Mortal Shell 2 Memory Leak Fix: Symptoms, Diagnosis & the Page File Workaround
Game closing after long sessions? Community-reported Mortal Shell 2 memory leak symptoms, how to confirm them, the static page file workaround, and what the patches already fixed — every claim honestly labeled.
Status: Workaround. The long-session memory leak is community-reported — no developer patch note has confirmed a leak fix by that name. The page file workaround below is the most consistently reported mitigation. It is not a guaranteed fix, and specific claims beat vague ones: everything here names its symptom, cause, and source type.
What the Mortal Shell 2 memory leak is
The Mortal Shell 2 memory leak is the community's name for issue #16 in our crash tracker: the game closing without warning after long play sessions — typically an hour or more into a run — with no crash dialog, or occasionally an out-of-memory style message. The tracker logs it as "UE5 memory leak over long sessions — closing after long play sessions", affecting all GPU vendors and every game version, Hotfix 2.0 + Balance Patch 1 included. Because Unreal Engine 5 titles have a documented history of memory handling quirks, the community attribute is plausible — but it is an attribute, not a developer-confirmed diagnosis.
That distinction matters more here than anywhere else in the Fix Center. Content-farm sites circulate "confirmed memory leak" claims with no specifics, and our Not Recommended list warns against trusting them. What is verifiable: memory usage that grows over long sessions as reported by players, closing behavior that correlates with session length, and one workaround a meaningful number of players report as resolving it. Everything else on this Mortal Shell 2 memory leak page is labeled community-reported, including the leak name itself.
Symptoms: memory leak or something else?
Several different crash types get called "memory problems," and applying the wrong fix wastes an afternoon. Match your issue against the three distinct memory-adjacent patterns:
- Long-session closing (issue #16, the actual memory leak) — runs fine at startup, then closes to desktop after an hour or more of continuous play, usually with no error dialog. The game's RAM usage in Task Manager trends upward the longer the session runs; some community reports say time-to-close shrinks across consecutive long sessions.
- Out of Video Memory error (issue #14) — an explicit "Out of Video Memory" message, hitting GPUs with 8GB VRAM or less on Ultra textures. This is a VRAM capacity problem, not a leak: it triggers in minutes, not hours, and dropping Textures to High resolves it.
- Garbage Collection exceptions (issues #6 and #8) — hard crashes with
EXCEPTION_ACCESS_VIOLATIONcodes in a GarbageCollection stack (0x00000000000002c8), or the settings-menu crash (0x0000000220000769). These are UE5 GC bugs with their own fixes — Frame Generation and Ray Tracing off for #6; Steam Overlay off plus file verification for #8.
If your crash matches the first pattern — fine at launch, dead after an hour, RAM climbing — the page file workaround below is the community's best-supported next step. For the other two, follow the links into the full crash list; a page file change does nothing for a VRAM ceiling or a GC exception.
Memory-related entries in the 19-crash data
Of the 19 documented PC crash types, four are memory-adjacent — the full set, with current status labels:
| # | Symptom | Cause (as documented) | Status | Current handling |
|---|---|---|---|---|
| 16 | Closing after long sessions — the Mortal Shell 2 memory leak | UE5 memory leak (community attribute) | Workaround | Static page file 16384/32768 MB on SSD — see below |
| 14 | "Out of Video Memory" error | Ultra textures + high resolution exceed 8GB VRAM | Workaround | Textures to High; disable Discord/Chrome hardware acceleration |
| 6 | GC exception — 0x00000000000002c8 in GarbageCollection stack |
UE5 GC bug; may correlate with unstable Intel 13th/14th-gen CPUs | Pending | Frame Generation + Ray Tracing off, cap FPS; awaits developer patch |
| 8 | Settings menu GC crash — 0x0000000220000769 |
UE5 GC triggered when opening settings | Workaround | Steam Overlay off, verify files, delete corrupted input saves |
Two patch notes round out the picture. Hotfix 2.0 officially "improved memory management to prevent GC-related crashes during extended play sessions" — so part of what launch players saw as memory misbehavior is already patched. And Balance Patch 1 reportedly fixed a memory leak tied to the shell-swap mechanic, per the Fix Center's patch summary. In short: the developer is visibly working the memory-adjacent list, but the long-session Mortal Shell 2 memory leak has no patch note of its own — which is why the workaround below carries a Workaround status instead of Fixed.
How to confirm you are seeing the leak
Five minutes of diagnosis tells you whether the workaround is worth applying — all of it uses tools Windows already ships:
- Watch the RAM trend, not the snapshot. Task Manager (Ctrl+Shift+Esc) → Processes, note the game's Memory column every 15-20 minutes. The leak pattern is a value that climbs steadily — several hundred MB per hour by community reports — and never settles. Normal usage oscillates as areas load and unload.
