
Children of Morta is a story-driven action RPG game about an extraordinary family of heroes. Lead the Bergsons, with all their flaws and virtues, against the forthcoming Corruption. Will you be able to sacrifice everything to save the ones you care for?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.86/day in the week to Sep 8 → 12.29/day in the week after.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.19−90% | 23.2Kreviews | 88% | — | $773.7K |
| $21.99 | 3.5Kratings | 92% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1007 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is paced to be played at a specific skill level. As in: dialogue, events and quests happen whenever you die or end a run. If you are at the designed skill level, AKA if you die enough times, the game works. If you are above the designed skill level (AKA you don't die), then the game's progression completely breaks. You will progress the game too fast and it won't even bother to keep up. You will skip dialogue and the game acts like you didn't. You will skip quests and the game pretends you already did them. You will unlock new characters with no clue who or why they're here, since the game skipped all that. The game will simulatenously stack up 5 events for when you return to home but also skip 10 events that're supposed to set up those 5 events. So you get faceblasted with random ♥♥♥♥♥♥♥♥ with no setup. The game basically punishes you for being too good and becomes rather incomprehensible. Story becomes unfollowable. Quests become pointless since they just get auto-completed at some point since the game has to give you the characters anyway. Hades sort of had the same issue but in this game it's steroided up to hell and back. I guess you could do suicide runs or repeat every dungeon x5 after you beat it the first time to "give room" for events to happen, but man is that just ass game design. Games shouldn't punish you for being skilled and I lowkey hate Hades for starting this kinda "skill-paced" design.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 2/day in the week to Jul 21 → 5.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Polish, Russian, Simplified Chinese, Portuguese - Brazil, Turkish, Korean, Traditional Chinese, Japanese* +1 more
| $21.99 |
| 3.2Kratings |
| 88% |
| — |
| not modelled |
| $3.29−85% | 436ratings | 84% | — | not modelled |
| $21.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Children of Morta — дуже приємне ARPG з рогалик-елементами, хорошою історією і купою унікальних персонажів. Не революція жанру, але грається легко і залишає після себе хороші враження. [b]Графіка і артдизайн[/b] Піксельарт дуже приємний. Деталізації достатньо, анімації плавні, ефекти соковиті. Гра виглядає тепло і затишно, навіть коли на екрані черговий пиздець з монстрами. Стиль запам’ятовується. [b]Атмосфера[/b] Темне фентезі, але без тотальної безнадії. Є відчуття сімейності і дому, через що гра добре контрастує між «йду різати монстрів» і «повернувся до родини». По подачі історії дуже нагадало Hades, більшість цікавого отримуєш між забігами. [b]Геймплей[/b] Приємне ARPG з елементами рогалику. Основна фішка — персонажі. Їх багато, і всі граються по-різному і при прокачці дають бафи на всю сім'ю. Через це навіть повторні забіги не так швидко набридають. Прокачка проста, але працює. Є відчуття прогресу, а нові механіки підкидають поступово. Гра не намагається зламати вам мозок складністю, але і кнопки навмання тицяти не вийде. Кажуть тут ще кооп кльовий, але я не мацав його, тож нічого сказати не можу. [b]Сюжет і персонажі[/b] Сюжет і лор світу досить цікаві. Персонажі відчуваються живими, а не просто "о, новий клас відкрився". Між місіями приємно дивитись, як вони взаємодіють між собою. [b]Саунддизайн і музика[/b] Музика хороша, атмосферу тримає. Саунддизайн теж ок, хоча чогось прям геніального не чекайте. [b]Технічний стан і проблеми[/b] На Steam Deck грається нормально. Інколи бувають дропи FPS, але це не критично.
