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Kenam Moorwak - Chronicles of the Moorwakker

by Jupp

(based on 6 ratings)
Estimated play time: 6 hours and 30 minutes (based on 3 votes)
Members voted for the following times for this game:
  • 7 hours and 57 minuteswolfbiter
  • 4 hoursMathBrush
  • 6 hours and 30 minutes: "With 3 deaths and resets, and many, many reloaded games" — Wanderlust
4 reviews5 members have played this game. It's on 2 wishlists.

About the Story

Embark on a unique, mystical journey to 13th-century northern Germany. Experience an interactive adventure role-playing game based on the historical records of the lost missionary Kristian Urjan and discover the origins of the Moorwakker and Dodenwicker.

Kenam Moorwak - Chronicles of the Moorwakker is a recreation of an unreleased gamebook from 1987. The original script has been massively altered, translated and extended with combat and role playing mechanics.

Awards

Entrant, Main Festival - Spring Thing 2025

Ratings and Reviews

5 star:
(2)
4 star:
(2)
3 star:
(2)
2 star:
(0)
1 star:
(0)
Average Rating: based on 6 ratings
Number of Reviews Written by IFDB Members: 4
1 of 1 people found the following review helpful:
Complex combat RPG in Twine format, July 22, 2025
Related reviews: 2-10 hours

This game was originally made as a tabletop RPG and then converted into Twine years later.

It features a pretty great storyline about seven women who conceived children from a devil (or so rumours go), one of which is you. You have demonic power like using spectres and giving your blood to spirits for more power. Your goal is to find out the truth behind your birth and to determine your future.

The game is very complex, with multiple areas, each with their own encounters, and each encounter being a large puzzle.

There is art (handdrawn and then enhanced by AI, a process that makes it more coherent than pure AI), which helps the game quite a bit.

The big draw here, outside of the art and story, is the combat. And this is also why I'm giving a lower score than the other reviewers (but would be happy to revise upward if the author feels it's unfair).

You see, the way combat works is that you and your opponent(s) alternate turns. You have 2 actions (at first) and your opponent has a varying number of actions.

One action can be used to summon a spirit or spectre to help you. Doing so costs blood. Each spirit starts with one ability that costs a few 'control points' and one that costs all control points. It's helpful to save the 'all control' points one for last.

You can also spend you action using an item or attacking with a relic (a weapon).

The issue is that using your abilities gives yourself damage, and your enemy gives damage. That means you lose health very quickly. You have two rations in your inventory that can heal you, and occasionally you can rest, but essentially there is no way to just go out there and grind combat to level up. In 3 different attempted playthroughs on three different difficulties (completed only on easy) I wasn't able to level up myself (apparently there are classes?), barely levelled up one relic by paying for it, and never reached the level 2 abilities of the spirits. Every early enemy is very hard, each beatable alone but not 2 or 3 in a row.

Reading other reviews, it seems like everyone is in the same situation. Rovarsson beat it on hard with 5 fights by save scumming but mentions never having health. The other reviews on here also mention that as well.

Even on the easiest mode, there isn't really a way to heal, just skip fights.

Now, I'm sure there is some reasonable way to play through and hit up a lot of encounters and level up items. The author mentions some combos of attacks; there are spectres with abilities like 'boost next attack' and 'do triple damage' which could theoretically one-shot people. But all of that takes damage to summon the spirits.

I think this would work better as a TTRPG, as intended, because there the DM or player can 'fudge' things if it gets too intense. But for right now, as a computer game, I just don't see any way to play through and level up yourself or abilities. If the author provided a sample walkthrough for the first two chapters, like suggestions on who to fight first or how to get stronger, that would be interesting and helpful.

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Just the One Thing, Really, August 3, 2025
Related reviews: Spring Thing 2025

Adapted from a SpringThing25 Review

Played: 4/11/25
Playtime: 1.5hr dying all the time, even in Easy mode?

Is there less invigorating an experience than to dive deep into the rules and setting of a game, tentatively conclude it is probably not going to be for you, then see that borne out exactly as you foresaw? Oh, I know! It would definitely be less invigorating to read a ‘review’ that only had that to say!

Chronicles codifies a very maximalist TTRPG-kind of experience. Deep world lore, informed by a bespoke magic system that translate to specific game mechanics. Evolving powers, abilities and capabilities that unfold as you progress. Learning the strengths and weaknesses of all those abilities as a kind of problem-solving toolkit to apply to continually varying challenges. An ethos of progression through conflict, where most interactions are framed as mortal combat-focused encounters. Young me would have fallen head over heels for this kind of thing.

And one presented so slickly: its uniform artistic esthetic (described a AI assisted? pushing my boundaries here!) and card-reminiscent stat-catalog graphical design underscore its RPG bones. It is also boldly attractive in its own right.

