Mortem: Fallen Kingdom news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID1442850
- PriceNo longer available on Steam Store
- Release dateComing soon
- DeveloperWar Penguin Studios
- PublisherWar Penguin Studios
- Parent gameNot available
Genres: Action, Adventure, Indie, RPG
Company pages: Developer: War Penguin StudiosPublisher: War Penguin Studios
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Mortem: Fallen Kingdom Steam news
Mortem: Fallen Kingdom news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Pre-Alpha Hotfix 0.6.1 - 3 December 2021
Hi all! From recent feedback and bug fixes I have done some fixes, tweaks and added somethings to my to do list Player changes Reduced block cost - Blocking an attack was far too punishing and only allowed a couple of blocks before running out of stamina. When character attributes are fully enabled this can be relooked and balanaced if need be Quick step rework - Quick step has less iframe and less stamina cost - it was far too easy to quick step and never needing to roll Quick step/Roll key - You no longer double tap space to roll, you now hold space instead. This will avoid double tap not working and reduce input lag Parry is on its own key! - TAB is now the new parry button and the parry window has been reduced (it was FAR to easy to parry an enemy) -If you miss time a parry, the damage you receive will be reduced Stamina regen increased - The rate at which you recover stamina has be…
- New game test and pre-alpha patch 0.6 - 16 November 2021
Hi all, I would like to first apologies about the length of time it has taken to get this update out. As you may or may not be aware, I recently had a son which has caused delays in game development as you may expect! I also had to focus quite a bit on the WN Dev Contest earlier this year and been properly planning out my roadmap and design of all game systems. I made the decision to implement a system I was working on prior to this project, which gives the player the ability to craft their own abilities. I spent quite a lot of time tweaking the system to get it feeling okay and would now want to some feedback, suggestions and critique on it. Firstly I will cover the ability crafting and cover patch notes in the next section. Ability crafting To craft an ability, you must choose 3 components. A weapon, a base skill and a method. You can then use the “power slider” to increase of decreas…
- European Unreal Engine WN Dev Contest Final! - 6 May 2021
Just a quick announcement to let you all know we made it to the finals in the WN Dev Contest! This is a great achievement for a solo developer and went up against some good games and companies. From over 550 submissions to the top 34! I wish everyone the best of luck in the contest and no matter what happens, I can hold my head up high reach the final If you want to show some support, please give the game a thumbs up on the contest website, you can vote once every 24 hours https://wndevcontest-games.wnhub.io/1549
- Bug fixes and improvements - 20 April 2021
Hi all, As you may or may not know, we recently reached the semi finals for the Unreal Engine European WN Dev Contest. To give the game the best possible chance getting into the finals I have been working on bug fixes and improvements to the current build. This patch is mainly for fixes and has included some additions I was already working on. The next patch will be more content rich as voted for on the Discord channel. New UI (WIP) I have been wanting for a long time to update the UI to get rid of the awful placeholder icons and design previously. I have implemented new hotbars, health/stamina and adrenaline bars as well as a new inventory. The inventory took a long time as I had to re-write some inventory code to account for the separation within the inventory categories. The UI is still a WIP and needs fleshing out when I turn on other RPG systems Option From a large request, a full…
- European Unreal Engine WN Dev Contest Quarter Finals! - 6 March 2021
Hi all Earlier this year I decided to submit Mortem: Fallen kingdom to the European Unreal Engine WN Dev Contest. Over 800 submissions and we have made it to the top 155 in the Quarter Finals. As a solo developer this is a great achievement. Please could you show some support and giving the completion game page a thumbs ups -> https://wndevcontest-games.wnhub.io/1549 Thanks for all your support
- Pre-Alpha Patch 0.5 Released! - 4 March 2021
Hi all, I hope you are all doing well and thank you for being patient again while I was working up to the next patch! A lot of changes in this one, but the main one you guys will notice straight away is the overhauled visual effects. All forests and foliage are now procedurally generated. It was a risky move deleted everything I had hand placed, but I believe it is now for the better and makes my workflow a lot better. I will be very interested in the new FPS. Testing Zone I have added a testing zone level, this will be updated every patch with the new content for you to try out without having to play the whole story section again to come across if it you didn't want to. Currently this is a simple level with a few enemies to kill, however I may add more game modes to this to make it more fun! :) Character Changes New two hand weapon animations including running and combat animations New…
