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Morbid Metal on Steam

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Morbid Metal is a hack-and-slash action rogue-lite where you shapeshift into powerful characters. Switch in real time to unleash unique combos and slaughter hordes of deadly machines and intense bosses.

Morbid Metal is a early access, hack and slash and action roguelike game developed by SCREEN JUICE and published by Ubisoft.
Released on April 08th 2026 is available only on Windows.

It has received 1,704 reviews of which 1,412 were positive and 292 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 17.99€ on Steam.


The Steam community has classified Morbid Metal into these genres:

Media & Screenshots

Get an in-depth look at Morbid Metal through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10/11
  • Processor: Intel i3-9100F / AMD Ryzen3 3100
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 1650 (4GB) / AMD RX 5500 XT (4GB) / Intel ARC A380 (6GB)
  • DirectX: Version 11
  • Storage: 30 GB available space

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

17 hours played
Sept. 2026
So straight off the bat, the comparison between this game and Warframe are pretty evident. If you’ve spent any time running missions in Warframe, then you’ll be familiar with the movement systems for traversing the platform elements. Then add in the combat aesthetic of Devil May Cry with the enemy juggling and the style system and you have the TLDR of how Morbid Metal plays. For anyone brave enough for a more indepth look at the game feel free to read on. The first thing that strikes you upon entering the initial Biome is how gorgeous the game looks, nothing in the tutorial could prepare me for how incredible the game looks with the mountain top setting and the ruined remains of a lost civilisation sprinkled in for atmosphere. It is an incredible back drop to the gameplay, and I often held up the initial runs to take in the environment that had been built. The fact that you can also find hidden passages and items on top of these structures or layered into the geography encourages you to take a good look around not only in the connecting passages but the combat areas too as an extra skill upgrade or currency drop can come in handy once you start familiarising where they are. In terms of level design, the devil may cry inspiration is pretty evident as the stop/go nature of the linear map with corridors linked to combat rooms is better represented here then the breakneck speed seen in warframes get from point A to B as fast as possible style missions. Extra rooms or paths are noticeably present along the route containing bonus upgrade, some with puzzles whilst others the challenge is finding where the path has been hidden hence whilst you’ll spend some time looking around. There are also extra mini games that appear throughout the level that act as skill checks providing more rewards the better you do, personally I didn’t engage with these initially as they only seemed to help chip away at my health but you’ll find that they become more useful and rewarding as time goes on. The half way point is marked as you enter the void or the “shop” and can spend your currency on upgrades, health and abilities as per normal but I did particularly like that when you go to exit there is an option to continue on a “normal” route or a more challenging and rewarding experience in a “sub-biome”. After a few runs, you’ll be confident enough to tackle these find that the rewards are so much better that you just end up taking this option all the time so I’ll be interested to try these on a higher difficulty. After the second part of the biome we enter a smaller shop area that’s more limited in what it has to offer in comparison to the previous one that then leads into the boss arena. I expected the boss to be a one and done encounter, one health bar, long fight, maybe a phase 2 after depleting the health bar, but instead I found out that the boss has 3 distinct fights baked into the encounter each one separated with its own cutscene and a progressive escalation in difficulty. Naturally you can imagine my horror as I’m sitting on 40hp and after defeating the boss a second time he pops up again for round 3, spent half the fight running around like a headless chicken trying to avoid mechanics so that I wouldn’t lose all my progress. I really enjoyed the music aesthetic for the game too, the song in the trailer was an instant add to my playlist as well as the boss themes. They lean heavy on the metal genre as per the games name and I often found it added an extra level of intensity during the combat and especially the boss fights. On the topic of the shop, you have 3 main currencies to collect Nano chips are spent solely during the run for upgrades, void matter is used for your skill tree upgrades and carry across after each reset and soul cores drop from bosses to unlock secondary character skills and your range of core buffs. Initially I found that once you increased the percentage of how much void matter is dropped, I was unlocking a substantial portion of skills quite rapidly and I quickly noticed the progression in character strength after each run. On the other hand, Soul cores feel almost irrelevant to the game. Although the character skills are locked at the beginning of each playthrough the chests and rewards allow you to switch to the alternatives when you find them at no cost. As such the only reason to unlock these is if you want to use specific skills in the first few combat rooms before finding upgraded versions as you progress. Personally, I feel that if the skills were completely locked out of the game until you had unlocked them and then they became a reward option afterwards would make more sense and provide a reason for this section to exist. Also, the “corpora” that add buffs to your character like ‘reduced ability cooldown’, ‘increased base damage’, etc already has a decent pool of 11 when you start and naturally the more you unlock the more diluted the reward pool becomes meaning that its more likely that you won’t see the ones you want. By the time I completed the game I had only unlocked 4 extra corpora that were relevant to the skills I was using and that seemed to be enough to reliably acquire 6 in each run that were relevant and useful using the games recycle station that lets you trade current one for new ones. In regards to characters, I not only loved fluxed design, but her playstyle felt pretty intrinsic as the introductory character. A warp to enemy attack and a projectile launcher that slows time and allows you to aim it at enemies. I soon became familiar with the style and both abilities are great at handling mobs up until you run into the second character. Ekku, Is the wide swinging powerhouse of the team, and since this is my preferred method of tearing through packs of enemies my focus switched to learning what he could do. I quickly set him up with a wide aoe stun attack and a double sweeping strike which became the one two combo of clearing mobs. Having these two characters made the multiple character setup and the core switching mechanic at the centre of the games design feel so fluid However, when I obtained the 3rd playable character, Vekta things began to feel a bit more clunky. I had gotten so used to using the two character set up and she couldn’t replace flux as the main counter to aerial units. Although I understand her mechanics I couldn’t find a use for her, whats more upgrading her attacks and skills just seemed to syphon currency away from the other two. On the plus side though I found out by accident that you can control how many characters you deploy with each run, so if you want to run a solo or dual character setup the game actually allows you too should