisChaos vs readability: the frantic Doom-like pace is a selling point for some and a mess for others

Répétition et contraintes

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

Améliorations espérées

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

Texte original · AnglaisEarly 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.

Commentaires archivés du créateur 1

Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.

Texte original · AnglaisTier list Part 3 (2025)

Texte original · AnglaisMortal 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.

Ce que le créateur apprécie

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

Problèmes relevés par le créateur

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

Observations sur la conception

  • Texte original · AnglaisCombo-scoring system where chaining attack types (dash, kick, swing, charge) triggers extra effects
  • Texte original · AnglaisAuto-combo option that shuffles combos automatically, while manual play avoids unwanted effects like the mage freeze
  • Texte original · AnglaisThree separate runs per character with a hub in between, like a very long run with soft permadeath
  • Texte original · AnglaisLimb-loss enemy behavior and weapon durability drive the moment-to-moment variety
Voir la vidéo originale ↗