- Pre-Alpha hotfix 0.4.1 - 6 February 2021
Following the recent release of patch 0.4. I have receive some bug reports and suggestions for improvement. I have used these reports and done the following fixes/changes Increased the time to register double dodge - Testers reported when they double tap space bar, they ended strafing twice instead of dodge rolling Increased the time to do combos - Testers reported on occasion when trying to do a combo, it resets to quickly Reduced AI melee range - It was reported the AI reach was too far and when the player is clearly out of range, they still get hit AI decision making - If an AI decides to not do a distant attack (such as charge) they will refresh their decision making instead of running to the player and doing no action Friendly AI on the fort attack have slightly less HP Added free look - Hold Left ALT Add camera zoom in and out - Use mouse wheel Bug fixes Players will correctly res…
- Pre-Alpha patch 0.4 - 2 February 2021
Garrison Testing Garrison attack can now be testing. This is unlocked through the main story line or you can select Garrison test on the main menu and wait a few seconds to be teleported Nightmares Nightmares have new models, new animations and attack patterns. They are very much WIP but feedback on their current state would be good Player Combat Action and mana bars. Action and mana abilities will now use one section of mana or action sections. Stamina is only used for blocking and dodging (and sprinting but this is disabled at this stage) I have changed a couple of combo moves and added a third heavy attack in the combo to help mix up your attacks and come up with some more combos to get good damage and stagger on the enemy when lined up Added friendly AI (currently they help you in a fight within a garrison) Updated inventory icons to reflect the weapon or armour piece you have picke…
- Pre-Alpha patch 0.2.1 - Bug fixes and improvements - 15 November 2020
Hi all, Another patch fixing some more bugs and bringing some improvements including the much needed save/load! Save / Load Game There is an auto-save in built that will save every 10 minutes (does a check to make sure you aren't in combat to avoid them awkward saves!) you can also save your the game yourself from within the pause menu. From the main menu you can load you most recent saved game Forest changes The forest enroute to the village is now more "forest like" with new forest textures and debris Telegraphing Enemies now telegraph heavy attacks. Their weapon will glows white or red depending on the power of the attack. If you see this you should be getting ready to dodge or parry! Inventory icons and changes Inventory now has proper icons for weapons and I have introduced the player's armor as equipable/unequipable. Armour stat points now actually does something! Armour stat will…
- Pre-alpha test patch - big changes! - 8 November 2020
Hi all, I have spent the last week making major changes to combat, some optimization and more bug fixes. Combat Changes Combos I have introduced combos in Mortem. This allows you to weave light and heavy attacks to form combos. You can dodge cancel out of an attack after it has landed, which can then go into another dodge attack. This adds a lot of fluidity to combat and ties in with a few mechanics I have introduced. Try it out and see what combos you like! Adrenaline and magic changes Adrenaline is now used for abilities. Each ability will use one charge of adrenaline. Your normal attacks will generate adrenaline. Magic abilities will use a similar system and uses magic charges. Currently there are a few ways to generate magic. 1 - Kill an enemy with your buff sword skill active 2 - Absorb magic at a shrine (gives full charges) 3 - Use the riposte finisher which is detailed below. The…
- Pre-alpha test hotfix and patch - 1 November 2020
Hi all, I have received a variety of feedback up to now just after a day which I am highly grateful for. Some bugs really needed to be fixed ASAP so I have done this hotfix, but also incorporated some balancing and optimization. Bug Fixes Getting stuck in block - Player now comes out of block when attacking, this avoids both states being active at the same time Warning text not updating - On occasion warning text would not show when out of stamina Unequipped actions - Player can no longer block or do abilities whilst unequipped. The player will unsheath the weapon first, then the ability can be used. Ultimate ability not firing - Fixed an issue that blocked use of using the magic beam forever after the player tried to use it before having full mana Non-actionable loot - Fixed an issue whereby loot could not be accessed following an enemy dying. Empty loot drops - Fixed an issue where em…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 3 December 2021 | Pre-Alpha Hotfix 0.6.1 | 4224936215386242985 |
| 2 | 6 February 2021 | Pre-Alpha hotfix 0.4.1 | 4051520458175700751 |
| 3 | 15 November 2020 | Pre-Alpha patch 0.2.1 - Bug fixes and improvements | 3872494575599866609 |
| 4 | 1 November 2020 | Pre-alpha test hotfix and patch | 3884878205223899045 |
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