Morbid Metal's 30-min demo delivers hack-and-slash combat that feels like choreographed chaos in the best possible way

Hero Image
The roguelite genre has become a playground for experimentation, and Morbid Metal enters this space with a compelling proposition: what if you could be multiple warriors at once? Developed by Screen Juice and published by Ubisoft , this third-person hack-and-slash combines the intensity of Devil May Cry with the structure of Hades , wrapped in a sleek cyberpunk package that immediately catches the eye.

The 30-minute Steam Next Fest demo drops you into the boots of an unnamed android with one clear directive: survive the simulation. The premise is straightforward, but the execution reveals surprising depth. You're not just controlling one character, you're commanding a shapeshifting entity that can instantly transform between distinct combat forms.


Character swapping creates a new language of combat
The core mechanic revolves around seamlessly switching between two playable characters, Flux and Ekku , each with dramatically different approaches to combat. Flux embodies speed and precision, darting around enemies with katana strikes that feel both elegant and deadly. Her movements flow like liquid mercury, each dash and slice building momentum that carries you through encounters with balletic grace.


Newspoint


Ekku brings raw power to the equation, wielding slower but devastating attacks that can cleave through multiple enemies. Where Flux dances around threats, Ekku stands firm and delivers punishment that feels seismic in its impact. The contrast isn't just mechanical, it's philosophical, offering two distinct approaches to the same problem.

This isn't just a cosmetic change, switching characters mid-combo creates genuine strategic depth. You might launch an enemy into the air with Flux's quick strikes, then instantly swap to Ekku for a finishing blow that sends shockwaves through nearby foes. The transitions feel smooth and responsive, creating a combat flow that rewards experimentation and mastery. When you finally nail that perfect character swap combo, the satisfaction rivals anything in the genre's most celebrated entries.


Newspoint


The visual design supports this mechanical complexity beautifully. Each character has distinct animations and attack patterns that feel weighty and impactful. Flux's movements carry a sense of momentum that makes every dodge feel earned, while Ekku's strikes land with the thunderous impact of a cybernetic sledgehammer. When you land a perfect dodge followed by a devastating counter-attack, the game's visual feedback makes every successful maneuver feel like a small victory worth celebrating.


Roguelite progression balances familiar comfort with strategic rewards
Between combat encounters, Morbid Metal follows familiar roguelite conventions but adds its own twists that elevate the formula. After clearing each area, you're presented with upgrade cards that can enhance either character, creating build paths that stretch beyond simple stat increases. The system encourages players to think beyond single-character builds, as the most effective upgrades often synergize across both forms in unexpected ways.


Newspoint


The randomization doesn't feel arbitrary, instead creating meaningful choices about how to develop your dual-character arsenal. Do you focus on making Flux even faster, or do you try to shore up Ekku's mobility weaknesses? These decisions carry weight because both characters share the same health pool, making balance crucial to survival.

The "Deal with the Devil" statues add risk-reward decision making that breaks up the standard upgrade flow. These mysterious structures offer powerful buffs alongside significant drawbacks, creating moments where you must weigh immediate power against long-term survival. One run might see you accepting increased damage vulnerability in exchange for devastating critical hit potential, a trade that can make or break your progression depending on your playstyle and current build.


Technical polish and visual design create an atmospheric foundation
Visually, Morbid Metal impresses with its cyberpunk aesthetic that avoids feeling derivative. The environments blend futuristic technology with organic decay, creating atmospheric backdrops that complement rather than distract from the action. Neon-lit corridors give way to moss-covered ruins, each biome telling its own story of a world caught between progress and decay.

The character models deserve particular praise for their expressiveness in motion. Combat animations flow with a fluidity that makes every encounter feel choreographed, while maintaining the weight and impact necessary for satisfying hack-and-slash gameplay. The sound design amplifies these visual elements, with each character's attacks carrying distinct audio signatures that help distinguish your current form even in the heat of battle.


Newspoint


The demo reveals a game still finding its balance. Enemy variety feels limited in this early build, and some mechanics need refinement before launch. Camera behaviour occasionally struggles during intense encounters, and the upgrade system could benefit from clearer visual communication about synergies between characters.

However, the foundation is undeniably solid. The character-switching system alone sets Morbid Metal apart from its peers, and the smooth combat flow suggests significant potential for depth once the full roster of characters becomes available. Screen Juice has created something that feels genuinely fresh in a crowded genre, proving that innovation doesn't require completely reinventing established formulas.

Early access launches August 21, 2025, giving the development team time to expand on this promising foundation. For players seeking a fresh take on the hack-and-slash roguelite formula, Morbid Metal's shapeshifting approach offers something genuinely different. The demo leaves you hungry for more content, more characters, and more opportunities to master this unique combat system, which is perhaps the highest praise any preview can earn.