Full notes
Full Mortal Sin update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Balance
- Gameplay
- UI and audio
- Store
- Fixes
Blitz is here.
This is something I’ve wanted to do for a while, a mode that strips Mortal Sin down to its core and pushes it as far as it can go. Faster runs, higher pressure, more meaningful decisions, and a real reason to compete.
Every run is a fresh start. Every day is a shared challenge. And every second matters.
Alongside Blitz, I’ve added a new boss, new enemies, new elite modifiers, and a number of balance changes to tighten things up across the board.
New Mode: Blitz
Blitz is a roguelike within a roguelike. It focuses entirely on skill and efficiency.
Your curse meter increases over time instead of based on progress, so you cannot take your time. Every decision has weight.
There are no floor plates. Instead, you will fight through a series of arena battles and trap gauntlets to get as far as possible.
Your score is submitted to a global leaderboard that resets weekly.
Each day, you are given a fixed seed set of 3 sin remnants. Everyone gets the same ones. The challenge is figuring out the best class and build for that day.
To help you get going, each run has a high chance to drop a powerful unique item early, letting you shape your build right from the start.
Blitz takes the combat and skill expression of Mortal Sin and packs it into short, high intensity runs with strong replayability.
New Content
Knight Lord (Boss) A hulking mountain of steel with one goal: ruin your day. He can fire magical swords, summon other knights, and overwhelm you up close. He is the only enemy in the game that cannot be dismembered, making him dangerous from start to finish. Found in Trial of Resolves, and can also appear in Blitz and randomized enemy sets.
Monk Knight (Enemy) A hooded knight who abandons weapons entirely and relies on brutal barehanded combos. Fast, aggressive, and relentless. Common in Blitz and randomized enemy sets.
New Elite Enemy Attributes (7 total)
Increased Melee Damage
Increased Speed
Explode on Death
Explode on Hit
Throw Bombs
Fire Soul Lance
Corrosive Aura (drains equipment durability)
Blitz Additions
Dual Curse Rooms. Choose between two curses to proceed
Crafting Rooms. Roll up to 3 item sets to help build your run
Trap Corridors. Blast through these as fast as you can. The real danger is the traps waiting around each corner ready to end your run
5 new music tracks. Blitz now uses action music only to keep the tempo high
Balance Changes
Invincibility Rework Invincibility has been toned down across the board.
Previously, it was too easy to chain invincibility from combos, abilities, and potions, which trivialized large parts of the game and pushed players into a single dominant playstyle.
Now, new sources of invincibility no longer automatically refresh your current invincibility. You can still overlap them, but you need to time it properly instead of spamming.
The goal is to keep invincibility as a strong tool, but make it skill based instead of something that removes risk entirely. It also brings defensive playstyles like parrying and itemization back into relevance.
Skill and System Changes
Rerolling skills now doubles in cost each time
Synaptic Freeze costs more mana and now has a short cooldown
Singularity now has a cooldown
Blood Magic now grants increased damage based on missing health for a stronger risk reward playstyle
Ghost Skin now scales with 80% of luck instead of 100%
Resource Changes
Magic and Vital essence now have a 5 second spawn cooldown This prevents instantly refilling potions from large enemy packs and makes resource management more meaningful
Enemy Adjustments
Enimatik health reduced by 20%
Fixes and Improvements
Fixed UI bug where selecting a class would scroll back to the top
Fixed Immortal Construct not appearing in the Vessel area
Fixed progress screen showing incorrect wiped data instead of actual run stats
Updated app icon to better match the realistic visual style
Upgraded Unity version, improving performance, reducing RAM usage, and significantly reducing build size
Closing
This is a big shift for the game.
Blitz is designed to reward mastery, experimentation, and efficiency in a way the base mode doesn’t. I’m really curious to see what builds people come up with each day and how the leaderboard evolves.
As always, I’ll be watching feedback closely and making adjustments where needed.
Good luck. You’re going to need it.
Source
Changelog.gg summarizes and formats this update. How we read updates.
