The Morrigan cover
The Morrigan screenshot
Genre: Role-playing (RPG), Adventure, Indie

The Morrigan

Update 1.2

We managed to cram a bit more content in for launch. Here’s a rundown of what’s new:


  • Added new combat section to Bridge level
  • Added new combat section to Garden level
  • Updated physics death animations to respond better to killing impact
  • Added fire arrows (you can light arrows with fire in the game now)
  • Torches now go out when you put them away - and can be re-lit with fire in the game
  • Charged attacks are back in: shields do knockdowns, blades and arrows do more powerful attacks
  • Skeletons can kick down doors if they are blocking movement
  • Smooth turn is now an option, as well as usual snap turn
  • AI pathfinding is improved
  • Enabled dynamic res on Oculus
  • Changed config values to use integers rather than floats. Basically it means you can now set something to 100% rather than 99%.
  • Health potions have new material to make them more obvious
  • Plus smaller fixes

Update 1.1

This update is mainly focused on stability. As we approach launch we wanted to make sure we had a fallback update to go live with. The last main update added a few bugs that we’ve been fixing, and in terms of content, there’s a new puzzle at the end of the church level. Also dialog boxes have had the placeholder graphics substituted for one that’s more in keeping with the style of the game.

Bugfixes:

  • Weapons should now always hit when they are supposed to and not stop working.
  • Animation stability is hugely improved.
  • Loading and saving should work correctly (note to self: autosave on exit is a good idea. Autosave on exit to load an autosave is a TERRIBLE idea). Also fixes the zero health on load bug.
  • Control system has been updated in line with a more standard mapping on Vive and Oculus.
  • Items should no longer get stuck in the wall/floor if you pick them up at an odd angle.
  • Stamina system removed.
  • Traps impact enemies consistently now.
  • Player hit effect more obvious now.
  • Plus smaller fixes.


Hoping to get a content update in pre-launch...

Update 1: Bucketload of physics

We’ve listened to the feedback from the first public testers, and as everyone enjoyed the physics... we decided to add a bucketload more! Weapons now collide with everything: blades don’t pass through walls or anything else. It was a lot of work, but it adds so much to the immersion that it’s worth it.

Secondly, we had another pass at the animation to remove some edge cases where the characters could be erratic. It should be a lot more stable now.

Thirdly, we added a stamina system for attacking. Previously, making multiple small swings was counterproductive, as each one only did a tiny amount of damage compared to one big swing. This should encourage placed strikes and blocks in combat. Stamina and health are displayed on the gauntlets in-game.

There were a few other tweaks to combat to improve pacing and make it slightly more challenging. We’re holding off making this too hard at the moment, at least while people are still learning the game. Harder modes will come in future updates.

The introduction scene was reworked to fit better into the narrative too.

Plus the usual bugfixes, etc.

We’re on to the next update now.