
When Ubisoft starts selling a stylish action roguelite for $13 in Early Access, you’re not just looking at another indie launch – you’re looking at a publisher testing a very different kind of playbook.
Morbid Metal – from indie studio SCREEN JUICE, published by Ubisoft – hits Steam Early Access on April 8, 2026. The pitch: slick hack-and-slash combat, real-time shapeshifting between characters, and a focused roguelite package that’s intentionally cheaper and smaller at launch, with promises to grow over time.
Ubisoft’s logo on a $13 Early Access roguelite is the part worth pausing on. This is a publisher that usually ships $60+ blockbusters and then bleeds them with battle passes and cosmetics. Here, they’re backing a small, systems-heavy project at a price that screams “find our audience first, scale later.”
According to the Steam page and press materials, Morbid Metal launches at $13.49 / €13.49 for a short window, then settles at $17.99 / €17.99 – with explicit mention that the price may rise as the game grows. That’s the Hades model, not the Far Cry model: reward early adopters, then ratchet up as the content catches up to the vision.
That alone tells you how Ubisoft sees this game. Not as a tentpole release, but as a low-risk, high-upside experiment in a space that’s been dominated by smaller publishers. It’s also a quiet admission that roguelite players are savvy; you don’t charge premium money for a feature-limited Early Access build and expect goodwill.
The uncomfortable question for Ubisoft is simple: are they here to nurture a cult-hit action roguelite, or to test-drive “budget Ubisoft” for future low-cost, high-iteration projects? The way they handle price increases, updates, and communication over the next six months will answer that faster than any PR line.
Morbid Metal’s hook is its combat: you control a squad of up to four characters and can shapeshift between them in real time mid-combo. The Early Access build starts you with three playable characters, with a fourth presumably coming later.

That design matters because it means variety is in your hands, not just in enemy layouts. Instead of picking one character and living with that choice for a whole run, you build a mini-roster and switch on the fly, chaining moves between forms. Even with only three characters, there’s potential for a lot of depth if their kits are distinct and synergistic.
Content-wise, Ubisoft and SCREEN JUICE are promising:
On paper, that’s a respectable slice for an action roguelite launch, especially at this price. The real test is run length and repetition. If a full clear takes 20–30 minutes and the biomes remix well, three areas can sustain a decent amount of replay while you learn the combat. If it’s longer, those same three biomes will start to feel old fast.
We’ve seen this pattern before: games like Hades and Dead Cells leaned on a tight early loop and smart progression to make relatively small amounts of content feel huge at the start. When that works, nobody counts biomes; they count “one more run”s. When it doesn’t, every repeated tile and enemy sticks out.
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Morbid Metal is built around precision action combat in a roguelite shell. That’s important, because Early Access is much better at iterating on systems than filling in missing content. Balance, enemy design, perk synergies, difficulty curves – all of that gets better when thousands of players start breaking things.

From the feature list, you can see where SCREEN JUICE wants feedback:
Compare this to something like Menace, another recent Early Access roguelite (albeit tactical, not action). That launched with its core systems intact but a limited mission and biome set, explicitly planning to expand over a year. Morbid Metal looks like it’s following a similar “core now, breadth later” pattern – which is exactly when Early Access can be worth buying into early, if you’re comfortable helping test the edges.
Where I’m cautiously optimistic: nothing in the feature list screams “we’ll bolt on the real game later.” This looks like a lean, vertical slice of the actual loop. If the combat already feels good on April 8, the roadmap becomes a bonus rather than a crutch.
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Ubisoft and SCREEN JUICE are holding the roadmap until April 17. That’s smart marketing – get hands-on impressions out first, then ride that wave into the “here’s how we’re growing the game” beat. It’s also where we’ll see how ambitious they actually are.
Things I’ll be looking for on that roadmap:
The other quiet detail is localization and accessibility. At launch, Morbid Metal ships with subtitles in at least six languages (English, French, Italian, German, Spanish, Brazilian Portuguese). That’s decent coverage for Early Access and a hint that Ubisoft expects a global audience, not just a niche Steam curio.
As for price hikes: the Steam page is already seeding the idea that the $17.99 base price could increase as more content lands. That’s fine – and frankly fair – if each raise is tied to a clear, substantial update. If we start seeing price bumps without meaningful additions, that’s when the Ubisoft name goes from “helpful muscle” to “red flag.”
