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UI free screenshots



We tweaked the aesthetics a bit to give the game a more gloomy feel. New screenshots available now. UI free, because we haven't done localization yet, but it's a matter of a few days. We have the promised teaser ready, and will reveal it very soon together with the new game title. Let's be honest, the current one sounds extremely clunky. A bit as if the Lord of the Rings were called The Hobbits: A Wizarding Journey through a Magical Land.

First teaser incoming

Good evening.

I just wanted to let you know, we're working on the first teaser. Some sounds here and there, and it'll be ready.

Here's the first frame.

Delirious Murmur #1



You might ask, why we took so niche topic. Our universe is destined to provide guilty pleasures, especially linked to church - to see how, just check our other titles.
Holy Inquisition started in 12th-century France to combat religious dissent. We're glad that abuse of church's power is a thing of the past, and making this kind of game doesn't condemn us to a painful death. Inquisition motives, if ever used by today's art, are shown in rather humourous and frivolous manner - so we believed, it might be interesting to design a sensible turn-based strategy dealing with this subject. While you may find some amusing dialogues, the game's climate is thick as funeral fog. Like in "dark ages", there are darkness, blood, filth, and betrayal everywhere. Fair town lights are not really helping in resolving that feeling of awe and dignity. People have uniform, uncanny faces, and shall it be your interpretation, why so.
Maybe it's a tribute to all those forgotten, who didn't have mercy of the Clergy? And shall it be clear for you - we don't encourage tortures, or any other shameful things linked to Holy Inquisition.
But if we really have to torment, CRANK IT UP for fuck's sake!

What's going on with the mechanics?



It is not an easy task to describe mechanics of Inquisitor, because they are not trivial - especially for players accustomed to classic RPG/FPS solutions. Let's start with the basics - deceptive lack of dynamics is caused by a turn-based style of game. Although, first person view is utilized and immersion is not broken by the half-measures of classical adaptations of board games. Every step you take, every move you make will cost you action points. They are very limited, so since the very beginning you have to think through your actions. Interactions between non-playable characters and player are based on your and their stats modulated by a dice roll.



However, there's also a factor of how are you gonna interact with them. No person will reject a simple talk, even if their words will be "fuck off". Everybody has their price, so using that knowledge you can bribe a settler. If you aren't afraid of consequences, you can intimidate and - that's especially fun - torture, using one of many upgradeable instruments. There's no instant action in here, but your consequences can be, of course, instantenious. Story of the game is divided into 20 scenarios, each with some degree of randomness and procedural generation, so you won't be bored at n-th replay. It's important to note, that every scenario also contains some special actions to take and explore, so don't imagine this title as "game about talking and torturing".
That's the basics, stay tuned for more!

Infernal Radiation Demo

Infernal Radiation demo is public now. You can buy it for $0. ːthumper_beetleː

https://store.steampowered.com/app/832140/Infernal_Radiation/



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