
Children of Morta is a story-driven action RPG game about an extraordinary family of heroes. Lead the Bergsons, with all their flaws and virtues, against the forthcoming Corruption. Will you be able to sacrifice everything to save the ones you care for?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 65 reviews with recorded playtime.
Reviews
Themes across 65 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Children of Morta ended up being one of the more memorable action roguelites I've played, largely because of its focus on family and storytelling. The Bergson family feels genuinely connected, and the narrator's voice is absolutely perfect for the game's tone. His storytelling adds warmth and emotion to nearly every moment and elevates the entire experience. The combat is fun and engaging throughout. I played the entire campaign on Normal difficulty and found it appropriately challenging at times without ever becoming frustrating. I leveled every playable character to at least level 16 or 17 and enjoyed using all of them. Each family member feels distinct, giving the game a nice variety of playstyles. The talent progression is fairly simple, which I actually appreciated. There are some nuances and optimization opportunities, but I never felt the need to min-max my builds to succeed on Normal difficulty. Story: 10/10 The story is the standout feature. It's not an especially long game, but the campaign is consistently enjoyable, and the side content adds worthwhile moments with the family. I didn't complete every side mission, but I tackled many of them and never felt like I was wasting my time. Charm and Characters: 10/10 The Bergson family is incredibly charming, and the game's emotional moments land because you spend so much time with them. My one minor criticism involves the DLC character. While they're introduced initially, they don't really participate in the ongoing story scenes or narrator segments afterward. It's far from a major issue, but it does make the character feel somewhat disconnected from the family. Overall, Children of Morta combines satisfying combat, excellent narration, and a genuinely heartfelt story into a memorable experience. If you enjoy action roguelites but want something with strong characters and emotional storytelling, it's easy to recommend.
Amazing local coop game. Fun even for short gaming sessions. Amazing story, graphics and balanced difficulty.
I wanted to like this game more than I actually did. The presentation is excellent. The pixel art is beautiful, the narration is well done and the family dynamic gives the game far more personality than the average roguelite. There is clearly a lot of care put into the world. Unfortunately, I never enjoyed the combat. The biggest issue is that the game constantly feels like it's fighting against the player. Basic attacks are weak, movement is slow until you buy upgrades and many secondary abilities have long enough startup animations that using them actually interrupts the flow of combat. Lucy's tornado is a good example: instead of feeling satisfying, it often feels like it slows everything down. Linda (the archer) was by far the most enjoyable character for me. John felt awkward because his shield only really shines against enemies directly in front of him, while many enemies attack or move diagonally in groups. Lucy looked promising, but her attacks have such a long startup that she never felt satisfying to control. In general, several characters feel like they were designed with co-op in mind, where another player can hold enemy attention while they attack, rather than for solo play. Since the game applies a fatigue debuff to frequently used characters, I often felt pushed into playing characters I enjoyed less instead of mastering the ones I liked. The progression also didn't click with me. Permanent upgrades are expensive early on, so the beginning consists of repeating the same areas over and over just to buy small stat increases. Some runs feel great, others barely give enough gold to make meaningful progress. I understand that's part of the roguelite formula, but here it became repetitive rather than rewarding. Another issue is that it often feels difficult to judge whether you're actually improving or simply getting a more favorable run. Every attempt changes the dungeon layout, your temporary upgrades, the available health pickups and even how some boss fights play out. Sometimes a boss overwhelmed me with endless enemy spawns, while another attempt felt dramatically easier for reasons that weren't always clear. That made victories feel less rewarding because I couldn't always tell whether I had played better or whether the game had simply rolled more favorable conditions. My biggest criticism is the combat loop itself. Most encounters turned into backing away, taking a few shots, waiting for an opening, using an ability, then backing away again. It never reached the point where movement, abilities and enemy design came together in a satisfying rhythm. I also ran into several gameplay issues. Some bosses froze completely during fights, making encounters trivial, and enemies occasionally got stuck behind pillars or other scenery. These weren't constant problems, but they happened often enough to break the flow and make some fights feel unfinished. There is a good game underneath all of this and I can absolutely understand why some people love it, but this wasn't it for me.