I wanted to like this game more than I actually did. The presentation is excellent. The pixel art is beautiful, the narration is well done and the family dynamic gives the game far more personality than the average roguelite. There is clearly a lot of care put into the world. Unfortunately, I never enjoyed the combat. The biggest issue is that the game constantly feels like it's fighting against the player. Basic attacks are weak, movement is slow until you buy upgrades and many secondary abilities have long enough startup animations that using them actually interrupts the flow of combat. Lucy's tornado is a good example: instead of feeling satisfying, it often feels like it slows everything down. Linda (the archer) was by far the most enjoyable character for me. John felt awkward because his shield only really shines against enemies directly in front of him, while many enemies attack or move diagonally in groups. Lucy looked promising, but her attacks have such a long startup that she never felt satisfying to control. In general, several characters feel like they were designed with co-op in mind, where another player can hold enemy attention while they attack, rather than for solo play. Since the game applies a fatigue debuff to frequently used characters, I often felt pushed into playing characters I enjoyed less instead of mastering the ones I liked. The progression also didn't click with me. Permanent upgrades are expensive early on, so the beginning consists of repeating the same areas over and over just to buy small stat increases. Some runs feel great, others barely give enough gold to make meaningful progress. I understand that's part of the roguelite formula, but here it became repetitive rather than rewarding. Another issue is that it often feels difficult to judge whether you're actually improving or simply getting a more favorable run. Every attempt changes the dungeon layout, your temporary upgrades, the available health pickups and even how some boss fights play out. Sometimes a boss overwhelmed me with endless enemy spawns, while another attempt felt dramatically easier for reasons that weren't always clear. That made victories feel less rewarding because I couldn't always tell whether I had played better or whether the game had simply rolled more favorable conditions. My biggest criticism is the combat loop itself. Most encounters turned into backing away, taking a few shots, waiting for an opening, using an ability, then backing away again. It never reached the point where movement, abilities and enemy design came together in a satisfying rhythm. I also ran into several gameplay issues. Some bosses froze completely during fights, making encounters trivial, and enemies occasionally got stuck behind pillars or other scenery. These weren't constant problems, but they happened often enough to break the flow and make some fights feel unfinished. There is a good game underneath all of this and I can absolutely understand why some people love it, but this wasn't it for me.
[b][h1]Gameplay satisfatório e Pixel Art impecável[/h1][/b] Desenvolvido pelo estúdio Dead Mage e distribuído pela 11 bit studios, Children of Morta é descrito como um RPG com elementos Roguelike e Hack and Slash, onde acompanhamos uma família de guerreiros em um mundo assolado por antigas divindades. Lançado em setembro de 2019 para PC, PS4, XOne e Switch, além de versões para Android e iOS. Em Children of Morta somos apresentados a peculiar família Bergsons, onde seus membros são dotados de habilidades especiais, utilizando tais habilidades para deter uma terrível corrupção que assola as terras de Morta. Liderados pela matriarca Margaret, os Bergsons cativam não só pelas suas habilidades de combate, mas principalmente pela interação entre os seus membros ao longo da jornada. A história é extremamente bem conduzida, com um excelente narrador que compensa a ausência de dublagens nos diálogos dos personagens, com uma trama que não se resume a apenas deter uma corrupção causada por divindades vingativas, mas principalmente por dar espaço ao desenvolvimento dos laços entre os membros da família Bergsons, passando por temas como amadurecimento, responsabilidade, perda e principalmente sacrifício. Fazendo o jogador se questionar o quão disposto estaria a sacrificar para salvar um mundo corrompido. Ao lado da excelente narrativa, temos a impecável direção artística, com uma pixel art inspirada, que dá ao jogo uma personalidade e característica marcante. De maneira geral os cenários são de certa forma repetitivos, com dungeons bem familiares após poucas horas de gameplay, mas todas as masmorras contam com locais únicos e encontros aleatórios que dão o ar de novidade para cada partida. Encontrar a carcaça de um gigante em um antigo trono, salvar um animal que está sofrendo maus tratos ou mesmo resgatar uma criança perdida, todos esses encontros são ricamente detalhados e dão personalidade a exploração do jogo. A jogabilidade é outro ponto alto do game, com cada personagem apresentando habilidades únicas que contribuem com a variedade nos combates, alterando a dinâmica da jogatina. Por exemplo, John e Joey são personagens mais fortes e resistentes priorizando o combate corpo à corpo, já Linda e Lucy priorizam o combate à distância. E cada masmorra é lotada de inimigos que demandam do jogador bastante destreza durante os combates para não sucumbir perante as hordas de monstros. Contribuindo com o dinamismo dos combates temos um sistema de progressão funcional, com árvores de habilidades únicas para cada personagem, assim como melhorias gerais que impactam em todos os membros da família. Além disso, durante as partidas, runas e artefatos