
Morimens is a roguelite card-battler inspired by the Lovecraftian mythos. Bond with a diverse cast of Awakeners, build your perfect deck, and battle through the mists of Kadath—facing wild events and uncovering maddening truths at every turn.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Latest in each market: best CN #51, worst RU #100 · 3 markets collected
About
Morimens is a roguelite card-battling game set in a world inspired by the Lovecratian mythos.
Something is wrong with Kadath. Bond with hauntingly beautiful Awakeners, build a deck from the remnants of their power, and push deeper into the mist—where the events get stranger, the cards get darker, and the truth is something you may not survive knowing.

The world is dying, yet its inhabitants remain blissfully unaware.
Confronted with a creeping, unspeakable calamity, you shall take on the role of Keeper, awakening powers intertwined with the very doom threatening existence. You will link yourself with sentient weapons teetering on the brink of madness, to withstand this monumental crisis.
If all is destined to be forgotten, would you bear the burden of secrets as testament to the world's existence, forging ahead into the unknown?
Let these tombstones bear witness, and may the Silver Key light our way.
Welcome to Mythag University, Keeper.

Beautiful where it wants to be, and deeply wrong where it doesn't—from strikingly beautiful Awakeners to visceral body horror, no two encounters look the same.
Four distinctive Realms—each with unique gameplay mechanics—form the backbone of your experience, supported by an ever-expanding library of 185+ cards and counting.
Whether you prefer overwhelming force or razor-thin combos, the depth of options lets you build exactly the deck you want, and pull off victories that feel truly earned!
Easy to pick up, endlessly replayable!
Random Events, Orison card buffs, Relic drops... every run brings a reshuffled landscape of surprises and challenges at every turn.
With out-of-run progression, flexible deckbuilding, and forgiving death mechanics, Morimens meets you where you are—whether you're a roguelite veteran or a first-time Keeper.
Haunting soundtracks and heart-rending stories draw you deeper, episode by episode, into madness, despair, and the abyss of truth, illuminating the full spectrum of human nature: from the depths of despair to the last flicker of hope.
Engage in single-player challenges that push your strategic thinking to the limit; meanwhile, the Traphase mode offers a competitive PvP experience, with brand-new card effects and mechanics. No character-building required: dive straight in and compete against other players on equal footing!
Thank you for venturing into the world of Morimens! Nothing means more to us than having you here. If you enjoy Morimens or have any feedback about your experience, please do share it with us!
Though this world may be fraught with peril, we are delighted to have crossed paths.
May the Silver Key light our way.

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; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 5.4Kreviews | 80% | — | $0 |
| Free | — | — | — | not modelled |
Engagement
Reviews
Themes across 714 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The direction the developers have taken with this game recently has been nothing short of disappointing. Under the pretense of "reworking" the endgame, they have actively made it worse. They resorted to one of the most despised forms of balancing in a PvE game: instead of making any meaningful mechanical adjustments, they simply inflated enemy stats and called it a day. Content that had a gradual, stair-step progression curve now has enemy scaling amplified by factors of five or even ten between stages. The result is that even players with endgame-level builds cannot clear the final stages, while newer players run straight into a wall just trying to move from the first step to the second. And, of course, they decided to lock essential progression resources behind that wall. The traditionally strong characters that used to be recommended to beginners before the overhaul were suddenly reduced to options whose damage output simply can’t keep up with HP scaling. Meanwhile, the guides veteran players had written to help newcomers were effectively turned into scams that pushed newcomers to invest in things that had become useless. Then, under the label of a "bug fix," they suddenly wiped out nearly 16% of one character's performance after that behavior had remained in the game for almost a year. They offered no meaningful explanation afterward and took no follow-up action. That approach is especially troubling in a gacha game. Calling something a "bug fix" is not a blank check that lets you suddenly nerf a character's long-established performance after players have already made decisions about investing in that character. What makes all of this even more absurd is that these are the things they chose to spend their time doing while ignoring the feedback players have consistently given them in the hope of making the game better. Players have repeatedly asked for unique illustrations for character cards. They have repeatedly asked for more skins for characters. Every time, the developers' answer was essentially: "Those things require roughly the same amount of resources as developing an entirely new character, so realistically, they are difficult to implement. Instead, we will quickly provide other ways for players to show their dedication to the characters they love." When they added an extra passive to the final upgrade tier of characters—something that had previously been completely unnecessary—they gave players a similar reassurance: "This is meant to reward players who have poured their love into these characters. We will never allow power inflation to be balanced around characters at their maximum upgrade tier." And players accepted that. So, what has followed? Unannounced character nerfs. Power inflation so extreme that even bringing a full lineup of maxed-out characters is no longer enough. Restrictive mechanics whose entire design philosophy seems to be: "Don't play cards!" "Don't attack enemies!" "Don't even gain shields!", "We scaled HP up by more than 10x without countermeasure but anyway—Don’t fight prolonged!”