Mortuus: a short first run and an immediate second try
Editorial basis
Mortuus closed Conrado's October 20, 2026 stream with Venn Studios. The solo demo segment lasted about six minutes, enough for a first death and an immediate restart. This account combines that session with the official trailer and Steam material captured on October 21. Its strongest evidence concerns the early shooting, upgrade choices and barricades. Later weapons, bosses and four-player coordination come from the game's presentation rather than Conrado's run.
Waves inside concrete walls
Developed and published by Hamuno, Mortuus is a round-based zombie FPS for one to four players. Steam describes procedurally generated brutalist spaces, doors bought with points, a mystery box, weapon upgrades and a hidden ritual that wakes the Mother. The detailed store text also describes an upgrade draft after each round, making the next perk part of the survival routine.
The official trailer shows concrete corridors, foggy courtyards and red emergency lighting around blocky, voxel-like zombies. Assault rifles, shotguns and energy weapons widen the arsenal beyond the pistol used on stream. A squad of four, portals and a mechanical tentacle boss appear as well. The trailer explicitly advertises a new procedural map every run and Easter egg boss fights, establishing ambitions beyond simply lasting through an opening wave.
Recognition, then panic
Conrado first compared the look to Roblox, then found the more useful genre reference: “It's COD Zombies with a Roblox look!” The translated highlight preserves how quickly he recognised the arrangement. He liked the camera movement and focused his response on whether the gameplay felt good. The demo presented an objective of surviving 25 rounds or completing the Easter egg; the store describes endless hordes, so that prompt should be understood in the context of the demo session.
An M9 bought from a wall outline gave him a familiar starting weapon. Familiarity did little to remove the pressure. Zombies were already close, ammunition was finite and the enemies could run. He enjoyed the blood and dismemberment, but the same encounters made it clear how quickly a simple firing routine could turn into a scramble for space.
Between rounds he encountered choices involving health, regeneration, ammunition and barricade repair speed. He chose extra ammunition while joking about his aim, then tried repairing a window. The interruption was brief: another rush had him repeatedly calling for a reload. “One headshot isn't enough!” he exclaimed in the translated highlight. Keeping enemies at a comfortable distance required more attention than he initially expected.
Why the second run mattered
Hollow-point damage was another choice as the difficulty climbed. An interactive computer briefly drew his attention, but he could not work out what it did. With the situation collapsing, he switched to the knife and went down in round three. His next response was immediate: “Man, let's go again! One more time, at least,” translated from Portuguese.
The return carried more information than a general compliment would. He saw upgrades carrying between attempts, noticed changed layout details and selected further movement or weapon-damage improvements. The second run felt much easier to him. A short segment cannot separate familiarity from progression as the cause of that improvement, but it clearly shows him using the first failure to make different decisions.
He also discovered that repairing boards did not lock his view in place. Being able to keep working on the barricade while turning the camera let him watch the danger around him. That small interaction joins the shooting and perk draft as something the session actually tested. It creates room for tactical multitasking even within a compact solo opening.
Pressure and friction
The first interruption came before combat: shader loading made him wait, and he noted that opening games beforehand would help future streams. Once inside, the unexplained computer remained a point of confusion. Those moments affected access to the action and understanding of the space.
Limited ammunition, fast enemies and headshots that sometimes needed follow-up shots were the session's main sources of tension. Conrado reacted with alarm and laughter, then restarted voluntarily. That response supports reading them as pressures he enjoyed working against. It does not establish that later difficulty is balanced, or explain every enemy and machine in the full game.
He did not reach the mystery box, door progression or a boss in the session. The trailer and Steam page provide those features' context, while their depth remains outside this brief test. The same boundary applies to co-op: the demo store description explicitly includes multiplayer, but Conrado's footage assesses solo play.
Who should try the demo
Mortuus is a plausible fit for players who enjoy round-based zombie modes, repeating attempts and adapting a build through perk choices. The blocky presentation comes with substantial blood and dismemberment, as both the trailer and session show. Its immediate attraction here was the need to shoot, repair, reload and choose under increasing pressure, followed by the desire to use what the failed run had taught.
As of the October 21 source capture, the main Steam app 3680170 is marked Coming soon with no release date. The trailer supplies no date either. The free Mortuus Demo is a separate app, 5363350, released October 14, 2026. That available opening is the appropriate place to judge the shooting rhythm and the appetite for another run.
Sources and quote references
- Steam page and trailer: Mortuus Official Trailer (257453523, demo app).
- Free demo.
- Conrado x Venn stream, October 20, 2026. Quotes translated from Portuguese; original clip references: 20-47-46 (00:31–00:38); 20-49-37 (00:25–00:29); 20-51-01 (00:11–00:22).