The Demo Is Out Now!
Hi guys,
I'm happy to finally announce the release of the free demo for Inquisitor Trainer : Mortis Invicta. After a lot of hard work writing the story, creating the characters, designing the gameplay systems, and drawing all the artwork, the demo is finally ready.
Before anything else, I'd also like to apologize in advance for the title. Mortis Invicta admittedly sounds a little dramatic—and perhaps a little cheesy. However, the title was chosen for a reason. As the story progresses and more Case Files are released, you'll gradually learn why I settled on that name and how it relates to the larger narrative surrounding the Inquisitor and his crew. Hopefully by the time the story reaches that point, the title will make a lot more sense.
A Different Kind of Inquisitor Trainer
One thing I want to emphasize is that this game is very different from the first Inquisitor Trainer. I learned a lot from my previous project, and this time I've put much more effort into creating a stronger story structure, clearer progression, and better character development.
I wanted to make the second game easier to follow while improving the overall experience. One of the biggest lessons I learned from the first project is that bigger doesn't always mean better. A game can appear ambitious because of its size, scope, artwork, and number of features, but if the narrative and gameplay mechanics aren't explored in enough depth, the experience can easily suffer.
https://www.youtube.com/watch?v=hH2ZpOBPbV0&t=276s
This time, I decided to focus on depth rather than scale. The story, characters, mysteries, and player choices are all explored much more thoroughly than before. At the same time, I've kept plenty of the small 40K-style jokes, banter, and absurd moments that helped define the tone of the first game. While the story is fairly text-heavy, I wanted to make sure there were enough lighter moments to keep things entertaining and prevent the experience from becoming overwhelming.
A New Structure: Case Files
Another major change is how the game is structured. Instead of one enormous storyline that continuously grows with every update, Mortis Invicta is divided into Case Files.
A Case File is essentially the game's equivalent of an episode or chapter. Each one tells its own story, introduces its own characters, presents its own mystery, and features multiple possible endings.
Think of it less like a modern serialized streaming show where every episode exists solely to build toward a distant finale, and more like a classic science-fiction series from the 80s and 90s. One Case File might take place aboard a stranded voidship, another on a Forge World, and another inside the depths of a Space Hulk. Every story introduces new characters and new challenges while slowly developing the main cast and the larger narrative in the background.
The goal is for each Case File to feel like a complete adventure that can be enjoyed individually. While there is still an overarching story unfolding behind the scenes, I don't want players to feel like they're waiting years for every plot point to finally pay off. Each Case File should have its own beginning, middle, and conclusion.
Case File I: Shadows in the Void
This demo contains both the game's Prologue and the beginning of Case File I: Shadows in the Void.
The story takes place aboard a small Imperial vessel drifting dangerously close to the Warp. As many of you already know, the Warp is filled with all manner of horrors, disturbances, and things that absolutely should not exist. Something has infiltrated the ship, and uncovering the truth behind it forms one of the central mysteries of this first Case File.
You play as Greg, an Imperial Inquisitor who has lost all of his memories. As you investigate the vessel, you'll gather information, assess the ship's condition, speak with the crew, and attempt to uncover what has happened aboard the ship. Along the way you'll meet a variety of characters, each with their own personalities, histories, motivations, and secrets.
There are also some dating-sim elements incorporated into the game. As you spend time with the crew, you'll have opportunities to build relationships, learn more about them, and influence how those relationships develop over time. I hope you'll enjoy getting to know them and seeing how their stories evolve throughout future Case Files.
Puritan and Radical Choices
One feature I absolutely wanted to keep from the first game is the alignment system. I always enjoyed the Puritan and Heretic paths in the original project, and in Mortis Invicta that concept returns in the form of Puritan and Radical choices.
Throughout the game you'll encounter situations where multiple solutions exist. Neither approach is necessarily right or wrong. Instead, these choices help define what kind of Inquisitor your character becomes. Your decisions can influence dialogue, character interactions, story variations, certain events, endings, and of course some of the lewd content as well.
