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Morganica

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A member registered Oct 04, 2022 · View creator page →

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(3 edits)

Since the creation of the World, the Demons of Good and the Demons of Evil have been fighting irreconcilably for control over people.

Tired of the endless struggle, The demons of Evil have gone to the trick. They sent a huge Serpent to Earth, which entangled

several human cities with its body.

When the magic Spell was pronounced, everything that was inside the Serpent 's body, along with all the inhabitants, fell into the Other World, and the Serpent itself turned into stone. So the City of Dead was created. Morganica...

Demons of evil feed on people's negative emotions, such as fear, hatred and malice. Therefore, residents of the city are forced to participate in the “Bloody Harvest” ritual, in which “insiders”, people abducted from the World of the Living, must kill each other and feed the CorpseEater with their remains. The CorpseEater is huge monster, from which Demons feed their physical shell..

In order to create endless flow of negative emotions, in addition to people, Demons populated in the City with zombies, monsters and werewolves. 

Since insiders are constantly died, secret servants of the cult of Demons kidnap the unfortunate from the World of the Living.

This game is dedicated to the story of one of these people...

(1 edit)

Today is the first day of the New Year, when I return to work on the Project - complete work on its second stage, creating a demo version for a potential Publisher and Investors. 

I've had a great rest over the last few days and I feel an unreal creative uplift. 

Everyone, have a successful start to this year! Let's go...

(1 edit)

I decided to tell about my project on behalf of one of the my NPCs. He understands the inner world of the Game better than I do.  He knows better than anyone how the Project differs from others and how it is more interesting than others. Knows all the latest news. He has his own opinion about what I am doing and the secrets of the future are open to him - what I am striving for, what the Project should turn into.


I really hope for your opinion, advice and questions! Thank you all in advance!

https://itch.io/t/2535746/morganica-project-npc-says

(1 edit)

MAD'S STORY

I was asked to tell about the residents of our City, but today I am not in the mood to do anything “on request". All day long I fulfill requests and listen to all sorts of nonsense from insiders - who survived after the first “Bloody Harvest”, who imagined themselves “invincible berserkers". Why do I hate them so much? They seem to be the same people as me, but the local alcoholic zombie Crazy is nicer to me than any of these assholes in orange robes. I think that's how the City works. “Kill to feed, or you will become fodder.” Truly so…

Regan has locked himself in his hospital, the fucking dwarf has gone somewhere, Alice is not her own. Doesn't take clients. Only is whispering about something with the bartender and  looks from side to side with her wild eyes. Eh... cool girl. She was. When Reagan began to plow her and she contacted his bulls, she began to mutate. Dried up now. The eyes began to glow like the Guards. But for talking, there is no substitute for her. Nothing... They promise to open a second location soon, the girl will have to work hard.


Okay. It's all a fuss. I'd better tell you what's going on here and how everything works.

ARRIVAL

Everyone gets to the City in different ways. Someone is launching the .exe file, the one who is richer in imagination, gets hit on the head. The darkness and... wet stone. Rain, for some reason going upstairs. A small cozy cemetery and two heavily armed living corpses. Guards. Behind them looms a huge fellow, at whose feet lies a chainsaw. Bastard Ripper, the local executioner.


The guards try to seem harsh to the guys, but then it turns out that they are normal, quite adequate guys, although they are undead. Moreover, as I found out, they have been undead for a very long time. And their good nature is deceptive. If they notice that you're breaking the rules, it's a fuck up. Darkness. Hello Ripper! A short scene of you being cut into portions with a chainsaw and everything starts over. But that's later. In the beginning, you are quickly introduced to the course of the case. It turns out that now you are an “insider” and you have to walk like an asshole in an orange uniform and wear a ritual mask on your head. A short briefing and now you are already at the entrance to the City.

