Mortis Invicta Transmission: v0.2.0 Polished Build Is Complete!
Hi Everyone, I've finally finished this polish pass for Mortis Invicta, so here's a quick rundown of everything that's changed and what I'll be working on next.
Art Updates
I finally replaced a lot of the placeholder artwork with proper illustrations, including new expression sprites for Mydea, Octavia, and Vesperyn, brand-new cutscenes, and more Mydea relationship scenes.
The Futa Daemon's first appearance has also been completely drawn. The old placeholder background is gone, and the crew quarters now feel much creepier with Warp tendrils crawling across the walls. I also added a new morally depraved Octavia scene as the Warp's corruption starts taking its toll.
Gameplay & Polish
I spent a lot of time polishing the prologue. The ship now feels much more alive thanks to better ambience, lighting, sound effects, and smoother cinematic pacing.
I also reworked the early conversations and ship tour to be more interactive and less repetitive, so it's easier to get to know the crew, the ship, and Greg's missing memories.
The Bridge briefing, twelve-day deadline, sleep tutorial, Ship Schematic, and Investigation Log have all been reorganized to make the investigation much easier to follow. For a brief moment, the Imperium's paperwork actually works.
Warp Breach and Daemon Hunt have been cleaned up with clearer investigation reports, better objectives, and a much more intense Vesperyn meditation scene with full crew reactions and plenty of Warp shenanigans.
I also did a general polish pass across the entire build—cleaning up dialogue, character expressions, sprite continuity, sound placement, scene transitions, Mydea's existing content, and even the in-game Devlog.
And of course... bug fixes. Crew members should disappear a lot less often, conversations should flow more naturally, and—through the Emperor's grace—the build itself is now slightly less touched by Chaos.
What's Next for Mortis Invicta
Now that the intro and investigation flow are in a much better place, it's finally time to start expanding the core gameplay.
I'm adding a new Ship Damage mechanic. As the days pass and you go to sleep, your ship's condition will gradually deteriorate. The longer you're trapped in the Warp, the more the vessel begins to fall apart.
You'll have a few ways to fight back. Successfully completing Daemon Hunts can help stabilize the situation, while assigning your crew to repair the ship can slow its deterioration and buy you precious time.
I'm also planning to introduce crew assignments. Different crew members will excel at different tasks, so choosing the right person for the job will become an important part of surviving the investigation.
To support that system, I'll first be building a proper Crew Manifest, where you'll be able to view every crew member's role, specialties, and stats before deciding who to assign to each task.
A Quick Note
I'll be taking a short break from Mortis Invicta for the rest of this month so I can focus on finishing the Inquisitor Trainer ending, which I'm planning to release by the end of August.
Once that's out, I'll jump back into Mortis Invicta next month and start working on the gameplay systems I mentioned above.
As for Inquisitor Trainer, I'll make a separate post tomorrow covering everything I plan to update and my target release date for the next build. AND Yes—The next update will include the ending scenes, and if everything goes according to plan, I'm aiming to release it by the end of August.
This is the walkthrough of the complete case file #1 right down below
https://docs.google.com/document/d/15z2kRlWS6YbsTECisJoDwur63vpj8x4vo4xI2HezX84/edit?usp=sharing
Thanks for all the support, and enjoy the game..
Cheers,
Celeng
