Morbid Metal Early Access Impressions – Easy to Learn, Hard to Put Down

Just one more run!

Morbid Metal Promo Shot
Image via SCREEN JUICE

AAA studios have more or less given up on action games that focus on style, spectacle, and deep combat systems. Thankfully, smaller studios are picking up the slack, and Morbid Metal from SCREEN JUICE is exactly the kind of experimental title I want to see more of.

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I had a chance to play the early access build of Morbid Metal, and there is a lot to like here, with some room for improvement.

Style Switching? Character Switching!

Morbid Metal is a roguelite hack-and-slash game with a structure similar to something like Hades. You move through combat rooms, obtain rewards and upgrades during a run, and earn currency to unlock permanent upgrades for future runs. It is a tried and tested formula, but Morbid Metal would not stand out as a strong action game if everything came down to RNG and meta progression.

The base kit of each character has enough depth that the roguelite bonuses simply enhance an already engaging combat system. The real hook, though, is the ability to switch between characters on the fly. This works during combat, traversal, in the air, on the ground, pretty much anytime. Being able to switch freely means each character brings something unique to the table, allowing you to extend combos in creative ways.

For instance, Ekku has a launcher, while Flux can blink toward enemies. You can launch an enemy, switch to Flux, blink in, land a few hits, or use a special, then switch back to Ekku for a downward thrust attack. This is just a basic example of what is possible. It is this seamless switching that really sells the entire experience.

You can stick to one character, and you will probably deal more damage with a focused build, but mixing and matching is where the real fun lies and where the stylish combat truly shines.

Traversal is fast since there is no stamina bar, and the mobility options feel excellent. I like that you can zip through a biome in just a few minutes if you are skilled enough. That said, I would appreciate a mini map, as the environments can feel a bit samey, making it harder to tell which room leads to upgrades. Something similar to Returnal’s HUD map would improve navigation.

It’s also fairly simple in terms of controls. There are no directional attacks, complex inputs, or anything intimidating on a mechanical level.

Style Meets Some Friction

There are a few combat quirks that I am not fully sold on yet. In many action games like Devil May Cry and Bayonetta, enemies cannot attack from off-screen. This allows developers to design more dangerous enemies without making encounters feel unfair. Morbid Metal does not feel unfair overall, but some enemies use projectiles, and dealing with them off-screen can be frustrating even if there is an incoming damage indicator. It reminds me of the newer God of War titles, where enemies remain in an attack state even outside your view, which I am not particularly fond of.

Another aspect that could use improvement is the cooldown system for specials. Most action games do not rely on cooldowns for standard abilities, reserving them for stronger or ultimate attacks. Here, having cooldowns on specials can limit your ability to chain stylish combos, as you are constantly managing timers. On the flip side, enemy attack telegraphs for perfect dodges feel a bit too generous, and I think tightening those windows slightly could make combat more rewarding.

That said, these are all areas that can be refined during early access. Even with these concerns, Morbid Metal is shaping up to be a solid action game that is easy to pick up, offers plenty of combo potential, and features characters that are genuinely fun to play.

Morbid Metal launches in early access on April 8, 2026. You can add it to your wishlist now on Steam.

Ali Hashmi

Ali has been writing about video games for the past six years and is always on the lookout for the next indie game to obsess over and recommend to everyone in sight. When he isn't spending an unhealthy amount of time in Slay the Spire, he's probably trying out yet another retro-shooter or playing Dark Souls for the 50th time.