CITY

The city resembles a shooting pavilion of a horror movie. Night. The light of bonfires and advertising signs. Shadows in doorways and frightening images in windows… At first it seems to you that it's scary, but then you get used to it and if you don't go where you shouldn't, you realize that you can live. The city lives its own life. Zombie couriers of the local supermarket of fresh human flesh scurry back and forth around. Some dark personalities are talking about something in dark corners. Always drunk Crazy unsuccessfully tries to move from one puddle to another. Mutants run on roofs and jump on balconies. You notice the Guards watching the situation, and immediately comes a false peace and tranquility.

Locals, those who are not an insider, are quite talkative. You will learn a lot of useful things from them. But conversations with insiders don't really flow. This is understandable. Guys and girls are on edge. The time is coming for “The Bloody Harvest” and there is no guarantee that after it you will not go piece by piece in a bag to feed the Corpse-Eater.

BLOODY HARVEST

As for the “Bloody Harvest”, then there is an ambiguous opinion. There are a lot of people who love this slaughter, when for a certain time you need to chop as many of your own kind as possible into pieces. Some, I am one of them, even having earned the opportunity not to attend the Bloody Harvest, periodically participate in it, solely for entertainment. Tickle your nerves, clutching a grenade launcher or a katana, which could be more exciting. Adrenaline is a free drug.


Having a well-hung tongue, I quickly developed connections among the Guards, got acquainted with local dealers and quickly became one of them. Now I sell or rent weapons for everyone. I had a couple of competitors. But they were introduced to Ripper. Now I have exclusive rights.

GAMEPLAY

Any insider can go my way. If you want to live, get busy. And there is enough to do here. You can go to Regan’s gang, you can take the job from dwarf Qwig, you can take orders to search for artifacts from me or from a cheerful bartender. You can fulfill the request of a prostitute Alice or meet a Shrinker and listen carefully to his delusion. Even the ever-drunken Crazy sometimes gives out useful information that can be exchanged for a bag of fresh human flesh to feed the Corpse-Eater in time. Or they'll feed him instead of you, and you must made your own business.


What does it give? If you're in business, take off your mask, dress as you want. You’ll have loot, girls and useful artifacts. Your image is growing, and with it your opportunities.

You can also rob zombies or people like you. The main thing is to choose the right time and place. But if the Guards notice you... you're fucked.

ABOUT GAME

There's only one thing that bothers me here. I live here quietly and seem to be happy with everything. But I know what the locals don't know. Everything that happens in the City is one big story, consisting of six parts. One game is one part. I lived through the game session, sit and wait for three or four months, or even six months, until the sequel comes out, and with it new districts of the city will open, new heroes will come and with them new fascinating problems. Well, at least you can continue to kill and cut or collect and take away, and therefore the business does not fade. But they say that this will not always be the case…

DEVELOPERS' PLANS

If you read the previous article about our world, then you should know that I have some mental connection with the Creator. And with his blessing, I can share his plans for the future. ”Morganica" should become much more than just a Game. What is happening in the Game, just brings us all to this.

Morganica adherents should be aware that the game is possible on a PC with both a keyboard and a monitor, and in a VR helmet with joysticks. One price for two platforms. It's fucking awesome. I haven't seen this from anyone yet. This is a real fucking “selling point".

So that's! The next product, after the Game, should be a VR city open to everyone who wants to visit, which can be accessed both with a VR helmet and simply through a monitor with a keyboard.

The gameplay of this Product has not yet been determined. I only know the following:

  • Different locations for the “Bloody Harvest” with different modes of its passage
  • You can choose to remain human or try on the skin of a zombie, demon, werewolf or symbiote. You can even become a Guardian
  • It will be possible to give tasks to each other
  • All the locations and NPCs already known in the Game will be preserved, but there will be more of them and they will be more diverse
  • Visiting the City will be free, but some features will be distributed by subscription
  • In the City, you can rent or buy real estate and arrange it at your discretion
  • Bought a property - earn money on it. Open an online store with goods from the real World or find a supplier and sell corpses, make a beauty salon, a tattoo studio, a bar with fresh blood or not fresh pus ... Fuck, turn on your imagination!

I like these plans. I hope the men will succeed.

