
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
Глоток свежего воздуха для всех нас. Здесь прекрасно все от локаций до боссов и атмосферы игры все это выглядит просто прекрасно Ну и голые сиськи порадовали)))
Небольшая игра, которую очень сильно тащат визуальный стиль, подход к дизайну мира (не уровней, хотя они неплохие, а именно мира) и, отчасти, саундтрек. Эстетически игра действительно очень необычная, в ней есть несколько разных миров, которые очень хорошо сочетаются по арт-дизайну и периодически напоминают то Half-Life, то Dark Souls, то вообще что-нибудь книжное вроде "Тёмной башни" Кинга (к ней отсылок немало). Посмотреть и порадоваться будет чему. С "поиграть" тут всё хуже. Несмотря на то, что игра на движке GZDoom (т.е. "ядерно", насколько мне известно, из конца 1990-х), она периодически подтормаживает на конфиге с видеокартой Nvidia 3060 и i5 10-й серии. Противники глупенькие и периодически застревают в деревьях/геометрии уровня/ещё чем-нибудь. Ну хоть в текстуры не проваливаются, и на том спасибо. Ганплей приятный, размещения и разнообразие соперников - не особо увлекательны. В любом случае, вещь уникальная и эстетика тянет её вверх достаточно сильно, чтобы с лихвой окупить недостатки игрового процесса. Тем более, что игру делали, сколько там, 2 человека что ли. Короче, вещь в себе. p.s. Йоруга - вайфу (лол) Сёстры-близняшки - тоже.
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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
game suck. will probably finish it tho
really cool use of doom engine
用doom引擎制作的类魂FPS,表面上来看篝火NPC世界观剧情BOSS战一应俱全,但开发者很明显缺乏足够的地图和战斗设计水平,怪物设计突出一个重量不重质,大部分花活武器都比不过直接灌伤,BOSS初见毫无挑战基本都可以一遍过,跑图无聊又臭又长,但好在这游戏的doom引擎底子可以随时随地F6快速存档。但游戏的真正亮点是美术风格,作者倾心打造了5个风格各异的世界,从古代墓园,火山工厂,腐败沼泽,沙丘到霜冻学院,每一个世界的环境,中立生物,敌人,武器,NPC甚至连罐子跟宝箱都没有重复使用任何素材,唯一被复用的只有篝火,这种美术方面的堆量对于一款仅售60的独游来说到了不可思议的水平,从dlc里足足300页的美术集就可见一斑。毫不夸张的说,这游戏的美术即使比起业界3A游戏都是T0级别的,60块对我来说买本这样的画集都不算亏,当然这也代表冲着gameplay和战斗来的话这游戏就可以直接跳过了。 [spoiler] 我操你妈这二图的工厂守卫真他妈是个极品骚货上了战场全身上下就穿一条兜裆布分明是在引诱我我巴不得一鸡巴把屏幕捅穿在他战败以后抓住他的角狠狠骑乘操死他 [/spoiler]
Would be an awesome game if it weren't for the souls like elements. I am sick of them. Why do indie devs all make knock offs of the same 5 games. THE SAME 5 GAMES, INDIE DEVS ONLY KNOW HOW TO MAKE THE SAME 5 GAMES!!!!!!!!!!!
игра прекрасна сюжетом и графоном, босс файты подкочали но а в целом все понравилось
Just finished a second playthrough and I'll list some pros and cons of my opinion on the game PROS: Simple gameplay taking inspiration from classic doom with a mix of other mechanics (gun's having abilities and dashing to dodge attacks). A Big variety of weapons to choose which are unlocked by progressing through the game, each being unique. Great environments and soundtracks that go nicely together, along with cool character designs. Every enemy and boss provide good combat that make each encounter with them feel fun. Side quests that contribute to improving your abilities and getting an ending. CONS: Not enough save slots, the game only gives you 4 slots to work with which feels strict. Once you have reached the limit of saves, the next save will override the first save you've done out of the four, then the second, then third, then fourth and then it repeats. Dunno why the it's intended that way. Atleast double that amount or 10 would be good considering the game does not let you choose in which slot to save on. Some bug fixing would also be nice for the game (hope it happens after ringwyrm releases). the final side quest can be a bit buggy and this caused me to replay the game so i can get the ending that i wanted (lack of saves meant i could not undo my mistake). I did have a better understanding of the game so i knew which weapons i wanted to upgrade. Overall: 8/10 takes about 4-6 hours to beat the game depending on how much time you spent on it. So if you like classic doom or shooters in general, you'll like this for sure.
