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Morbid Metal Early Access Review Calls It Rough but Stylish

The review highlights a common tension in early access roguelites: a strong core combat loop can carry a game even when systems documentation and content volume are still incomplete.

Reporting from 1 sources: Game Spark.

Morbid Metal Early Access Review Calls It Rough but Stylish

Game Spark published a review of the early access version of *Morbid Metal*, a 3D stylish action roguelite developed by an independent team and released on Steam on April 9, 2026. The reviewer played for 30 hours and earned all achievements. The game blends cyberpunk aesthetics with Japanese motifs, featuring three playable characters based on a samurai, a monk, and a ninja. Combat emphasizes evasion with a perfect-dodge system that opens counterattacks, and players switch between characters mid-fight to chain abilities. Each run offers three-choice upgrades, and the goal is to defeat a boss at the end of each area. The review praises the satisfying combat feel, the speed of character switching, and the soundtrack. It criticizes the lack of in-game explanations for mechanics like "Leak" (a damage-over-time effect) and "Orbs" (bonus damage from collected items), as well as the inability to view exact numerical values for upgrades. The reviewer notes that only two stages are available so far, but the developer has announced future updates adding more stages, bosses, and characters.

The Game Spark review of *Morbid Metal* ran 30 hours and achieved a full achievement clear, giving the reviewer a thorough look at the current build. The game's three characters each have distinct roles, and the switching mechanic is compared to *Zenless Zone Zero* in feel. The reviewer found boss fights rewarding for trial-and-error learning, with each boss having unique gimmicks. The soundtrack is described as fitting the stylish action genre well, elevating even basic enemy encounters. On the downside, the review points out that terms like "Leak" and "Orbs" lack any explanation in the hub, loading screens, or during gameplay, forcing players to infer their effects. The inability to see exact stats for attack power, critical rate, or other modifiers during a run also weakens the build-crafting experience. The developer has confirmed plans to add more stages, bosses, and characters via updates, which the review cites as reason for optimism despite the current limited content.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

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