IN THE END

Someone is stubbornly knocking on the portal. It's time for me to go. We have a lot to do this week on the bridge to the industrial part of the City. We are preparing a demonstration of the “Bloody Harvest". Wait for news.

All the best and fresh corpses!

OUR INFORMATION CHANNELS

Project website - https://www.morganica.world/

Youtube channel - https://www.youtube.com/channel/UC6lq...

Facebook  - https://www.facebook.com/groups/556267889615740 

Instagram - https://www.instagram.com/morganica.w...

VK group - https://vk.com/morganicaworld

Itch.io - https://morganica.itch.io/morganica

Twitter - @ShtaiCoory

Email me for suggestions and feedback - morganicaworld@gmail.com

By and large, the story told in the six issues of the Game is a story about survival. If you remove all the mysticism, you can see the tracing paper from the Real World around us. The events taking place in a mysterious and gloomy city are sometimes simply written off from real life experience. Naturally, as it is customary to write in books, “All names are changed and all coincidences are random.”

Today I want to tell you about the heroes of the Game, who are a kind of connecting elements that form and define the life of the City. I hope you can draw parallels with real life yourself.

GUARDS

Representatives of the “executive power". It is the Guards who  control the strict enforcement of the law established by the Owners of the City - insiders, daily, at the appointed time of the “Bloody Harvest” ritual, must kill each other to provide food for the Corpse-Eater, from whose body the Demons of Evil receive food.


The Guardians are experienced, trained warriors. True, brave fighters look like living corpses, but this does not affect their combat skills at all and, importantly, an adequate perception of reality.  They are not at all equal to local zombies, monsters, demons and other inhabitants. They are well armed, not devoid of a sense of humor, they know their worth and the measure of their power, backed up by the chainsaw of Ripper, the executioner-maniac, about whom a separate story is planned. Most importantly, you can negotiate with Rhinestones. In many ways, what our Main Character manages to turn the City into, by the end of the sixth fragment of the Game, turns out to be possible only thanks to cooperation with them.

REGAN

Is it possible to imagine a society without a character who despises established orders, who knows how to adapt and mimic better than any chameleon? Of course not. The Mafia is immortal. Regan is a bright representative of the local criminals. As events unfold, we learn that he is not the only representative of this social group, but he plays a key role in the whole story.

Regan was framed by his competitor, and handed over to the priests of Demons of Devil in an unconscious state, naturally without warning whom he brought them. Upon recovering, the old gangster almost immediately assessed the situation and showed up for his first “Bloody Harvest” accompanied by a huge Madox, a representative of the local gang of monsters. Together they chopped most of the insiders who participated in that ritual into a bloody mess. It was a clear violation of the rules. Madox was beated to Guards, and a calm and confident bandit, the Guards were surprisingly respectfully carried out to the Ripper.

The whole city was waiting for how it would end, and it should have ended banally simply - after several hours of wild screams, several black plastic bags with human body parts should have been carried from the cemetery to the Corpse-Eating hall. Instead, outwardly, as always calm Ripper, came out of the Ripper as if nothing had happened and disappeared somewhere. Two days later, the eyes of the Guards shone calm green, and long-legged zombie girls and even a few very cute and obviously pleased with what was happening insiders-girls appeared on the streets of the City. The locals looked with surprise at the unexpectedly bright neon sign of the new massage parlor, and Regan, since that day, has never visited the “Bloody Harvest. And that was just the beginning…

QWIG

The dwarf. Once upon a time, when he came to the City as an ordinary insider, he was almost immediately captured by the headtail and turned into a symbiont, which saved him from the ritual “Bloody Harvest".  The mind of the monster golovokhvosty and the dwarf turned out to be so close to each other that together, they formed a very effective being, instantly engaged in what Quig always showed inclinations. Quik is the main dealer of anything in the City.

Every last zombie knows about him, local demons are ready to do business with him, even despite his questionable honesty and often manifested greed. It is these last two properties of his character that becomes decisive for the demon Moku when he chooses a partner for the realization of fresh human corpses.

