Screenshot above is from an early prototype of the battle screen.

In Morphose, you take the role of a bio-mechanical bug monster created in a cloning vat to serve as food for a larger and more powerful Morphose, but by accident, you gain access to a machine that allows you to install genetic blueprints into yourself and augment your fighting capabilities. Your suite of abilities is composed of additional genetic blueprints you find scattered throughout the world. You fight other Morphose, consume them, and harvest their bio-energy, growing your own strength and gaining the energy to install more powerful blueprints.

As you tear your way through the facility, harvesting your fellow livestock, the worker Morphose, and the security Morphose alike, one of the workers convinces you to let him join you. The two of you kill the Morphose at the head of the operation together and set out into the wider world, a post-apocalyptic wasteland whose biosphere was wiped out by ravenous consumption in pursuit of an endless arms race by your own species. It’s a hellish world of zero-sum competition and ruthless predation, but just maybe, somewhere out there lies hope for something better.

The scale of this project will be a bit more modest than Guardian Cry, primarily because the graphics and mechanics will be much simpler. No wrestling with collision physics or 64x64 16-bit animated sprites this time. Keeping things nice and simple. I want this to focus more on the story than some of my previous works, and the game will examine such themes as nature vs. nurture, the military-industrial complex, animal rights, and the importance of daring to imagine a better future.