you find you have a preference in play styles. Overall, for early access, I’m pretty impressed by what’s on the table so far. My biggest issue is the games length. With only 12 hours played you can imagine my surprise as after beating the 2nd boss on the 12th run and expecting a 3rd level for all my hard work I was instead presented with a completion screen with my stats and a return to the main hub. At this point I had still yet to fully max out the talent tree and I was left wanting more, naturally I intend to try the harder difficulties now that I’ve unlocked hard mode. But I hadn’t prepared for the fact that there would only be 2 biomes for the whole game as in comparison with other roguelikes of this nature its common for them to aim for around 3 for a full experience. From what I understand of the road map the winter update has more bosses listed but whether this will include a third level is unclear. I would highly recommend this game but it may be worth waiting to see what gets added as part of the winter update, without a proper ending and how short it currently is it feels like this game could be so much more once its out of early access and there’s a full and complete game.
113 hours played
Aug. 2026
Just platinum"d this game on my 109th iteration. This is the video game version of crack. Can't wait to see what becomes of it in the future of this game I hope these guys really keep up with this one. Grew up playing Devil May Cry 3 and never beat it, found it later in life and finally beat it. The style mechanic in Devil May Cry 3 allows you one style at a time, Morbid Metal allows you all 3 at your disposal at any given time. Very soon after I found Returnal which was my introduction into the roguelite/roguelike genre and it quickly became one of my personal top 10. This game is the combination of the two in all the best ways. This game rewards you the more you learn how to manipulate the reward mechanic itself, on top of becoming one with the regular and special skills between the characters. My advice for those of you that may be having difficulty with the the second boss and its patterns, what I learned was distance is king. Much easier to learn it from a distance, do chip damage with Vekta when you can. I also mainly use flux for dps, Back stab, nano strikes and bladeform are a nasty combo. Excited to see if they are going to add- -4th character -expanded skill tree -new biome or new run entirely -task earned, or in-run hidden cosmetics Update as of 8-20-26 To platinum this game you need to beat the game on expert difficulty which unlocks morbid difficulty. I've just beat the game on morbid difficulty (I gained a few grey hairs in the process but it was worth it). This game just keeps giving and giving the more stubborn you are which is a good problem to have in my case. The folks over at ScreenJuice cannot release updates fast enough, which is a statement of my impatient anticipation and not their development speed. Ubisoft, please give these guys infinite funding immediately. I CANNOT wait for more, I will call out of work to play this game when it fully releases. Buy the damn game and support this studio they 1000% deserve it especially considering the fact that this is their DEBUT TITLE.
3 hours played
July 2026
To start with the most important things: this game is very fun and it runs well. I haven't experienced any issues so far and have enjoyed my time thoroughly. There is one thing that keeps me from playing as much as I might want to and that's not being able to pause, exit the game, and return later where you left off. Unless I'm missing something, each time I have to leave for whatever reason in the middle of an iteration, when I come back I have to start a new one. One thing I love about rougelikes such as deadcells, hades, etc. is that they're the perfect games if you want to have a lot of fun in a short amount of time. Having the option to leave mid game and return right where you left off is like a hook that keeps you coming back. Knowing that every time I have to step away, I will have to start a new run give a little more friction to returning. Add that and I'd have zero complaints.
12 hours played
April 2026
---{ Graphics }--- ☑ You forget what reality is ☐ Beautiful ☐ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS ---{ Gameplay }--- ☑ Very good ☐ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☑ Eargasm ☐ Very good ☐ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf ---{ Audience }--- ☑ Kids ☑ Teens ☑ Adults ☐ Grandma ---{ PC Requirements }--- ☐ Check if you can run paint ☐ Potato ☐ Decent ☑ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Game Size }--- ☐ Floppy Disk ☐ Old Fashioned ☑ Workable ☐ Big ☐ Will eat 15% of your 1TB hard drive ☐ You will want an entire hard drive to hold it ☐ You will need to invest in a black hole to hold all the data ---{ Difficulty }--- ☐ Just press 'W' ☑ Easy ☐ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☐ Average grind level ☑ Too much grind ☐ You'll need a second life for grinding ---{ Game Time }--- ☐ Long enough for a cup of coffee ☐ Short ☐ Average ☐ Long ☑ To infinity and beyond ---{ Price }--- ☐ It's free! ☐ Worth the price ☑ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☐ Never heard of ☐ Minor bugs ☐ Can get annoying ☑ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ---{ ? / 10 }--- ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☐ 7 ☑ 8 ☐ 9 ☐ 10
10 hours played
April 2026
Morbid Metal made a strong first impression on me visually. The graphics are beautiful, and during my first twenty minutes I found myself doing little more than looking around and admiring how the game looks. On a purely aesthetic level, it succeeds immediately. What is harder to define is what the game actually feels like beyond that first impression. It is a hack-and-slash roguelike, almost like a strange mix between Devil May Cry 5 and Hades. At the same time, it does not really capture what made either of those games stand out. Both Hades and DMC5 had strong identities through their storytelling. Hades gave you a clear goal, memorable characters, and a constant sense that you wanted to learn more. DMC5 had a very deliberate story to tell. Morbid Metal, by contrast, feels vague and mysterious to the point where, at least early on, the narrative seems distant and unimportant. It throws you into the action with very little grounding, almost as if the game is saying: I do not know who I am, I do not know why I am here, all I know is that I must kill. Maybe the story develops later, but in the opening hours it lacks the hook that keeps the player emotionally invested. Another issue is the roguelike structure, especially the RNG. In Hades, your choices mattered because you could choose which door to enter, shaping your run in a meaningful way. Here, the system feels much flatter. You get doors marked with an arrow, and that is about it. Instead of adding strategy, it feels like the game is giving you the illusion of choice without much actual control. The enemies also do not leave much of an impression. So far they feel generic and uninspired, more like disposable targets than interesting opponents. They exist to be killed and not much more. There is little personality or creativity in their design, at least from what I have seen early in the game. That said, despite all of these flaws, I still think Morbid Metal is a good game. It has clear shortcomings, but it also has potential. Since it is in early access, a lot of its rough edges are understandable, and the current state of the game definitely reflects that. The positive side of that is that it has room to grow, and every patch or update could genuinely make it better. I am glad I got to play it, and I plan to keep going until I either reach the end or lose interest.