Qwig has never been to the “Bloody Harvest”, apparently due to the fact that immediately upon arrival in the City he was captured by a head-tail. When the minds of the victim and the invader agreed, the updated Qwig went to the Guards and agreed on something with them. A few days later, not far from Regan's massage parlor, the sign of a shop selling fragments of human bodies caught fire. Sometimes you could even find such delicacies as baby eyes or dried intestines in the store. The delivery men of frozen human flesh, dressed in green uniforms, were scurrying around the city in different directions, and the city, at night, found the sweet bustle of an ordinary provincial town from the real world. And that, too, was just the beginning…

MAD

Honestly, it's me. My alter ego is in the Game.


Mad is, for the most part, known as an arms dealer. The purchasing power of insiders is not particularly high, so the Med more often rents out the means of destruction than actually sells something. The business does not bring much profit, but apparently Mad is hiding something, since he calmly communicates with the Guards and even sometimes appears at the “Bloody Harvest”, obviously for fun, since no one has ever seen him in the Corpse-Eating Hall.

It is rumored that Mad has a channel of communication with the real World. Perhaps that is why he is in a strong, even friendly relationship with both irreconcilable rivals - Regan and Quick. No one knows where Mad lives. Everyone thinks they're in some back room of their armory. But I'll tell you a secret - he has a small but cozy studio in one of the abandoned houses in the neighboring Sennichimae district.


IN THE END

This is the end of today's story. Next time I'll tell you about my favorite prostitute Alice, an eternally drunk zombie named Crazy, a cheerful bartender and a mysterious Psychiatrist. 

Best regards for all!

 #itchio   #Gamedev #Game #indieDev #Unity #ScreenshotSaturday #morganica 

Thank's, bro!!!

(1 edit)


Work on the project has been underway for 1 year and 8 months. Now I am working on a demo version that will have to tell and show the future Game. And after working on demo version complete then we will must to transform from an indie project into a full-fledged game project with a full-fledged team, a budget sufficient for implementation and a Publisher naturally interested in us.

Thanks to the support of my partners, my beloved wife and friends, being in a permanent state of “blissful idiocy” all this time, I began to feel signs of a new thing in myself - “everything will work out for us.”

Therefore, I think it's time to tell you in more detail what my confidence in the potential of our game is based on. About what is called “selling points” - what makes our Game stand out, makes it different from everything that is presented on the gaming market today.

We have three such differences.

FIRST -  YOU CAN AND SHOULD COOPERATE WITH ZOMBIES

I am amazed by the number of games of the same type, which breed like mushrooms after rain, and even if some visually attract attention, their gameplay is based on the same plot - “The world has gone crazy. Everyone has become a zombie. Kill them before they kill you.”... Frankly, I'm sick of it.

Screen from “Army of the Dead” movie

In the “Army of the Dead” movie I saw for the first time a change in concept - zombies began to evolve. It became possible to negotiate with them. It's wonderful…

But if the inhabitants of the other world, in which we find ourselves by chance, are in principle puzzled not to devour you at the first meeting, but live like people live in the real world. If they are quite adequate, interested in cooperation, sometimes even ready to be friends, jointly solve specific problems of their World, and if they devour someone, then only for a good reason.

This is the first difference between our project and the vast majority of zombie-games - those who got into Morganica are put in conditions - with a huge risk to their own lives, to kill  insiders like as they. 

To avoid this, they are forced to cooperate with those who have long settled here, with local zombies, monsters, werewolves, symbionts and demons. Human corpses, artifacts and mutual assistance - solve all problems.

SECOND - TWO PLATFORMS

No virtual reality helmet?  You go through the game behind the monitor using the keyboard.

Do you have a virtual reality helmet? You can play the game in it using the joystick or ... behind the monitor using the keyboard.

And it doesn't matter which platform you used at the beginning of the game. Tired of VR helmet? Take it off and sit at the monitor. All you need to do is save and start a new game session from where you left off.

THIRD -  DID YOU STOP PLAYING GAMES? YOU'LL START WATCHING OUR GAME LIKE A MOVIE AND PLAYING IN IT.

