
Mercury: Cascade into Madness
A compact, story-first cyberpunk RPG where the line between vigilante and monster is yours to draw - and the city will remember which side you picked.
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About Mercury: Cascade into Madness
I have a soft spot for the kind of game that quietly does its job without anyone much noticing, and Mercury: Cascade into Madness is exactly that kind of title. It is a short-form cyberpunk RPG built in RPG Maker, made by a solo-leaning indie outfit called Astronomic Games, and it asks a question that bigger-budget games usually flatten into spectacle: what does it actually feel like to be the violence? The answer it gives is strange, uncomfortable, and occasionally genuinely affecting. The core loop puts you on rain-slicked streets as Mercury, a psychologically fractured woman turned vigilante, working her way up from street-level crime to something far more systemic and sinister. The turn-based combat is built around a weapon charge system - you build up charge with basic attacks, then release it into special moves, with skill points earned through story progress and completed tasks rather than traditional level-ups. There are no random encounters here, which is a deliberate and welcome choice. Stealth kills offer a quieter path through some encounters, and tools like lockpicking and charisma checks mean the combat-averse are not entirely shut out. Two difficulty modes let you tune the strategic demand up or down. The whole thing clocks in around five hours on a first run, making it genuinely completable in a single sitting or two. What earns Mercury its goodwill is the psychological texture woven into the narrative. The game does not let Mercury be a clean action hero. At various points she curls in on herself, hearing things, seeing figures that may not be there, her grip on reality fraying at the edges in ways the game renders with an odd, low-key sincerity. The choice-and-consequence system is modest in scope but real in application - who you kill, which NPCs you actually talk to, whether you pick locks or talk your way past a situation, these decisions feed into the ending you reach. Fans of Astronomic's earlier City of Chains will find the structure familiar, though Mercury leans harder on story and exploration than on combat. The honest caveats: the RPG Maker foundations are visible throughout, from the dialogue box presentation to the asset aesthetic, and the 4:3 aspect ratio with side bars will feel dated to players used to modern widescreen presentation. The game has also been noted as somewhat easier than the developer's previous work, which may frustrate players who came for a challenge. The linearity, while it suits the short runtime, does mean a second playthrough is mostly about catching alternate choices rather than experiencing a genuinely divergent game. None of these are dealbreakers for the audience this is made for, but they are worth knowing going in. If you like small, authored games that respect your time and have something specific to say about broken people doing brutal things, Mercury repays attention. It is the kind of title that disappears from the conversation almost immediately and then sits in someone's memory for years. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP or Above
- Storage
- 500 MB available space
- Graphics
- Minimum 640x480 Desktop Resolution
- Processor
- Intel Pentium 4 2.Ghz or above
- Sound Card
- Stereo Sound
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Game Info
- Developer
- Astronomic Games
- Publisher
- New Reality Games
- Release Date
- Aug 10, 2017