Older me is not so easily won over. Or, probably closer to the truth, less open to it. I struggled mightily with the magic/combat system. I never really tumbled onto an HP-recovery mechanic, meaning I would go from encounter to encounter being worn down by enemy steel AND MY OWN SPELLS, until numbers went to 0. Some encounters did provide a healing goose, but in a way that seemed to underscore its exceptional and scarce nature. I just did not have it in me to explore the interplay of spell/weapon values and combat sequence to discover optimal, effective strategies.

The NPCs I encountered, even the central mystery were all quite interesting and engaging. For me, it just continually ran aground on seemingly unavoidable combat that I never mastered the subtleties of, gatekeeping all that stuff I really wanted. I died and restarted (on ‘middle’ setting) so many times I finally just capitulated to Easy/Story mode.. and still died in combat? I did not detect the promised ‘encounter bypass’ mechanism, so much so I question whether I was actually in easy mode at all? Is there a bug there? Or just a player missing an obvious out?

I guess my conclusion is I liked everything about it EXCEPT the combat, but found the combat inescapable, and ultimately pushed me away, unfinished. So in an effort to provide any value at all to this abortive review, let me say: if you like dense lore translating to complex, subtle fighting mechanics, this will likely thrill you. The supporting story and graphical elements are dynamite draws to that central suite of mechanics you could just d20 with all day. Certainly I could see younger me doing that!

Horror Icon: Jigsaw
Vibe: Lore Heavy RPG
Polish: Gleaming
Gimme the Wheel! : If it were my project, I would repair the Easy mode. Who’m I kidding, what I’d really do is ignore the other two modes! This is why so many projects are NOT mine to fiddle with.

Polish scale: Gleaming, Smooth, Textured, Rough, Distressed
Gimme the Wheel: What I would do next, if it were my project.

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A lengthy and deep adventure with adventure RPG elements, June 5, 2025

Chronicles of the Moorwakker has plenty of content which will keep you occupied for some time.

Your task here is to investigate the death of your mother, on a journey that takes you through fantasy medieval Germany. As a twine game, it felt really well-designed with that open-ended adventure vibe, as you decide which way you will travel and the things you can do in each location. There are some sections which will require you to go through different rooms to hunt down the various items you need to unlock stuff and proceed, including the section right before the final boss. It added to the feel, but it can get tedious at times.

I failed the starting battle twice, with my opponent suviving with one health point on both occasions. (Something must really hate me.) Afterwards, I decided to do this true story mode, and skip all the battles. A lot of work must have went into scripting the battle system, and I liked all the little details, just that I felt that it required a lot of clicking. You are allowed to retry or skip battles (I can't remember which difficulty I picked) so the game is still pretty forgiving there.

Once you finish, you can restart the game entirely, or at a chapter of your choice.

The art and sound, along with the gray color scheme, also fit the game pretty well. That said, the art is at least partially AI generated, with some human modifications.

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Girl, What Were YOU Doing at the Devil's Sacrament?, April 9, 2025

In Chronicles of the Moorwalker, you play as a budding witch investigating the mysteries surrounding your birth and your mother's murder, while evading the grasp of the Inquisition. As you hone your skill in blood magic, you'll discover relics and talismans, collect potions and trinkets, and improve your relationship with your familiars.

I floundered on my first few attempts, since I struggled with the combat mechanics. There's a quick tutorial for your first fight, but to fully understand the stats involved, I highly recommend reading the rules in the Settings page. I played on the medium difficulty level, and found the encounters to be tough, but fair with a good dose of strategy and some chance. I ran into some difficulty trying to replenish my Vitality outside of encounters, though maybe that's because I couldn't figure out how to develop my alchemy skills. Towards the end, I started avoiding and outright skipping encounters, because I couldn't get my hands on healing potions until I was quite literally at the Big Bad's doorstep. Even so, the fights were rewarding to play through, with the generous use of the save/reload save button.

While the plot was a little predictable, I really enjoyed exploring the map and learning about the magic system. Alternate 13th-century Germany felt rich and full, no doubt enhanced by the sound effects, music, and illustrations. I especially appreciate the detailed accessibility settings for screen readers and touchscreens.

Finally, a little bug catching: A few times during the game, I couldn't return to the main story after opening the Journal, Inventory, or Settings page. Sometimes, there would be a pop-up that would give me the option to go back to the previous passage or completely restart the game, but more often than not, I would be stuck on a blank page. There's also some small typos here and there (E.g. "lose" >> "loose," "through" >> "trough"), but for a game of this size, I'd still consider it pretty polished.

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Game Details

Language: English, German (en, de)
First Publication Date: April 2, 2025
Current Version: 1.0
License: Freeware
Development System: Twine
IFID: F33785E4-9770-4B86-900D-85A1F22C53ED
TUID: 8byq2qqpk10i9di8

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