What is stopping me in modern games?

  • Lack of opportunity to solve game problems in the absence of desire (time) to solve them
  • Not always adequate or unnecessarily difficult management
  • Gaming sessions that require a long time to complete
  • Saving the gameplay does not always allow you to finish the game at any time
  • Often I'm so tired that I don't want to play, decide, think… Maximum - I can sluggishly press some buttons.

You will tell me - “fuck off to the Netflix!”And you will be partly right. That's exactly what many have done. But I'm already sick of TV shows + when I watch a movie I haven't way to influence what is shown to me.

What is there (more precisely, “should be” and “may be”) in "Morganica" that will interest a tired or lazy, problem burdened adult?

Two passing modes:

  • Gaming
  • Interactive Cinematic

The first, standard -  I sat down and run.

The second one is for “people like not us” - you buy beer, chips, put on a helmet or sit down at a monitor or TV, take joysticks or a keyboard and start stupidly watching a Story about the adventures of a hero through his eyes. At the same time, periodically, you click on the joystick triggers or keyboard buttons and see how this affects what is happening:

  • the viewing points change 
  • someone falls out of the window and this distracts your hero and the NPC with whom he is currently talking
  • the light turns on or off or some equipment starts working
  • a fight breaks out somewhere
  • your interlocutor suddenly has an attack of diarrhea ...
  • ...

We can invent a lot of things. Especially if the scenario of our game is divided into six parts and in each of them there are new locations, new characters, and events twist stronger and stronger. And you just lie, drink beer and stupidly press buttons and jerk off triggers.

Isn't that wonderful?

When developing the gameplay of our game, I try to take into account factors that are of great importance for choosing whether to play or not to play.

Therefore, our target audience is described as follows:

  • Audience of action and horror games and movies
  • An adult audience that does not have time for long and complex computer games, prefers streaming series, accustomed to the comfort of consumption of streaming products

As you can see, our audience is divided into two types. Each type has its own "motivating factors". I share my observations with you:


REASONS TO PLAY

  • An original, visually rich game world 
  •  “Mechanics” banned or condemned in the real world 
  • “Mechanics” unavailable in the real world
  • Exciting motivation inside the Game

WHAT AM I MISSING IN GAMES:

  • The ability not to solve game problems if I don't want to solve them 
  • Gaming sessions that don't take much time to complete
  • Save the gameplay at any point
  • Real benefits from the gameplay, in addition to the "rest from the real World

EASONS TO RETURN TO THE GAME:

  • Simple gameplay 
  • Cool animation (either fucking realistic, or very funny and memorable)
  •  Good humor 
  • Visual highlights and game mechanics that made an impression
  •  Clear and simple interface - Gorgeous voice acting

***

Why do you play Games? Or why don't you play?


(1 edit)

Greetings to Morganica followers! To those who are already in the know, those who "don't dream" and most importantly - to our Dear Future Publisher!

My name is Ramil. I am the artistic director of the project, a 3D fashion designer, an artist, a game designer, a screenwriter, an animator and a programmer.

Today I want to tell you a little about the demo version that we are currently working on. At this stage, I have two assistants and reliable partners. A small staff of our team, this is a conscious decision. And it is caused by the purpose of the demo version.

First of all, the demo version is intended for our future Publisher and potential Investors.

We will show how the game will look like, tell about beginning of the story that is revealed in the game, demonstrate some game mechanics, give you the opportunity to visit the world of the game.

***

The demo version is interactive and in it, as in the game, you can make a choice. Depending on the choice made, events develop in one way or another. The gameplay of the future game is built in the same way. There is a common history. There are various scenarios inside history, but they all lead to the same points of events, which are determined by the overall plot.


The demo version is accompanied by a package of documents on game design, analytics and calculations to launch the production process of creating a game. As well as our ideas about the further development of the product. Here's what we think:

We are currently developing a single-player game. The game scenario is divided into six parts. After the release of the last sixth part, there will be serious prerequisites for creating a multi-user virtual world (city). This product can work within the PtP (pay-to-play) or To (play-to-learn) gaming concepts, depending on the situation that will exist in the gaming market by that time.

