
Mohrta is a nonlinear FPS adventure through the strange and otherworldly. Explore a vast selection of unique environments, slay an enormous cast of bizarre creatures, and upgrade your arsenal of multifaceted weapons.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
About

Mohrta is a tempered and atmospheric FPS adventure, where you delve into unique and bizarre dimensions, fight gnarly creatures, and defeat deific bosses. Tackle these areas and bosses in any order that you choose, build and upgrade your arsenal to suit your playstyle, and uncover a hidden truth behind the events of the game’s story.

Play through the game's five enormous and differently-themed dimensions in any order you choose.
Soak in the otherworldly atmosphere and lovingly-crafted level design.
Fight though a myriad of highly-detailed environments that push the limits of GZDoom.
Explore unusual settings, characters, and enemies fleshed out in beautiful signature Scumhead detail, featuring designs by Osiol.
Acquire a huge roster of weapons, each with multiple functions and utility.
Upgrade your equipment to defeat greater challenges.
Over 50 diverse enemies and 20 challenging boss fights to dodge, shoot, and strike through.
Befriend a huge cast of strange and loveable NPCs, each with their own quests and storylines.




Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 1.6Kreviews | 92% | — | $830K |
| $12.99−35% | 24ratings | 94% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 133 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I loved the demo and its a real shame that this final release is full of bugs with no updates in sight. Freesync isnt working properly any more, vsync locks you down to 30fps and its choppy, health and mana arent being restored by some save points, etc. I cannot recommend the game in this state. Please fix, devs.
Great music and really inspired world design - those are the positives. The game is a buggy mess - it hard crashed my PC 4 times and wiped the default keybinds several times. Level design is frustrating with invisible walls blocking most paths that look like they would lead to secrets - but you have to try them all anyway because about 1 in 10 times there will be a rare upgrade material hidden at the end. If you complete all the side quests but do one too early you will be locked out of the best ending, and the autosave system will make sure you can't correct your mistake. I had some fun at first, but now I wish I never played this.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 133 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Что ж, начиная прохождение этой игры я ожидал... ничего, НО ТЕПЕРЬ Я ХОЧУ НОВУЮ ИГРУ ЭТОГО АВТОРА ПРЯМО СЕЙЧАС!!! Саундтрек ласкает мои уши, низкополигональные фурри сиськи радуют взгляд , а сюжет - это -"Сколько здесь есть отсылок на Темную Башню?" -"Да." Сами сюжет и лор интересны, геймплей показался немного топорный, но не надоедал, благодаря новому оружию, которое всё разное. Из 7 зон первые 3 хорошие, а оставшиеся - " Боже, это лучшее, во что я играл". 15/10 P.S. На игру сделали отличный русификатор, так что теперь можно не переводить с эльфийского и спокойно играть
this game has two sides and its hard for me to recommend it to everybody the pros: PHENOMENAL art direction no difficulty spikes (some previous scumhead games had those) very snappy gameplay the cons: the bosses... some are really difficult for no reason and others are just over in 3 seconds, theres no real "good" boss, except maybe for the final one theres a BUNCH of guns in this game and most of them are just useless, which gets answered by the princess melting them into upgrade materials, but its still a pain in the ass to just dump all these cool designs into weapons that arent really good the performance of the game isnt the best and sometimes frames just drop, which im willing to forgive, because gzdoom is a pile of nonsense it delivers on all of its promises and i would recommend it to everybody who was intrigued enough to check the reviews
Mohrta is an incredibly well-crafted game in some departments, and rather mediocre in others. The most polished and memorable aspect is its art style. If nothing else, Mohrta boasts an absolutely unique visual identity, brimming with charisma, personality, and original designs executed with mastery. I do highlight the weapons; while each aspect of the visual department is of consistent quality, the weapons are among the most memorable for me. Mohrta features some extremely original weapons in both design and function, but when it comes to more classic weapon concepts, it is equally impressive. An organic appendage that spits out larval hatchlings acts as a grenade launcher. See this sniper-like weapon? It's actually a railcannon and can transform into a harpoon. You wanted a flamethrower? Here's an experimental syringe that expels a toxic substance that can contaminate the ground, creating an area that damages any enemies who pass through it... And it's not just the quality of the art itself, but its variety. Mohrta features 18 distinct stages, a prologue, an epilogue, a hub, and 15 unique stages spread across 5 main locations. The variety between locations results in one of the richest worlds I've seen in recent years, and it's rich in every aspect, standing out not only visually but also musically, with a soundtrack that earns all the praise for the visuals and even surpasses it, featuring some of my favourite tracks in recent years. Add to that the thematical, tonal, and mechanical variations... and you have a simply delightful world to discover in your hands. The game's flaws are evident at a mechanical level; it's a mediocre shooter. This is something I noticed especially in the first few hours, where various aspects combine to create a rather uncomfortable experience where artistic beauty and mechanical tedium are starkly juxtaposed. Poor