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Frequently Asked Questions

Morbid Metal is currently priced at 17.99€ on Steam.

No, Morbid Metal is currently not on sale. You can purchase it for 17.99€ on Steam.

Yes, Morbid Metal received 1,412 positive votes out of a total of 1,704 achieving a rating of 7.94.
😊

Morbid Metal was developed by SCREEN JUICE and published by Ubisoft.

Yes, Morbid Metal is playable and fully supported on Windows.

No, Morbid Metal is not playable on MacOS.

No, Morbid Metal is not playable on Linux.

This information about Morbid Metal is not available yet.

This information about Morbid Metal is not available yet.

No, Morbid Metal does not support VR.

Morbid Metal is a single-player game.

No, Morbid Metal does not currently offer any DLC.

No, Morbid Metal does not support mods via Steam Workshop.

No, Morbid Metal does not support Steam Remote Play.

Yes, Morbid Metal is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Morbid Metal.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 02 October 2026 22:57 UTC
SteamSpy data 21 October 2026 02:20 UTC
Steam price 24 October 2026 13:26 UTC
Steam reviews 22 October 2026 16:04 UTC

If you'd like to dive deeper into the details about Morbid Metal, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Morbid Metal
  • SteamCharts - Analysis of Morbid Metal concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Morbid Metal compatibility
Morbid Metal PEGI 12
Rating
7.9
1,412
292
Game modes
Features
Online players
17
Developer
SCREEN JUICE
Publisher
Ubisoft
Release 08 Apr 2026
Platforms