podem ser encontrados deixando os personagens mais fortes com efeitos diversos. Vale mencionar que o game permite jogar de forma cooperativa, o que deixa o gameplay ainda mais divertido e dinâmico, pois o segundo jogador pode salvar o companheiro caído, aumentando assim a possibilidade de sucesso nas inevitáveis inúmeras tentativas de limpar as fases, além disso o segundo jogador complementa as habilidades de combate ao escolher um segundo personagem distinto do player principal. Children of Morta é uma excelente aventura, que narra os dramas de uma família destinada a deter uma divindade amargurada, com um gameplay competente, que prende o jogo com a sua ambientação belíssima e Pixel Art impecável. Sem sombra de dúvida uma recomendação segura para os apreciadores do gênero Roguelike. [b]Informações adicionais:[/b] [list] [*]Nota geral: 09. [*]Tempo dedicado ao jogo: 11 horas. [*]Conquistas desbloqueadas: 31 de 45. [*]Vale o preço? Sim, vale! [/list] [b]Publicado originalmente no [url=https://portohq.blogspot.com/2026/05/analise-games-children-of-morta.html]Blog PortoHQ.[/url][/b] [b]Para mais análises siga a [url=https://store.steampowered.com/curator/3925751/]Curadoria Gamers do Brasil[/url][/b]
Children of Morta ended up being one of the more memorable action roguelites I've played, largely because of its focus on family and storytelling. The Bergson family feels genuinely connected, and the narrator's voice is absolutely perfect for the game's tone. His storytelling adds warmth and emotion to nearly every moment and elevates the entire experience. The combat is fun and engaging throughout. I played the entire campaign on Normal difficulty and found it appropriately challenging at times without ever becoming frustrating. I leveled every playable character to at least level 16 or 17 and enjoyed using all of them. Each family member feels distinct, giving the game a nice variety of playstyles. The talent progression is fairly simple, which I actually appreciated. There are some nuances and optimization opportunities, but I never felt the need to min-max my builds to succeed on Normal difficulty. Story: 10/10 The story is the standout feature. It's not an especially long game, but the campaign is consistently enjoyable, and the side content adds worthwhile moments with the family. I didn't complete every side mission, but I tackled many of them and never felt like I was wasting my time. Charm and Characters: 10/10 The Bergson family is incredibly charming, and the game's emotional moments land because you spend so much time with them. My one minor criticism involves the DLC character. While they're introduced initially, they don't really participate in the ongoing story scenes or narrator segments afterward. It's far from a major issue, but it does make the character feel somewhat disconnected from the family. Overall, Children of Morta combines satisfying combat, excellent narration, and a genuinely heartfelt story into a memorable experience. If you enjoy action roguelites but want something with strong characters and emotional storytelling, it's easy to recommend.
Классная игра, особенно после добавления кооперативного режима. Всего за 70 рублей (по скидке) целое сюжетное приключение, жаль короткое, примерно на часов 7-8. Много милых вставок с членами семьи, разнообразные герои и дерево способностей у каждого отличается. На сегодняшний день - лучшая игра от иранских разработчиков👍
Грався в коопі на одному екрані і це 10/10 враження, якщо брати ігри для двох це точно суперовий представник. Є історія, є варіативність персонажів, є зацікавленість всім що відбувається і той рівень складності, що не душить, але і не відпускає. Однозначно раджу. Чудово йде на Deck
Bit grindy and meh in single player but a joy in co op mode which it seems designed for. Some complaints with the very end of the story but overall the writing is solid if not spectacular. Visual style and music is excellent. Strong presentation.
[h1][b]🛡️I don't have friends. I got family🛡️[/b][/h1] Почав грати в цю штуку ще у 21-му році. Тоді пройшов, але не на платину. Зараз от повернувся і нарешті зафіналив до кінця Якщо чесно, історію вже розмито згадую - шось там про кінець світу, порчу і сім’ю, яка його рятує. Але геймплейно тут є цікаві приколи [list] [*]Не вийде бігати кимось одним. Граємо за родину, і нові перси відкриваються по сюжету. У кожного свої здібності й стиль. Прикольно, що розроби змушують пробувати різних персонажів - на твого улюбленця тупо накладається порча, яка зменшує максимальне ХП. Перс типу має відпочити, поки ти бігаєш іншим [*]Картинка радує. Візуал реально класний, пікселі соковиті. Ну і геймплей загалом цікавий, затягує, але не встигає набриднути [i] (ідеальний баланс, як Танос сказав би)[/i] [/list] Ну і все на цьому))
Аудио-визуально и нарративно приятная, ламповая игра Но геймплей в гoвне по уши. Вязкий до невозможности мувмент, не подходящий к общей скорости игры, анaльная метапрокачка и однообразные повторяющиеся из раза в раз забеги. Ни билдостроя, ни боевки, ни взаимодействия с врагами глубокого тут нет. В очередной раз возникает вопрос, звучавший по отношению к многим подобным играм: зачем это рогалик? Сделайте экшн адвенчуру на 10-15 часов, и будет вам счастье. Зачем прятать историю с нарративом за этой ублюдской стеной из репетативного геймплея? В попытке угнаться за "бесконечной реиграбельностью" на хайповом жанре вы по итогу и получаете 9ч среднего времени в игре (по данным VG Insights). Но эти 9 часов -- это не пройденная размеренно сюжетка, а долбежка в примитивность и последующий дроп игры
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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