. New-player progression has been crippled because the progression curve itself has collapsed, creating massive barriers for anyone trying to get into the game. And after all the talk about "rewarding players who love their characters," what do we get? Barely noticeable card borders that require a ridiculous amount of pointless effort to unlock. If the goal were simply to encourage players to invest more, one would at least expect a progression system that makes players think, “Maybe if I improve my team a little more, I can clear this.” Instead, the gap is often so large that additional investment does not feel motivating—it feels pointless. The recent changes frequently seem to make progression less satisfying for both highly invested players and newcomers at the same time. It's not as though this game has never made mistakes before. It has, plenty of times. And players were willing to give them the benefit of the doubt. "They make a lot of mistakes, but those mistakes come from caring about the game." That was the excuse people were willing to accept. But at this point, their decision-making has reached a singularity; it could no longer distinguish from malice. I'm not writing such a harsh review because I think this game is worthless. I love this game, and I have seen countless times how much the developers themselves care about it. That is exactly why it is so painful—and so difficult to understand—to watch the game fall apart in such an unreasonable way through their recent decisions. What players want now is not merely damage control for the current situation. We want a commitment to make sure this never happens again. The developers spent a long time building trust with their players. But that trust has gradually been spent, mistake after incomprehensible mistake, until now there is virtually none left. I hope they understand that the love and trust players have for this game are not infinite.
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Genres
Stats
Languages: Simplified Chinese, Traditional Chinese, English, French, German, Spanish - Spain, Russian, Indonesian, Japanese, Thai, Portuguese - Portugal, Vietnamese +5 more
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 716 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I must commend the game director's commitment to equality, because his goal is to make every player feel equally miserable.
I absolutely love Morimens, and a few months ago I would undoubtedly give the game a positive review. Infact, if the general issues with the games are resolved I will swap my review to positive right away. However, a recent change in management has brought with it a myriad of problems. Instead of the specifics of every horrible patch, I will explain the general trend. In short, the game has been shifting away from openly communicating with and rewarding its community by introducing baffling decision after baffling decision that is causing the most extreme alienation of the player base to date. Historically, the developers have been open to feedback and open in discussing their plans. However, lately the communication has been abysmal, with blatant lies regarding viability of certain units/teams and abrupt changes to mechanics right after players have invested large amounts of resources just to learn all their money spent has been rendered essentially worthless in endgame content. Without delving into the mountain of issues that have been building up patch after patch, it is clear to everyone that the major problem is not just the changes themselves, but the way the developers announce a change, backtrack on the change within a day, THEN BACKTRACK ON THE BACKTRACKING! There is no transparency as to why health numbers are massively inflated by 10x what was promised, or why the new affinity rework is extremely time consuming and unrewarding, or why a known interaction in the game was nerfed after 1.5 years, specifically RIGHT after both the Unit and Wheel involved in the interaction ran FOR MULTIPLE WEEKS! Everyone understands that a game needs to make money to succeed, and that money must come from somewhere. The game already requires 15(!!) copies to max out a unit, but most content use to be clearable by a dedicated and creative player with the free resources provided (though this requires a lot of knowledge of the meta, since investing too much in the wrong units can brick your account, which is a whole nother issue...). Even still, people do not have an issue with all the ways the game tries to make money, and people understand there is a lot of content designed for whales. Even changes such as buffing +12 units is not something universally disliked. But at the end of the day, everything requires transparency. If you claim to listen to community feedback, why would you lie to their face about thoroughly testing the new changes to endgame content? They claimed to have tested poison and counter on the new mode, when the cap for poison and counter is less than 1/100th of the boss' health! There is still a lot of good! The game has been great for over 2 years and has built an amazing foundation that tests creativity in teambuilding and gameplay. However, everything that has occurred in the last few months have been a sign that new management does not care about openness, but instead just about squeezing every cent out of player's investment just to pivot with no warning to force everyone to once again open their wallet. I sincerely wish for nothing but the best from this game, but it is mindboggling just how many times the developers have shot themselves in the foot for no reason other than greed. I hope that the people involved in making these decisions listen to the community and reflect on why everyone is angry, and understand that this new business model cannot last.
