Compare Lex Mortis prices across trusted key stores and find the best deal. Developed by Denis Esie. Published by Denis Esie. Released on 2/9/2015. Available on PC. Genres: Action, Adventure, Indie.

A CryEngine-powered island that looks better than it plays - approach Lex Mortis as a mood piece with horror trimmings, and manage those expectations hard.

I want to root for Lex Mortis. Solo developer, ambitious open world, a CryEngine island that genuinely shimmers in daylight - these are exactly the conditions under which a scrappy indie horror can surprise you. And yet, after spending time with it, the honest thing to say is that the ambition and the execution are living on opposite ends of Berdwood Island and never quite meet. The setup has real pull. You return to your fictional Northern European birthplace to find a population of roughly two thousand simply gone - no bodies, no explanation, just silence and an open island to pick apart. The day-night structure that underpins the whole experience is a solid concept: daylight hours are yours to explore forests, abandoned villages, mines, and mountains at your own pace, piecing together what happened. Drivable vehicles let you cover ground faster, which helps given the island's size. When night falls, enemies emerge and the loop shifts toward evasion and survival. Two endings hinge on a choice you make late in the story, so there is at least some narrative weight waiting at the finish. On paper, this is a promising skeleton. In practice, the skeleton is showing through in uncomfortable ways. The night sections - meant to be the terror centrepiece - are undercut by an almost complete absence of brightness controls. Interior lighting collapses to near-black while exterior scenes look fine, and there is no flashlight or gamma slider to compensate. Couple that with a soundtrack of maybe two tracks on repeat that frequently clashes with the tone on screen, missing footstep sounds, and dialogue that reads like an early-draft machine translation, and the immersion that horror depends on keeps snapping. Objective design defaults to a fetch loop - go to point A, learn you need something from point B, return to point A - and the open world label overpromises; most buildings in the villages are locked props you can look at but never enter. Enemy AI finds you through cover often enough to feel arbitrary rather than scary, and at scripted night-trigger locations your character slows to a crawl that frustrates rather than frightens. What saves any of this from being a total write-off is the environment work. Denis Esie clearly has an eye for landscape modelling, and on a decent rig the island looks genuinely good during the day - the kind of place you can imagine a real horror story unfolding, if only the horror story were there. For a certain type of player who treats walking through atmospheric environments as its own reward, there is something here. But as a horror game with actual tension, Lex Mortis lands closer to a scenic tech demo with an unfinished loop bolted on. Kai, Scout Team

Lex Mortis

Lex Mortis

Feb 9, 2015Denis Esie
GamerScout Says

A CryEngine-powered island that looks better than it plays - approach Lex Mortis as a mood piece with horror trimmings, and manage those expectations hard.

PC
Best Price Available
€0.00
at N/A
Historical low: €0.56

GamerScout Verdict

Worth a look only at deep discount if CryEngine scenery and eerie island atmosphere compensate for thin gameplay and broken immersion.

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Price History

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Screenshots & Media

About Lex Mortis

I want to root for Lex Mortis. Solo developer, ambitious open world, a CryEngine island that genuinely shimmers in daylight - these are exactly the conditions under which a scrappy indie horror can surprise you. And yet, after spending time with it, the honest thing to say is that the ambition and the execution are living on opposite ends of Berdwood Island and never quite meet. The setup has real pull. You return to your fictional Northern European birthplace to find a population of roughly two thousand simply gone - no bodies, no explanation, just silence and an open island to pick apart. The day-night structure that underpins the whole experience is a solid concept: daylight hours are yours to explore forests, abandoned villages, mines, and mountains at your own pace, piecing together what happened. Drivable vehicles let you cover ground faster, which helps given the island's size. When night falls, enemies emerge and the loop shifts toward evasion and survival. Two endings hinge on a choice you make late in the story, so there is at least some narrative weight waiting at the finish. On paper, this is a promising skeleton. In practice, the skeleton is showing through in uncomfortable ways. The night sections - meant to be the terror centrepiece - are undercut by an almost complete absence of brightness controls. Interior lighting collapses to near-black while exterior scenes look fine, and there is no flashlight or gamma slider to compensate. Couple that with a soundtrack of maybe two tracks on repeat that frequently clashes with the tone on screen, missing footstep sounds, and dialogue that reads like an early-draft machine translation, and the immersion that horror depends on keeps snapping. Objective design defaults to a fetch loop - go to point A, learn you need something from point B, return to point A - and the open world label overpromises; most buildings in the villages are locked props you can look at but never enter. Enemy AI finds you through cover often enough to feel arbitrary rather than scary, and at scripted night-trigger locations your character slows to a crawl that frustrates rather than frightens. What saves any of this from being a total write-off is the environment work. Denis Esie clearly has an eye for landscape modelling, and on a decent rig the island looks genuinely good during the day - the kind of place you can imagine a real horror story unfolding, if only the horror story were there. For a certain type of player who treats walking through atmospheric environments as its own reward, there is something here. But as a horror game with actual tension, Lex Mortis lands closer to a scenic tech demo with an unfinished loop bolted on.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayertrading-cardstier:sub-5Day-Night CycleAtmospheric ExplorationTwo EndingsChoice-DrivenSolo DeveloperCryEngineStealth EvasionWalking Simulator Adjacent

System Requirements

Minimum

OS
Windows Vista, Windows 7 or Windows 8
Memory
2 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
Nvidia GTX 560 or AMD Radeon R7 250
Processor
Intel Core i5-750 or AMD Phenom II X4 955

Recommended

OS
Windows Vista, Windows 7 or Windows 8
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
Nvidia GTX 660 or AMD Radeon R9 270
Processor
Intel Core i5-2400S or AMD FX-8320

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Game Info

Developer
Denis Esie
Publisher
Denis Esie
Release Date
Feb 9, 2015

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Frequently asked questions about Lex Mortis

How much does Lex Mortis cost?

Lex Mortis pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is Lex Mortis available on?

Lex Mortis is available on PC.

When was Lex Mortis released?

Lex Mortis was released on 9 February 2015.

Who developed Lex Mortis?

Lex Mortis was developed by Denis Esie.