Caput Mortum review

Published:

I need to know

What is this? The medieval game of horror with delightfully shaky control elements
Date of issue August 27 2025
Expect to pay $ 9.99/ 11.99 USD
Developer Wildarts games
Publisher Black Lighthouse Collective
Proven RX 9070 XT, Intel Core i5 12600K, 32 GB of RAM
Morlatra NO
Steam deck Not verified
To combine Couple

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The first person’s horror game, Caput Mortum is another reminder that “good” controls does not necessarily improve the game. Mouselook or double analog control fashions can sometimes make classic more accessible, but at other times it is as if you used artificial intelligence to “improve” Mona Lisa or something. Caput Mortum gets this and makes controls one of the main enemies, raising a pretty good horror game to a really unforgettable one.

Idiosyncratic control elements Caput Mortum, partly raised with King’s Field, From Software Pre-Dark Souls First Crawlers, made me from the very beginning. This is a kind of “we were still thinking about the first -person offer for gamepad”: you look left and right with triggers and down and down with bumpers, turning your head as if you were choosing WW2 anti -aircraft action. The right analogue rod is free to control the hand of the character to manipulate objects in the environment, solve puzzles and purpose in close fighting.

As above,

Caput Mortum warns players that his controls are to make them feel sensitive, and deal with it: this is a deliberate delay when your brain is trying to release the right commands, he adds a restless thrill, which simply would not land the same with a more intuitive interface. There is also Slapstick, as well as a sense of fun at my expense, which reminded me to go about it.

Caput Mortum recommends playing with a gamepad and I went through the game anyway, but I saw the option of the dominant keyboard without the right mouselook offering similar impressions. Either way, recent and the perfect species of this control scheme really distinguishes this one. There are many independent first -person horrors, but none of them is like Caput Mortum.

Caput Mortum sees that you are studying a tower built by alchemists, here the medieval equivalent of ethically dubious “scientists” of the umbrella corporation. In the great fantasy tradition, such as the Durlaga tower in the gates of OG Baldur, excessive structure is only the appearance of a extensive underground dungeon, and Caput Mortum is at the level to discover what the alchemists are doing.

All experiences have a great atmosphere, a sense of isolation and claustrophobia, when you delve into the tower deeper, combining history through environmental guidelines and a classic paper trail in diaries about Afronta God, that these doofuses cooked in an alchemical style.

One environmental details that raised me: you can observe the images of great masters next to primitive, disturbing, impressionist copies in one area, evidence of alchemists trying to teach homunculi art they created. Later areas make homunculi longing fully human – it becomes tragic, even because they are such little freaks.

The climate is associated with grounding in the Middle Ages and alchemy, which still seems unique in games ⁠ Rose name than Dungeons & Dragons. One of the vast puzzles includes a quick catastrophe in Greek space, for example, an real diminutive self -art and letters in Renaissance France, which really added the surroundings to me.

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Monsters are more amazing than terrifying, but I really copy projects. Homunculi are my favorite and virtually mascot for the game: eight feet, distorted, spindle things that looked from clay, with bulging eyes and smiles of Rictus. Caput Mortum has more tension and a terrifying coefficient from the blur of the Amnesia -style screen and a edged, high sound when you look directly at enemy enemies. It’s a cheaper trick to raise a factor of fear, but I think it works.

There are standard enemies that can be killed by a metering fight, and Caput Mortum encourages that older ganglings of the turns are shuffled with a guy in fighting in battle, retreating to avoid the attack, and then return to their bop again. It is a close style in the close -core that you see in many independent, not shooters from the first person, but the intentional blund of control serves its distinction.

There is no Dorky Hoidkick who does not go “hm, do these symbols look like those on these jars in the other room?”

But there is also a choice of vast kahuns who cannot be killed and will chase you throughout the level, and your main appeal is a surprise made with hand manipulation mechanics to leave for a moment. One of these guys, Homunculus at the school level of the dungeon, just wants to play a diminutive game in Simon, says with you what prompted to imitate the movements of his hand to force him to escape after hiding and searching.

Of course, he has Lennie from mice and men, and you are a rabbit – playing his game and ripped you to shreds. For the first time I came up with him and tried to go to him with an ax, but I accidentally matched the movements of my hand in my arranging, leading him to escape – the moment of horror, humor and the emerging game, all packed in one.

These guys naturally lose the factor of fear after you withdrew them several times, but they can handle it quickly, and the wise pace ensured that they have never become monotonous for me. For example, I appreciate the fact that I had a puzzle once, Resident Evil of the Floor was polite enough not to disturb me when I was a fur car in the room.

Speaking of puzzles, I generally liked those in Caput Mortum. There was nothing that really fried my brain except that in which I was tardy at a vast clue at the level of ⁠ – mainly questions about combining environmental guidelines with a vast alchemical apparatus du Jour. But Caput Mortum gains maximum value from basic brain tickles, allowing you to connect dots yourself. There is no DORKY SIDEKICK “HM, do these symbols look like those on these jars in the other room?”

In addition to the delightfully strange controls, they are intangibles that really stole my heart here. Caput Mortum is a game with a capital atmosphere, and her strange diminutive piece of psychedelia with a Renaissance flavor will stick to me for a long time.

If I have one complaint, it is that Caput Mortum left me that I want more, but horror is a challenging species when it comes to Runtime⁠ – I began to analyze the creatures of Caput Mortum more as RPG enemies than unknowable horror movies, when the loans were going on, and I think it is quite valued for 12 USD for what it offers. There is a lot of juice left in this orange, but it is preferred from the alternative: paying more for something that consumes its greeting.

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