Children of Morta Codes (New)
I’ve been playing roguelikes since the original Rogue back in the 80s, and let me tell you – most of them are just mindless dungeon crawlers with fancy graphics slapped on top. But Children of Morta? This thing actually caught me off guard. Dead Mage and 11 bit studios dropped this gem in 2019, and it’s been sitting in my Steam library mocking other games ever since.
I’m not usually one for the touchy-feely stuff in games, but damn if this didn’t make me actually give a shit about the Bergson family. And that’s saying something, considering I usually skip cutscenes faster than my ex skipped out on our relationship.
About Children of Morta
The Story That Actually Matters
So here’s the deal – you’ve got this fantasy world where Mount Morta is being corrupted by some dark force called, creatively enough, The Corruption. The Bergson family has been the mountain’s guardians for generations, and now it’s their turn to step up to the plate.
But here’s where it gets interesting. Instead of giving you some generic chosen one bullshit, you get a real family with real problems. John’s the old-school warrior dad who’s trying to hold everything together while his body’s telling him to retire. Linda’s the archer mom who can put an arrow through a gnat’s eye at fifty paces but worries constantly about her kids. Kevin’s the hothead eldest son with something to prove, and Lucy’s the youngest with magical talent that scares even her.
Each character feels like someone you might actually know, not just a collection of stats and abilities. The game does this thing where it shows you little moments between the family members during downtime, and before you know it, you’re invested in whether Kevin finally gets his dad’s approval or if Lucy learns to control her powers without burning the house down.
Gameplay That Doesn’t Suck
This is a hack-and-slash roguelike at its core, but it’s got some clever tricks up its sleeve. Each family member plays completely differently – and I mean COMPLETELY. John’s your typical tank, slow but sturdy, perfect for players who like to face-tank everything. Linda’s all about positioning and timing with her bow, requiring actual skill to master. Kevin’s a martial artist who zips around the battlefield like he’s had too much coffee, and Lucy… well, Lucy’s a walking magical artillery unit once you figure her out.
The dungeons are procedurally generated, which usually makes me roll my eyes because most developers use it as an excuse for lazy level design. But Children of Morta actually does it right. The layouts feel organic, not like someone just threw room templates at a wall until something stuck.
Combat feels meaty too. There’s real weight behind every swing, every arrow, every spell. The feedback is satisfying in that visceral way that makes you want to keep playing “just one more run” until suddenly it’s 3 AM and you have work in four hours.
The Fatigue System – Genius or Annoying?
Here’s where the game either clicks for you or doesn’t. When you use a character too much, they get tired and their stats drop. The game basically forces you to rotate between family members, which sounds annoying on paper but is actually brilliant in practice.
See, this isn’t just a gameplay mechanic – it’s storytelling. By making you play as different characters, you naturally learn their stories, their personalities, their fighting styles. It’s like the game is gently nudging you to experience the full narrative instead of just finding your favorite character and sticking with them forever.
The Technical Stuff That Actually Matters
Pixel Art That Doesn’t Look Like Ass
I’m so tired of indie games using “retro pixel art” as an excuse for bad graphics, but Children of Morta’s art is the real deal. Every frame of animation is smooth, every environmental detail is carefully crafted. The lighting effects are particularly impressive – they manage to create atmosphere without looking overproduced.
The character animations have personality too. John’s heavy, deliberate movements tell a story about age and experience. Kevin’s quick, flashy techniques show off his youth and eagerness. It’s visual storytelling done right.
Sound Design That Doesn’t Make You Mute
The soundtrack walks the line between epic and intimate perfectly. Battle music gets your blood pumping without being overbearing, and the quieter family moments have this warm, cozy feel that makes the house actually feel like home.
Voice acting is minimal but effective. They let the animations and writing do most of the talking, which is probably for the best. Too many indie games try to voice everything and end up sounding like a high school drama production.
Progression That Doesn’t Feel Like Work
Unlike most roguelikes that make you feel like you’re banging your head against a wall, Children of Morta has actual progression. Every run unlocks something – new abilities, family bonuses that affect everyone, story beats. You never feel like you’re wasting time, even when you die horribly to some bullshit enemy placement.
The skill trees are straightforward without being dumbed down. Each character has multiple viable builds, so there’s room to experiment without feeling like you’ve screwed yourself over with bad choices.
Children of Morta Codes
For those who like to tinker around, here are some codes floating around the community:
- LKSJ9C0ZX0C9AKSLJAS
- XCHZOC7A9DOUASDF34
- ZXKCJPOAD1JWDJASO2
- ZXCJO89U23ASLDKJ2SD
I haven’t tested all of these myself – I prefer playing games as intended – but knock yourself out if you’re into that sort of thing.
Where It Stumbles
Let’s be honest here – no game is perfect, and Children of Morta has its share of issues. The grinding can get tedious, especially when you’re trying to unlock specific abilities for specific characters. Some of the later difficulty spikes feel arbitrary rather than challenging.
The procedural generation, while generally good, does start to feel repetitive after extended play sessions. There are only so many ways to arrange the same tileset before patterns become obvious.
Boss fights can be hit or miss. Some are genuinely challenging and fun, others feel like damage sponges with predictable attack patterns. The final boss in particular is more frustrating than satisfying.
The Bottom Line
Children of Morta succeeds because it remembers that games are supposed to be about people, not just mechanics. The Bergson family feels real in a way that most video game characters don’t, and that emotional investment carries you through the occasional rough patch.
If you’re looking for a pure action experience with no narrative fluff, this might not be your cup of tea. But if you want a roguelike with actual heart and soul, Children of Morta delivers in spades. The pixel art is gorgeous, the soundtrack is memorable, and the story will stick with you long after you’ve put down the controller.
I’d give it a solid 8.5/10. Points off for repetitive elements and some grinding, but everything else is top-tier. It’s particularly recommended for anyone tired of soulless roguelikes or looking for something with genuine emotional weight.
This game proves that the roguelike genre doesn’t have to be all about difficulty and mechanics – sometimes the best way to make death meaningful is to give players something worth living for.