I adore this game, the story and gameplay, but I cannot in good conscience get myself to spend any more money or invest hours of my time in the endgame anymore after the changes the developers have made, and the path they seem intent on going down. Reinventing a wheel that didn't need to be reinvented by making every new character have anti synergy with old ones due to the new realms, and retroactively harming nearly every character in the game because of these changes that a large portion of the community actively oppose. The Dtide changes likewise have made many characters people have invested in far less useful unless they have any sort of max hp% damage due to the hp inflation that the dev refuses to go back on. I really hope things look up soon, but I'm not very hopeful. I'd still reccomend the game for the story, but the only endgame content there is is no longer worth putting your time into, and getting attached to any old character will only end in misfortune, as they will retroactively get weaker when in the same team as newer units due to them changing the fundamental rules the characters were built around in the first place. The dev is casting aside the care of the global players to bring in features from the JP server that they believe match their vision better than what they initially did in global, in an attempt to mix two different game designs while harming anything that already existed beforehand. Listen to the music if you can, enjoy the story when you're able, but I cannot reccomend investing any degree of money or extended time with the new vision the developer has for this game.
I don't know where to begin.. Absolutely atrocious update in so many levels. 1. New D-Tide stat check and difficulty spike is so mindbogglingly stupid, I really have doubts the devs actually play and test the game. It's so bad that even the whales are infuriated with this update. This update practically killed build crafting and funneled the team comp to only select characters, not to mention the insanity of the dmg and HP bloat, like genuinely insane level of bloat. If this is your answer to "+12 AA will not affect future difficulties" then eat a bag of rocks, man. All those apologies and promises, for a small indie team the dev sure acts like a AAA one, in a bad way. 2. Corposant, or rather Horla's WoD interaction with Corposant "bugfix". Right, bugfix. So it's not technically a nerf but bugfix so you can't really compensate players anything like the game told you, so if this is the case then what should I expect for the future if you can just label this nerf as "bugfix" and call it a day. I'm just speaking about this ambiguity, not even talking about the absolute crap that is the nerf itself. This Corpo + Horla's WoD combo has been in the game for so long, I don't believe you only know about this.. "bug" recently. And the fact that this stuff came out AFTER her rerun is downright evil. 3. Affinity system grind becoming an absolute slog. Don't know what else to say. 4. Lastly, the way you guys are handling community's feedback, and keep promising stuff, only to deliver this absolute pathetic update before rolling back and conjuring an apology speech again, and again, and again is TIRING. It's becoming a pattern now, and truthfully I don't find any of the apology and promise genuine after the n-th times you guys did it. I always recommend Morimens for the fun build crafting and pretty interesting story, but as it is I don't think I even wanna go back to the game let alone recommending it to people. I'm out.
Endgame number bloat HSR can only dream of. When i come to play 'tactical' games, wrangling pure statcheck slop is literally the last thing i want to do.
The game went from f2p with a wide roster being able to clear the endgame to whales struggling to get all the endgame rewards even if they had a vertically invested roster. Previously, almost all characters were at least usable, now only a very, very slim choice of existing characters can be used in the very endgame, setting a precedence for new characters selling the slution to the difficulty spike. The developer is ignoring all feedback and is unavailable for comment on their offical discord. I loved the game, but all signs point towards insane power creep that makes old unitzs unable to clear, and I cannot recommend such a game.
The direction the developers have taken this game in regards to player retention and the endgame are laughable, even going so far as to send you hush money just so that their changes to the end game or lack thereof can be seen as "positive" when it isn't. If you must play this game, play it to experience the story if anything. I'm wiling to change my review if the game receives meaningful changes but.. I am not hopeful.
update: even with this "apology" they are not even being sincere. no meaningful changes, everything is just a PR talk and give "compensation" to shut people up. just like the last 5-6 times they've done in the past year. do not believe in them. they are not your friend, the so called "dev listened" are all lies. look at the amount of time i spend on this game and believe me, that this is THE WORST state of this game right now. they get sold out to a new publisher, that trying to squeezing the money from players as much as possible. rework end game mode, that gutted 90% of comps. with an absurd amount of HP inflation. 5-6 times more than before. (previously from 2-5 millions to 10-30 millions) with new character "Caraboo", they added a new "terrain" item into this game and only her can get an additional effects from it, where it change her single target attack to AOE, and deal damage 1 more time(double damage), and reduce action cost from 2 to 1. so expect newer character to get this kind of shilling too. this is really really close to be as shameless as ether veil from ZZZ. or token shilling in whimpering waste in wuwa. the game is already predatory more than any gacha games on the market as it is. making it already a very difficult game to recommend to anyone, now they making it worse. and with many lies and radio silence from developers since the new update, you should stay away from this game. JP server was a mistake. absolute axiom was a mistake. divine realm was a mistake.
Tragically mismanaged. Whatever few resources they had available for gameplay development were instead allocated towards enshittification...
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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