I really want to love this game for its gorgeous art and fun gameplay but it's such a weird rogue-lite experience where the individual runs and the meta progression both feel half-baked... The combat balancing is crazy too, everything moves so fast and there are so many enemy types and enemies can have multiple attacks so it's extremely hard to read and react to what's going on. The difficulty ramps up really fast that you end up needing to complete multiple boring runs just to grind the meta progression upgrades in order to progress. The game has really good bones, but there were some design decisions in the gameplay loop that simply aren't my style.
Game is beautiful to look at, and characters are nice, but: - Too little variation for a roguelike! So boring repeating the same dungeon with little to no variation each time - Combat is stiff; not sure why, but it just doesn't feel nice to play, especially with melee characters; i think main issue is that the characters completely stops on its feet as soon as you attack
Its 2026. 4 player when?
Визуал и история конечно огонь, но мало уникальных механик и синергий для рогалика, все банально и почти всегда упирается просто в "теперь ты будешь наносить урон огнем/молнией/и т д. когда бьешь лкмом/пкмом/уворотом/и т д. Рогалики делаются рогаликами, чтобы игрок мог собрать такие связки навыков и перков, от которых бы душа в пляс хотела пуститься, а у вас после 5 забегов уже ничего нового от рандома и не ждешь. Балансные решения некоторые тоже я вообще не понимаю. Почему у Джоуи ни один спел не синергирует друг с другом? Почему он имеет 4 различных вариации аое зачистки мусора разной степени полезности, которые между собой вообще никак не пересекаются геймплейно? Почему его единственный гарантированный путь сустейна в бою - вообще в бою не участвовать? Персонаж по задумке должен получать урон, находиться в толпе врагов и находиться постоянно на низком здоровье, это написано у него в пассивках. Что мы для этого ему дадим? Чуть больше хп и возможно иногда будет руна выпадать на отхил с шифта, раз в 5-6 забегов на 1-2 этажа. Звучит балансно, запускай. И ладно было бы только это. Может быть, сам персонаж интересный и требующий игры на лимитах, раз уж у него нет потенциала жить в бою лицом к лицу с врагами? Да нет, стой в углу, зажав лкм. Да, крипчики будут отлетать (не все, и точно не элитники), но ничего другого ты сделать не сможешь. Замах первого удара в серии - около секунды, маневренности во время серии нормальной нет, рывок прерывает серию ударов, замахиваться нужно будет заново. Пкм нужно кастовать, стоя на месте. Вот тут напрашивается как бы уменьшение урона при касте, чтобы на неуклюжем персонаже хотя бы как-то реагировать на входящий урон можно было, но нет, танкуй рылом и не выеживайся. На кой черт вообще шифт герою присобачили в таком виде тоже большой вопрос. Станлочить он не может, иммунов к контролю не дает, танковать не помогает, урона вносит примерно как автоатаки, только радиуса поменьше. Да и мобильность появляется только после 20 уровня. Про ярость даже говорить нечего, просто мусор, никак не подходящий персонажу. Вот тут я подумал, может быть нужно прокачать перки семьи, чтобы закрыть бреши в геймдизайне персонажа? Увидел, что у отца на 20 уровне открывается восстановление здоровья для всех. И тут возникает еще один вопрос: почему нигде не указаны численные значения семейных баффов? Почему после прокачки отца до 20 уровня в надежде на хп реген для семьи я получаю 1 хп в 5 секунд, когда хп пул к этому моменту уже под 350? Атмосфера, визуал, музыка и анимации - 10 детей из 10 морт. Баланс и геймдизайн - 0 синергий из 10 зачисток.
Children of Morta is a very good pixel graphic ARPG. The story is good, combat is fun, and the controls are great! Highly recommended for those that love the genre
Крайне приятная пиксельная графика, хороший сюжет и метапрогрессия, хаб работает отлично. Есть локальный и сетевой кооп. Если вы не часто играли в рогалики то в начале придется помучатся с первым боссом и локацией, далее все идет как по маслу, баланс сложности смещен на 1 и на 3 четверть. Длц со зверями необязательно, дает только бонусы к опыту и характеристика. Отличная игра.
Love this game. Wish there was more content or dlcs.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Languages: English*, French, German, Spanish - Spain, Polish, Russian, Simplified Chinese, Portuguese - Brazil, Turkish, Korean, Traditional Chinese, Japanese* +1 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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