A FPS-Action hybrid with some of the most impeccable and enthralling worlds and characters I've ever seen. All running on a version of the Doom Engine, somehow. Mohrta is currently the latest FPS game in a joint effort between Scumhead and Osiol. The game follow a unit in the military group known as The Hayward, as they explore this zone known as The Great Strange, in pursuit of a AWOL member of The Hayward known as Avlan. As the The Strange is the culmination of many different worlds, it's up to this specific Hayward to explore these vast and varied dimensions in pursuit of Avlan. The game provides a very interest blend of FPS and slower-paced, almost dungeon crawler-like gameplay wrapped together in a fascinating world inhabited by a colorful cast of friends and foes. Gameplay of Mohrta has the Hayward wander through various dimensions, completing whatever plotline the specfic area or dimension as a whole has to offer. Often involving fighting through a wide cast of enemies in both shape and fight style. After the tutorial, each level is able to be completed in any order the player wishes, although from experience, the challenge does ramp up nicely if going in numerical order, but again is up to the player. Each level is split up into 3 different "sub-levels" that feature a chunk of gameplay ranging from some linear exploration, some non-linear task, and sometimes something completely different, all usually featuring a boss fight that rewards with a weapon. Speaking of the weapons, Mohrta has one DENSE arsenal, while you start off with just a sword and revolver, as you defeat more and more bosses you'll gain access to a wide range of weird and wacky weapons. Some follow some FPS archtypes like a Shotgun, SMG, and Rocket Launcher like-weapons, though with some visual flavor while others have other quirks to them, like not being needed to reload or more uncommon weapon types such as a flamethrower, or just completely gimmicky and weird. All of these weapons, sans the melee ones, draw from the same ammo pool of 4 ammo types so it's up to the player to decide how to use their supply effectively. You're also given access to mana dropped from enemies, pots or refilled via your mana gourd which allow any of your weapons to do a special attack which the cost and effect all depends on what you're using. You also have a sentient plush doll companion that can refill your health with a push of a button as well as another creature that activates a flashlight effect. Between trips through the various worlds, is a hub that feature the level select as well as a tiny area filled with NPCs to talk to. Some are able to upgrade your gear. Such as using Strange Ore found in the levels to upgrade your weapons and armor, Raw Mana, another collectable, to upgrade your Gourd for more charges, and Doll Buttons for more Health Charges. You can also break down collected weapons you don't wanna use into ore to upgrade the ones you do mainly use. Which is a nice feature to have if you get a weapon you simply aren't feeling and rather upgrade the ones you do use. Lastly to mention is the game uses a save point system to not only, well save, but also refill your health, and mana. As well as giving you a opinion to warp back to the hub. Although if you're worried about having to rely on these save station for saving, as this is a Doom game you still have access to the quicksave menu. Although the game is intended to be played with the save totems, just to keep in mind. Now there are some noteworthy things to point out. All of the weapons you gain are sorted by a single button on the number bar depending on what level you got them. For example, all the weapons from level 1 are all tied to the 2 key. Now I believe you are encouraged to thin your weapon amount out based on your preferences, but as you are able to well, not and be just fine. It was annoying trying to cycle through the weapons to get what I needed from each category. While there is a weapon wheel that kind fixes this issue, I would have rather have the weapons sorted by what ammo type they used since most of them generally try to have similar kinds of weapons use the same ammo. Another odd omission is no way to upgrade your movement at all. While I do think just being able to upgrade to Quake-like speeds would absolutely break the game. The lack of it does make backtracking both intended and optional very tedious. I mostly got by as there's a weird movement trick with the dash you're able to do while you're leaving any size of ledge. As this trick will give you a burst of speed. But then way later I found a movement trick by using a melee weapon's dash attack with the dash makes you move insanely far. While this is a some form of a solution it would have been nice if you were able to upgrade your dash capacity or speed from dashing. Style Wise, Mohrta is utterly fan-#*%&ing-tastic. If you're familiar with Scumhead's other work you'll know they really love bio-mechanical body horror crossed with eldritch elements in their designs. This combined with Osiol's similar tastes, and you got a recipe for some of the most inspired character designs I've seen in a game in a good while. The fact that every single level has both unique enemy and boss designs is just so insane from how much work had to go in designing, modeling, and implementing them. Speaking of the levels, each one does this really fun thing of started off with a pretty familiar albeit very inspired level theme, like grassland, ice and desert while progressing through the sublevel each gains a new theme on top. Like that grassland becoming into a bug hive, or the ice area featuring a abandoned campus, or the desert featuring a festival. It always keep you guessing on what's next and it was always such a treat to start a new level and get absolutely floored by the impeccable art direction. Which speaking of, this is still mostly just Doom-style sector work with low-poly 3D models which is just insane that any of this is possible. There are some issues with the game hitching when a lot of action is going on, usually when a boss starts and using it moves, but it never caused a unfair death. Just something to keep in mind. Overall, Mohrta was a such a surprise. I had only had experience via a old demo of the game so I had a rough idea of what to expect but having the full picture, man it's so superb. While the gameplay loop isn't perfect with the combat sometimes being a tad awkward and the performance, the experience from start to finish had me enthralled the whole way. Whenever that be the cool characters you meet, the lush environments to explore, or finding what new random contraption of a weapon to play with. There is just so much here done with passion that lands, it well surpasses it's short comings to landing in a must-play territory if you enjoy these kinds of games. There's even a few endings to aim for with the true ending not being to terribly hard to aim for if you're through. All in all, this is one of the few games I would say is absolutely worth it's default price and more so on sale. The amount of work that clearly went into the art alone is enough to justify it and as such I am much excited to see what Scumhead releases next, either alone or collaborative!
this game is so good
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