[MFTK: Survivors] Mortemforge: TekaRenzen's Konquerax: Survivors
Conquer and pillage planets as a one-man army in this brutal action roguelite set in a bizarre and dark Technofantasy universe. Battle hordes, plunder your enemies, forge devastating arsenals, and carve your path through endless intergalactic god-wars under the watchful eye of a mysterious goddess.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“As a solo developer there are many things to work on and a lot on my mind, so I find Early Access crucial for MFTK:Survivors. I want this game to be something special and, as creative and perfect I may be, nothing beats having an active community giving valuable feedback. With this much planned content ahead, it will make a world of difference in whether it becomes an okay or great experience.

So, whether it's balancing, mechanics, art, quality of life features or bug reports: you can put the feedback in the bag, I want it.”

Approximately how long will this game be in Early Access?

“I’m hoping six months. Which means, most likely it’ll be a year. I will continue to expand the game until it reaches the level of content, polish and replayability expected from a full release.”

How is the full version planned to differ from the Early Access version?

“The planned full release version could be described as the current state plus the following:

- Construct your vessels (characters/classes), not only the visuals but the mechanics too.
- At least: 50 character looks, 30 traits, 10 skills, and 20 weapons.
- Multiple levels of Meta-Progression running on top of one another.
- Procedurally generated maps with obstacles. At least 20 different "biomes" and 20 mission objectives. Customizable mapping traits. Increase variety of map decorations (plants, etc)
- Increased variety of Destructibles and Interactables found in runs.
- Campaigns and other conquest-related mechanics.
- At least 50 unique enemies, 10 bosses and 10 enemy factions.
- Increased item depth and variety. Procedural items. At least 30 uniques.
- Character equipment (arpg style, on top of the classic survivors-like 6 and 6).
- Mild inventory management, mild strategic choices on galactic conquest-map.
- Customize your lair and engage with Gacha style mechanics for collecting stuff.
- Adding a hardcore / permadeath profile mode.
- Potentially add sprite animations to characters and enemies, and make those optional in settings.
- High quality sound and music mixing and mastering. 45-minute soundtrack.
- Cinematics.
- Proper profile management, basically save-slots so you can have multiple progressions (Is technically done already but I found bugs).
- Aim to provide enough content for at least 100 hours of gameplay.
- Steam Achievements and Steam Cloud. Maybe Steam Leaderboards?
- Add controller support and accessibility options (specially vision/color related).
- Proper translations into Spanish, Portuguese and Russian.”

What is the current state of the Early Access version?

“You like raw? Cause this is RAW.
The core survivors-style gameplay for runs is already functional, performs well and feels satisfying as you mow through the hordes. When I call the game "raw" I'm mostly talking about content and depth. As far as I'm concerned, the game is currently in a pre-alpha state.
I work on the game full-time and updates happen daily or every other day.

Currently, as of June 4th, I got:

- 6 player body/vessel graphics to choose from.
- 5 non-procedural, handcrafted maps to do runs in.
- 1 handcrafted, non-customizable lair/hub map. Access to character looks change and map selection.
- 5 weapons.
- 10 artifacts.
- 12 different enemies (4 unique movement styles, 2 behaviours).
- You kill stuff, you gain XP, you level up, you pick from random choices for weapons & upgrades. Also got chests, they don't look pretty yet, but they work ;)
- A half-functioning main menu, and a serviceable loadscreen.
- I got the whole save-file system already in, but nothing uses it yet.

Meta-progression, variety and depth are the whole point of the genre, but I chose performance and getting the combat right first.

Currently I'm focused on fixing the upgrade shop, destructibles and adding more weapons, sfx, vfx, and a series of mechanics for objectives, capturing control points, more enemy behaviors and just overall proper variety.”

Will the game be priced differently during and after Early Access?

“Yes, I will increase the price gradually as more content, polish and features are added. The plan is to make those increases happen alongside actual dev-stage milestones (alpha, beta, pre-release, etc).”

How are you planning on involving the Community in your development process?

“As I previously mentioned, community feedback is crucial to help shape the game and future content priorities throughout Early Access.

I monitor both the Steam forums and the official Discord server, where we can discuss mechanics, balance, suggestions, bug reports and future ideas more directly.

I work on the game full-time and plan to remain active with regular updates, changelogs and communication through those mediums as development continues. Some days end with more tangible results than others so, In this case, "regular" means daily to weekly.”
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About This Game

MFTK: Survivors is a fast-paced action roguelite, 95% auto-shooter, bullet-heaven.

Set in a stylized, bizarre and dark, technofantasy universe inspired by 80's Sword & Sorcery and European Graphic novelists (Druillet, Moebius, etc), Heavy Metal, GrimDark and Bisley art, 90's Anime and Cartoons, 70's psychedelia, DieselGoth, Chaos, big-boobed women, and both the Roman and Holy Roman Empires.

Gameplay summary as of June, 4th:

Inside map-runs: battle hordes of enemies while you level up, upgrade your Arsenal from random options and Chest rewards, pillage resources.

Outside map-runs: you can switch your body/vessel, and decide what map you'll run next.

The DRY gameplay summary:

You go in map and do stuff, when you come back home you prepare for the next map. Repeat.

Runs consist of an infinite mode.

Features, as of June, 4th:

  • Select your character's looks from the options you collect.

  • Do runs / battle hordes on hand-crafted maps. You get a list of random available maps out of 5 possible ones. Map list refreshes by re-opening the map selector.

  • Gather exp to level up, kill monsters for chests, money and blood.

  • Acquire Weapons, Artifacts, and Upgrades during runs. Gather resources for your operational costs.

  • Blood and Gore-chunk enemy explosions. Smooth gameplay (weak CPUs may go as low as 50 fps when screen is loaded to the max, working on it).

  • Infinite mode.

What are the features I'm prioritizing right now?

Fixing the upgrade shop and destructibles. Completing the results screen. Pillage actual resources (right now is just money), capture control points, making resource costs actually matter during map selection, proper objectives/mission system, proper map effects, adding more weapons and enemy movement types.

Current Early Access limitations:

  • Save system is in development. There isn't much to save right now though.

  • Destructible objects (barrels, crates, jars, etc) are temporarily disabled and will return in a future update.

Mature Content Description

The developers describe the content like this:

Stylized and cartoony depictions of:

- Violence, blood, gore effects, and dismemberment.

- Some characters wearing revealing outfits, some partial nudity.

- Fictional drug-like items and references to fantasy substances.

Some unlockable content is obtained through a gacha-style mechanic using only in-game resources.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10
    • Processor: Ryzen 5 5000
    • Memory: 8 GB RAM
    • Graphics: RX 560 4GB
    • Storage: 400 MB available space
    • Additional Notes: Game itself uses around 600mb of RAM and 1gb of VRAM. While running the game you are also running your OS though, that's why it says 8gb RAM and 4gb VRAM.
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • OS: Ubuntu 24.04.4
    • Processor: Ryzen 5 5000
    • Memory: 8 GB RAM
    • Graphics: RX 560 4GB
    • Storage: 400 MB available space
    • Additional Notes: Game itself uses around 600mb of RAM and 1gb of VRAM. While running the game you are also running your OS though, that's why it says 8gb RAM and 4gb VRAM.
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