But for now, these are just plans. Currently, our main task is a demo version and a package of game documentation. 

We need a publisher and investors.

Good luck to us all!


(1 edit)

This present to your attention the two first to fragments of the demo version, which tells about the very beginning of the events that underlie the game.

While there are serious problems with voice acting in English, but we will solve them.

* Comic's Artist - Valentina Testa (Italy) - https://www.artstation.com/valentinatesta

(5 edits)

Currently, my partners and I are finishing work on a demo version that will tell about the future game. This will not be a full-fledged fragment from the game, rather a visual interactive story about the future game.

Our ultimate goal, after completing work on the demo, is to find a Publisher, release the Game and then start creating an open multiplayer Virtual World, with its own rather strict laws and established foundations and already well-known History.

STORY

"Morganica” is a city in the otherworld where people who have been tricked into it are forced to kill each other in order to feed the Demons of Evil with the remains of their rivals


GENRE

Visual horror-action adventure game


PLATFORM

Universal. After starting a gaming session on PC, the next one can be continued in VR. And vice versa


DEVELOPMENT ENVIRONMENT

UNITY


TARGET AUDIENCE

  • Audience of action and horror games and movies
  • An adult audience that does not have time for long and complex computer games, prefers streaming series and is used to the comfort of streaming media products consumption


ESRB RATING

"M“ ("Mature") - people over 17 years old.


PASSING MODES

Before the start of each fragment, the Player can choose the passing mode:

  • Interactive cinematography where you can observe the plot development with limited interactive impact on the surrounding game world 
  • Full interactive immersion which is a traditional step-by-step passage with the use of all available game mechanics


DISTINCTIVE FEATURES OF THE PROJECT

  • Unlike most zombie games, killing these creatures is optional.
  • The commercial basis in the relationship with zombies and monsters is the key to success.
  • By choosing commercial activity as the main line of the plot development, the player can simultaneously use action mechanics for passing individual fragments.


PLOT

Kidnapped from the World of the Alive, a young man finds himself in a mysterious City, where the owners are the Demons of Evil. He is forced to exist by local wild laws. His new acquaintances among the locals, as well as new qualities of his character, allow him to completely change the life of the City, free it from the power of Demons and make the City open to everyone from the World of the Alive.

  • The plot is divided into six chapters (six issues)
  • Each Chapter is supplemented with a new location and a key character
  • The end of each Chapter determines the beginning of the events of the next
  • In some Chapters, their own unique storylines appear, that are acting within the general framework, though

Example:  in one of the Chapters, the Player can switch from the Main Character Enik's storyline to save Alice from the clutches of the pimp Rigan and throughout the game session (Chapter) help her to reunite with her beloved werewolf Dime. After finishing the session, the Player can choose Enik's storyline and participate in those events directly related to him.

Variant: After starting the session (Chapter) like as Enik, at one of the plot reference points, he can switch to participating in events related to Alice and Dime.

The end of each game Session (Chapter) is predetermined by the plot.

BY THE END OF THE SIXTH CHAPTER, WE GET A SUFFICIENT SET OF CHARISMATIC CHARACTERS AND A SUFFICIENTLY VAST SPACE FOR THE POSSIBLE FORMATION OF A MULTIPLAYER VIRTUAL WORLD, WITH ITS OWN RATHER STRICT LAWS AND ESTABLISHED FOUNDATIONS.

VISUAL STYLE





GAMEPLAY

The main purpose of Morganica City existence is to feed its hosts, the Demons of Evil, by offering human remains to a huge Corpse-Eater from which the Demons subsequently suck the juices digested by him. 