- Check the closing style. Silent closes with no dialog fit the leak profile. A crash dialog with an
EXCEPTION_ACCESS_VIOLATIONcode, or an explicit Out of Video Memory message, points at issues #6/#8/#14 instead. - Correlate with session length. The reported pattern is startup-clean, dead-after-an-hour. Crashes in the first 10-30 minutes point to Frame Generation (#4) or shader compilation — start with the Phase 1 quick wins instead.
- Skim Event Viewer for the timestamp. Windows Logs → Application around the closing time, looking for an application error entry naming the game executable. That confirms Windows saw an abnormal termination and gives you timestamps to compare against future sessions.
The page file workaround, step by step
The fix tracked in our crash data as the handling for issue #16 is to replace Windows' automatic page file with a static one: 16384 MB initial, 32768 MB maximum, on an SSD. The logic: if a long session's memory appetite outruns physical RAM, Windows needs swap headroom it can reach instantly; a fixed, generously sized page file on fast storage provides it, and player reports say the Mortal Shell 2 memory leak closings should stop afterward. About five minutes:
- Press Win + R, type
sysdm.cpl, press Enter. - Advanced tab → Performance → Settings → Advanced → Virtual memory → Change.
- Uncheck "Automatically manage paging file size for all drives."
- Select the drive where Mortal Shell 2 is installed (an SSD — the system drive is fine), choose Custom size, set Initial size: 16384 MB and Maximum size: 32768 MB.
- Click Set, then OK, and restart the PC.
Three honest footnotes. This is a community-reported workaround — it does not repair the underlying engine behavior; it changes the conditions that behavior operates in, and reports say the closings should resolve. It is fully reversible in the same menu. And the static page file reserves real disk headroom — the 32 GB maximum is a ceiling, not an immediate write, but keep free space in mind before committing.
Supporting mitigations while you test
- Stay on Hotfix 2.0 + Balance Patch 1. Memory management improvements and the shell-swap leak fix both landed post-launch — a day-one build reproduces problems that are already patched.
- Trim background memory competition. Disabling hardware acceleration in Discord and Chrome is the documented step for the Out of Video Memory error (#14) and frees real system RAM too — relevant headroom for long sessions.
- Cap FPS and disable Frame Generation for GC-pattern crashes. If your symptom turns out to be #6 rather than the leak, that is the handling until a developer patch — tracked in the Still broken section.
- Save at Beacons during long sessions. The Beacon fast-travel crash remains pending in the tracker, and losing an hour of progress to any long-session instability stings twice. Frequent Beacon saves cap the damage whatever the cause.
What the patches already fixed
Check you are not chasing a solved problem. Memory-adjacent fixes in official patch notes so far: Hotfix 1.0's D3D12 device-removed corrections, Hotfix 2.0's memory management improvements for extended sessions, and Balance Patch 1's reported shell-swap memory leak fix. What remains community-reported and unpatched is the long-session closing behavior this page covers — that status is re-checked with every new patch, and this page and the Fix Center hub update within 24 hours.
Mortal Shell 2 memory leak FAQ
Is the Mortal Shell 2 memory leak officially confirmed?
No. The long-session closing behavior is community-reported and "memory leak" is the community's diagnosis, not a developer patch-note term. Official notes did confirm Hotfix 2.0 memory management improvements and a Balance Patch 1 shell-swap leak fix, but the long-session leak itself sits at Workaround status, not developer-fixed.
What is the page file fix for the Mortal Shell 2 memory leak?
Set a static Windows page file — initial 16384 MB, maximum 32768 MB, on the SSD, automatic management unchecked. Full steps above. Based on community reports it should resolve the long-session closings; it is not a guaranteed fix and it is fully reversible.
Why does Mortal Shell 2 close after an hour or more of playing?
That pattern matches the reported Mortal Shell 2 memory leak — memory usage climbing across a long session until the game gives out. Confirm it by watching the game's Memory column in Task Manager for one session, and rule out the GC-exception crashes and the Out of Video Memory error, which have different fixes.
Is the memory leak fixed by a patch yet?
Not by name. Hotfix 2.0 shipped memory management improvements for extended sessions and Balance Patch 1 reportedly fixed a shell-swap-related memory leak, but the long-session closings tracked as issue #16 still have no patch note and remain on Workaround status as of Hotfix 2.0 + Balance Patch 1.
Will the page file workaround lower my FPS?
A page file sits on disk and is only touched when physical RAM runs short, so normal play is unaffected — and it must be on an SSD to avoid slow swap behavior if it ever is touched. Community reports describe no FPS cost in regular play; a nearly full drive is the one situation to weigh first.