Rather than creating a simple good-versus-evil system, my goal is to allow players to decide how their Inquisitor approaches the impossible situations that inevitably arise when dealing with the enemies of mankind.
Explore Everything
I highly encourage everyone to explore every action button, object, location, and dialogue option available.
I've hidden a large number of collectibles and optional discoveries throughout the game. Many of them are tied to interactions that can easily be missed if you rush through the story. A lot of time and effort went into creating these pieces of artwork, lore entries, jokes, and optional content, so I'd greatly appreciate it if you took the time to explore and discover them.
Try not to skip too much dialogue and enjoy the story as it unfolds. After all, that's the whole point of playing a visual novel.
Walkthrough Included
For players who prefer focusing on the story rather than solving every puzzle themselves, I've also included a walkthrough.
WALKTHROUGH LINK: https://docs.google.com/document/d/1KBVItBy7c-hmMi25uWPjqRL8cTg-46idQn3RxU-YNO0/edit?usp=sharing
It contains story summaries, objectives, character introductions, progression guidance, and solutions for key story events. Its purpose is to help players continue enjoying the story without becoming frustrated or stuck.
Bugs and Feedback
As with any demo, there may still be bugs, spelling mistakes, balancing issues, missing content, or other rough edges. Please don't be too upset if you encounter problems. The project is still actively in development.
If you find any issues, feel free to report them. I've done my best to minimize bugs and had several friends help test the game before release, so I'm already confident that this project is a significant improvement over the original Inquisitor Trainer.
I'd also love to hear your thoughts on the game itself. Whether it's the story, characters, gameplay systems, pacing, dialogue, artwork, or anything else, feel free to join the discussion either here on Patreon or on Discord. Feedback and discussions are incredibly valuable during development, and many of the improvements made to the first game came directly from player suggestions and observations.
Going forward, I'll continue posting development updates, previews, artwork, design discussions, and behind-the-scenes information for both current and future Inquisitor Trainer projects. Some of these posts will be available publicly, while others will be shared with patrons.
Of course, feel free to participate in those discussions at your own risk. The more development posts you read, the greater the chance you may accidentally learn things before your Inquisitor does. Spoilers are known to lurk in the darkest corners of game development, and unlike daemons, they are surprisingly difficult to purge once encountered.
Download
PC DOWNLOAD LINK:
https://drive.google.com/file/d/1H3JhQ7szOWELQtcx5X0NzMM0x0sV9s9w/view?usp=drive_link
MAC DOWNLOAD LINK:
https://drive.google.com/file/d/1ijCl_1XDn6Kltq1RZ5OuNLID8cA76Gim/view?usp=drive_link
ANDROID DOWNLOAD LINK:
https://drive.google.com/file/d/1dKJoX5rRBhxfj85aluxu2BRQ7y-5NH5D/view?usp=drive_link
Thank you to everyone who has followed the project, offered feedback, and supported development over the years.
I sincerely hope you enjoy the demo, the characters, and the opening of your first investigation in Case File I: Shadows in the Void.
After all, being stranded near the Warp is already a bad situation. Discovering that something may have followed you aboard only makes it worse.
Comments (6)
Hiii, any idea why inquisitor trainer 0.5.7 android isnt available its there for pc and mac?
Hi David, there was a broken link issue with the android build. It is now working properly.
Does this mean the first game is finished?
Yes, the story itself is actually very close to being finished. Like, genuinely finished this time. I just need to add a few final H-scenes to wrap things up. The plan is to complete the story side of things by the end of the year. Once that’s done, I won’t be continuing the story any further. Instead, I’ll focus on polishing the parts I’m not satisfied with—improving artwork, fixing dialogue that still feels off, and reworking jokes that aren’t landing as well as I’d like. Most importantly, I’ll be focusing on fixing bugs and technical issues.
This game is a male protagonist game, is that correct?
That is correct
