MORTAL CRUX

Mortal Crux is an action RPG set in a sprawling medieval world. Alone or with a party up to 4 players, venture from the warmth of your cozy cottage and explore a mysterious frozen land. Take on quests, meet eccentric characters, and survive brutal combat in this homage to ARPGs of the early 2000s.

Hello and thanks for checking out Mortal Crux! - Wishlist to be notified on launch!

(Official trailer will be uploaded closer to release. Everything shown is a WIP)


ABOUT THE PROJECT

Mortal Crux is a nonlinear ARPG set in a high-fantasy medieval world. It's designed for single player or co-op up to 4 players. Currently the project is entirely self-funded and being developed by a single dev.


GAME FEATURES

  • Play single-player or co-op up to 4 players.
  • Nonlinear adventure to explore at your own pace.
  • Hundreds of intricately crafted locations to discover.
  • Interactive world with day/night cycle, NPC schedules, weather, wildlife, and quest events.
  • Action-based combat with full gamepad support.
  • Immersive atmosphere and soundtrack.

INSPIRATIONS


Mortal Crux features my favorite bits from all sorts of games and medieval fantasy, while focusing the core design around the aspects I enjoy most in an RPG. I've been gaming my whole life and working various jobs in the industry for the past 10 years. My original vision for the project was first created as a long-lost flash game by the same title about 15 years ago. It looked closer to an old Westwood Studios CRPG than the current re-envisioned version that's had the benefit of years of modern influences and tech advancements.

Aesthetically franchises like Baldur's Gate, Diablo, The Witcher, Dragon's Dogma, and The Elder Scrolls (specifically Morrowind's Bloodmoon expansion from 2003 and Skyrim) have all inspired the style greatly.



Gameplay-wise the combat is very much action-oriented with mechanics you'd find in a Souls game, but from an aerial view. The interior system takes on an entirely separate set of influences, featuring cinematic fixed cameras reminiscent of the classic Resident Evil games. I wanted to give every room a more intimate feel while exploring, instead of keeping the camera zoomed out and toggling rooftops off like most top-down games tend to do. Doing so also helps make the experience more artistic and personal, since every room becomes its own little scene to investigate.