arena design and enemy positioning, recurring glitches with enemies behaving erratically at the slightest elevation variation in the scenario, and the expected scarcity of weaponry that takes longer than necessary to resolve, making the repetitive and shallow mechanics EXTREMELY noticeable. I'd say the first few hours are tough, but all of this, which sounds quite serious, is resolved relatively quickly once you reach the second world. There, the variety of weapons combats the repetition and makes the lack of depth less noticeable, along with admittedly much better arena design and enemy positioning. I'd say that after finishing the game, while I still maintain it's mediocre as a shooter, managing to be tedious at times during the adventure, it's adequate. The entire art style compensates for the mechanical tedium, and the variety of weapons and enemies is enough to make it more enjoyable than tedious once you progress further in the game. However, if you're a regular shooter player, I'd advise caution here. However, I want to avoid ending on a sour note and insist once again, Mohrta is art, it is a work of art, it is a visual, sound and narrative experience, which stands out for the uniqueness of its premises and for its impeccable execution of them, and I am sure that I will remember this game for the years to come.
[h1]This is a gorgeous art project![/h1] Seriously. The worlds feel alive and truly fantastical, you'll find a large variety of adorable harmless critters everywhere you go, the characters are charming in their design and dialogue, even if the pixelated font gets hard to read at length on a big screen. The weapon designs are fun and pretty creative, every level feels like an entirely new place to explore, and there certainly is no shortage of exploration to be had. But as a first person shooter, it makes some quite frustrating missteps. First off, there is no real incentive to kill enemies in the first place. All it gets you is one mana drop and a small chunk of one of many ammo types. There's [i]no[/i] Gold and [i]no[/i] Health pick-ups, since upgrades are exclusively done via collectibles and you heal via rechargable item, à la Estus flask. Oh, and, all kills are permanent. Curious... The shooting gets repetitive pretty quick, though it probably doesn't help that you spend the first 2 hours with nothing but a revolver and a sword fighting off rabid eldritch creatures and running out of ammo. Dash-dodging is nigh mandatory. Reloading can [i]not[/i] be interrupted in [i]any[/i] way whatsoever, which makes using the shotgun, the first new weapon you get, especially annoying after a while. Enemy movement is erratic in pathing, their placement somewhere between [i]whatever[/i] and [i]roadblock[/i], only sometimes orchestrated in an amusing way. Optional NPC quests can bug out and become permanently incompletable, hard-locking you into eternal dialogue loops if you dare to try. So, [i]the game[/i] underneath all the gorgeous character models, beautiful environments and adorable wildlife isn't exactly riveting. Whether these negatives outweigh the positives is a subjective matter. The charme makes up for the gameplay perhaps, but I do indeed think it's not that great of a [i]game[/i] to [i]play[/i]. I will now buy the art book.
Really cool game, i love how sub locations standout. Different worlds is such contrast. Combat system is Okay, Character design is really great. Sometimes it's sad to kill cool looking enemies or bosses. Most NPC offer only one time talk which is kinda sad. A bit laggy though. Worth it.
Too much repetitive and slow. Movement, combat and story are is uninteresting. Looking forward to see a better executed game from the same dev, cause the art and design are outstanding.
I have never played a game like Mohrta. Incredibly interesting world, vibe, art styles, weapons, just . . . utterly fantastic. This goes straight into my list of "incredibly strange, but aesthetically fantastic retro-styled FPS games" alongside Dread Delusion and a Northern Journey. Pros: -snappy animations and gunplay -fun and weird weapons -cool aesthetic -fantastic world design, not just trying to make good gameplay levels but also aesthetically interesting (the overgrown graveyard area, and the jester-themed battlefields were stand outs) -Weird as hell -The card throwing weapon is amazing, I love gambling -Levels involve a moderate amount of exploration, but not too much Cons -Some people might not like the occasional horny design -Not as many secrets/exploration heavy as some boomer shooter type games, which could be a con for some people -Some NPC questlines are pretty vague (which is on-brand for a souls-like tbh)
Worth one playthrough for almost anyone. The best thing about Mohrta is that feels like a real adventure, not just like any another game. Every level is filled with so much creativity and so many secrets to find. It's reminiscent of a PS1 or N64 classic in how much mileage it squeezes out of a relatively short run and small world. The characters look cool and otherworldly, which made me want to learn everything I could about them. The game doesn't handhold or restrict you too much and it has good, easy to understand gameplay. There were some slight hiccups in my playthrough that kept me from feeling completely positive. The magic of the adventure started to run out for me around level '4-1' (I played the levels in the recommended order) because it started to feel too formulaic. In the future I'd like to see the devs really focus in on the exploration and world building angles but in a less restrictive context. Aside from that, there's also one point in the game where it's very easy to softlock yourself. It seems like there's just some oversights like that in the design that were never patched.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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