Caput Mortum is a brand new first-person Gothic indie survival horror title from WildArts Games that highlights the anxiety of familiarizing oneself with a complex control scheme in a hostile and horrific environment. Inspired by classics like King’s Field 4 and Amnesia: The Dark Descent, this retro 3D fright fest approaches its monster encounters and varied puzzles with a certain finesse and innovative mechanics that set it apart from other games of the genre.
The story plunges players into the grim decay of a dilapidated network of frightening tunnels, laboratories, villages, and even spookier settings in 16th-century France. Controlling a one-handed lone traveler drawn to an alchemist’s tower perched atop an isolated hill, the terrifying tale unfolds through a series of tense combat scenarios, cleverly crafted puzzles, and a great deal of often uncomfortable environmental storytelling that truly set the tone for the ominous adventure.
As I entered the tower, I was uncertain what I would find lurking within, but the deeper into the labyrinth of locked doors and haunting hallways I delved, the more intrigued and entranced I became. I was initially greeted with winding stairways, narrow corridors of shadow, green glowing test tubes with mysterious contents, and the remnant viscera of travelers long-since expired. The oppressive atmosphere hung heavy around me but compelled me to push on as to better understand what it was that transpired there… and more so, what was yet to come.





The initial isolation was crushing and was only further reinforced by the many encountered skeletal remains, clusters of cobwebs, and my character’s lonely footfall echoing from the impact on the stone beneath his boots. Subtle environmental clues in the form of faded journals, runic riddles, malformed mutations, and warnings hastily scrawled in blood helped to not only provide narrative substance but aided in my motivation to muster up the courage to carry on as not to become a permanent fixture of that accursed place. Especially when I encountered the many fiendish foes that had become the desperate denizens of the darkness they inhabited.
The enemy variety was plentiful, with a gaggle of grotesque monstrosities and quite a few iterations of abomination that were more than happy to try and kill me without a moment’s notice. The environments were surprisingly unique as well, with each one standing on its own as an individual element in a much greater machine. Crumbling cottages, sci-fi labs, an underground village, a stone school, and so many more delightfully disgusting settings presented themselves with a wide array of colors, textures, props, and puzzles that really set each apart from the last.





Caput Mortum focuses more heavily on puzzles, atmosphere, and exploration, than the relatively simplistic combat on offer. I say relatively, because that control scheme I’ve been alluding to is really something. There is a major learning curve that must be learned and perfected under duress, where when utilizing the recommended controller to play, the left and right bumpers control the vertical looking, while the left and right triggers control horizontal looking. The left stick controls movement while the right stick controls the traveler’s hand.
This means that the player can move their character’s hand freely across the screen which does have its benefits during puzzle solving and combat encounters, though often feels like more of an intentional hindrance meant to evoke a feeling of helplessness and a following sense of accomplishment as each new task is achieved. My favorite uses for the free-moving hand were its capabilities when exploring rooms, like wiping the dust off of an old mural with a sponge, or when I got to light a pitch-black claustrophobic cave system with a torch while being pursued by a particularly nerve-wracking individual that wasn’t a fan of the flame.




There was also a tremendously anxiety-inducing encounter during a segment of the game where I had to mimic the hand gestures of a hulking homunculus to appease him, and if I messed up or didn’t react quickly enough… well… he didn’t take too kindly to that. He seemed to have the mind of a child but the strength of an ape with a chainsaw, so it’s best you learn how to properly maneuver the hand motions before things get graphic.





With all of that said, there are multiple control schemes that allow for gamepad, keyboard only, and the classic mouse and keyboard experience that I believe gives players the ability to enjoy the game as though it was any other survival horror FPS. While wielding a dagger, hatchet, torch, and various other tools and items, players can experience the game in whatever way they are most comfortable, though I suppose comfortable isn’t quite the correct wording. The game is anything but comfortable, though the gripping narrative, mentally stimulating puzzles, and passable combat encounters did provide for a fun experience that I certainly enjoyed.





Though the control scheme took a bit to get comfortable with and triggered a bit of motion sickness for me at times, this Lovecraftian Gothic horror game was a real indie gem as far as I’m concerned. It didn’t overstay its welcome, the puzzles were reasonable, the combat was passable, the story served its purpose, and the atmosphere stole the show. It did what any great retro survival horror title has done in the past, but with its own unique twist on the formula. It’s not easy to make an interesting game, much less create something equal parts inspired and original. For that, I’ve got to give the developers credit.





I’m giving Caput Mortum an 8/10 for its nostalgic vibes, excellent level variety, clever puzzles, and horrifying monster design. Much like surviving in a dire situation like the game portrays, the controls began as a struggle but felt more natural and manageable the longer I persisted. If you want to experience all of the great things this game has to offer, then knuckle down, stick with it, and let the controls grow on you. Persistence is key and the payoff is worth it!





