Morbid Metal, the University Project That Ended Up Published by Ubisoft

Published on April 10, 2026 | Translated from Spanish

Felix Schade has released Morbid Metal, an action roguelike that draws from the essence of Devil May Cry. Its story is a case of prolonged development: it began nine years ago as a university project, with an initial premise of slow pace and origami theme. What was a simple portfolio project mutated over time into a science fiction title with a central shape-shifting system.

A biomechanical warrior in a spaceship, transforming his arm into an energy cannon.

From a custom engine to Unreal Engine: the technical evolution 🛠️

The game's technical development reflects its long gestation. Schade started the project by programming his own engine from scratch, a formative decision typical of a student. Over time, and faced with the growing complexity of the action design, he migrated the project to Unreal Engine. This change was key to implementing the character's shape-shifting system and fluid combat, allowing a final polish in line with publishing standards.

From contemplative origami to frenetic metal: a change of course 🔀

It's curious to think that this unrestrained action experience was born from the calm of origami. One imagines student Schade presenting his slow and foldable prototype, only for a professor to suggest, perhaps, adding a chainsaw. Nine years later, the paper turned into liquid metal and patience into pure combos. Sometimes, the best idea for a university project is to abandon the original idea completely.