According to the plan of the Demons of Evil, people abducted by Priests from the World of the Alive, turned into insiders, must fight in a ritual “Bloody Harvest”, and their remains are used to feed the Corpse-Eater. But among the insiders there are quite enterprising people who found a common language with the locals (zombies, monsters, werewolves, spirits and inner demons) which they used to invent ways to avoid the “Bloody Harvest”, thereby saving their lives and ones of other insiders who are ready to do their errands or serve them. 

The gameplay is tightly tied to the development of the main storyline. Nevertheless, passing from one plot reference point to another is possible in various ways. It shows, albeit to some extent conditional, the variability of events.

THE WORLD OF MORGANICA, RESIDENTS AND THEIR RELATIONSHIPS

The demons of Evil are the masters of the city. Huge, soaring in the sky, multi-armed creatures, periodically descending to the Corpse-Eater to suck the juices out of him.

The Priests are a mysterious sect in the World of the Living, abducting people and delivering them to the City as insiders.

Insiders are abducted from the World of the Alive and now forced to participate in the “Bloody Harvest” - a time-limited slaughter in the “every self by self” mode, in which everyone tries to get more fragments of the bodies of their rivals to later feed the Corpse-Eater

Guards - they guard order, supervise insiders and local residents, maintain order, ensure the “Bloody Harvest", control the feeding of the Corpse-Eater.

Ripper is a monster, the executioner of the guards. He turns the guilty ones into food for the Corpse-Eater.

"Bloody Harvest" is a battle of insiders at a certain location, in the “every self by self” mode for a limited time, in order to get as many remains of their rivals as possible.

The corpse-eater is a huge body digesting the remains of insiders, from which the Demons of Evil suck the digested juice of human remains.

Feeding the Corpse-eater is a ritual event in which all insiders, one after another, bring bags with human remains that they were able to get either during the “Harvest”, or in any other way.  The one who could not get the right amount of “feed" sacrifices any of his limbs. Although this is an extremely painful procedure, in the world of Morganica, limbs regenerate quickly.

Businessmen, bandits and dealers are enterprising insiders who have found ways to get food for the Corpse-Eater without participating in the “Harvest”.

Zombies, monsters, symbionts, werewolves, spirits and inner demons are local residents, some of whom have established various business ties with enterprising and ordinary insiders, for such actions as  the search and sale of artifacts, contract killings, theft, etc. Sometimes the clash of interests of various united groups leads to bloody showdowns resembling a “Bloody Harvest".  And non-fulfillment of agreements is a direct road to the Ripper. Sometimes the clash of interests of various united groups leads to bloody showdowns resembling a “Bloody Harvest".  And non-fulfillment of agreements is a direct road to the Ripper.


CHARACTERS EXAMPLES







MECHANICS

  • Communication with the NPC is performed using pre-recorded animated cutscenes, which are selected using the keyboard or joystick
  • Inner Demons communicate with the Hero through television terminals hung in various places of the City
  • Movement: 
    • standard movement
    • parkour
    • movement on walls with characteristic features
    • of stealth (using a noise sensor - depending on the situation in the appropriate location
  • Horror:
    • screamers
    • are not conspicuous observers who leave the stage when looking at them
    • unexpectedly running figures
    • unexpected collapses, or other options for space transformation
    • sound effects
    • NPCs of inadequate appearance and behavior 
  • Firearms are used in the “Harvest” modes, by Guards and during internal showdowns. All ammunition is explosive.
  • Slashers - knives, katanas, axes, chainsaws are used.
  • Hand-to-hand combat mechanics are not used (!)


ARTIFACTS

They have a short temporary effect and a single application.  They can be used both for their own purposes and as a product on sale.

  • Increasing movement speed and jumping range
  • Increasing the power of weapons
  • Neutralizing enemy weapons
  • Causing loss of orientation and strength
  • Causing disorientation of the enemy
  • Causing temporary paralysis of opponents within a certain zone


MUSICAL AND SOUND ACCOMPANIMENT

  • Heavy ambient
  • Industrial noise
  • Various variations of hard and death metal
  • Various variants of aggressive electronic styles


INFORMATION RESOURCES


MAD DIVISION LIMITED

morganicaworld@gmail.com

+7 968 7416272