EGW-NewsCaput Mortum Review – A Strange and Atmospheric Descent into Medieval Horror
Caput Mortum Review – A Strange and Atmospheric Descent into Medieval Horror
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Caput Mortum Review – A Strange and Atmospheric Descent into Medieval Horror

Caput Mortum, developed by WildArts Games and published by Black Lantern Collective, is a new first-person horror game that distinguishes itself less through high-end visuals or intuitive systems and more through deliberate awkwardness. Released on August 27, 2025, at a modest price point, it embraces medieval themes, eccentric design, and unconventional controls to create a claustrophobic, memorable experience.

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In his PC Gamer review, Ted Litchfield described Caput Mortum as a game that elevates itself precisely because of its deliberate friction. He emphasized how the game’s awkward control scheme, partly inspired by FromSoftware’s pre-Dark Souls dungeon crawler King’s Field, becomes part of the horror. Instead of relying on modern fluidity, players look left and right with the triggers, tilt vertically with the bumpers, and control their hand separately using the right analog stick. Litchfield argued that this deliberate awkwardness makes the player feel vulnerable in a way polished systems cannot, delivering tension, slapstick frustration, and horror in equal measure.

Caput Mortum takes place in a sprawling alchemical tower that conceals labyrinthine underground dungeons. Its setting is steeped in medieval mysticism and Renaissance influences, leaning more toward the atmosphere of Umberto Eco’s The Name of the Rose than the fantasy escapism of Dungeons & Dragons. As players descend level by level, they piece together the alchemists’ experiments through scattered journal entries and environmental storytelling. Among the game’s most striking details are paintings created by great masters juxtaposed against crude imitations, evidence of homunculi being taught to mimic art. The unsettling implication that these creatures yearn for humanity adds layers of tragedy to their grotesque designs.

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Atmosphere plays a central role in Caput Mortum’s impact. The game relies on environmental design, sound manipulation, and its own control quirks to amplify feelings of disorientation and dread. Claustrophobic corridors, dimly lit chambers, and eerie alchemical contraptions create a sense of unease that lingers throughout the experience. The monsters themselves lean toward uncanny rather than purely terrifying, with the eight-foot-tall homunculi—misshapen, clay-like beings with bulging eyes and rictus grins—emerging as the game’s unofficial mascots. Screen blurring and piercing audio cues when enemies approach enhance their menace, while their sheer oddity ensures they remain memorable long after an encounter.

Combat in Caput Mortum feels intentionally clunky, drawing on the stop-and-start rhythm familiar to players of older dungeon crawlers or early Elder Scrolls titles. Encounters involve shuffling back and forth in melee exchanges, but the awkwardness of the system reinforces the game’s theme of vulnerability. Not all enemies can be defeated; larger, unique foes instead demand puzzle-like solutions using the hand manipulation mechanic. One standout moment involves a homunculus in a schoolhouse level who demands a game of mimicry, forcing the player to copy his hand gestures or face violent death. These encounters balance horror with unexpected humor, showcasing how the game uses its systems for emergent storytelling.

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Puzzles play a consistent role throughout the descent, often tied to alchemical symbols or Renaissance-era cosmology. While not overly complex, they reward careful observation and deduction. Importantly, Caput Mortum avoids heavy-handed hints, instead allowing players to connect environmental clues on their own. The absence of a guiding companion or obvious prompts ensures the focus remains on the player’s interpretation, reinforcing immersion in its cryptic world.

For all its ambition, Caput Mortum does not overstay its welcome. Its relatively short runtime concludes before its systems and monsters lose their impact. Litchfield noted that the game left him wanting more, but praised its pacing and the decision not to extend play artificially. At a price point of $11.99, its length feels appropriate, striking a balance between substance and restraint.

Caput Mortum’s identity lies in its refusal to conform to modern accessibility and genre expectations. Its wonky controls, medieval alchemy setting, and grotesque yet tragic monsters form a distinctive blend of horror and atmosphere rarely attempted in today’s market. It may frustrate those seeking smooth, intuitive mechanics, but for players willing to embrace its eccentricities, it offers an unforgettable descent into medieval nightmare.

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Caput Mortum on Steam is here.

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