The Inquisitor: Mordimer’s Case in Koningstein — A Deep Dive

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Polish developers crafted a role-playing game inspired by a popular book series. The Inquisitor presents an intriguing premise. In this alternate history, Jesus did not die on the cross; he shattered the crucifix, survived, and rose to become an emperor who seeks vengeance on unbelievers. Centuries later, players assume the role of Mordimer Madera, a vigilant inquisitor who arrives in the town of Koningstein to investigate a string of mysterious murders. This is the core case players will pursue throughout the game.

The title showcases striking visuals and a cohesive style, with meticulous recreation of Victorian-era architecture. Developers estimate a typical playthrough time of about 10 to 15 hours, assuming players don’t get stuck and skip most optional activities. We spoke with the creators and explored an early, pre-release version of The Inquisitor to share the latest details.

Dialogues, plot, world

The story is written in-house by the team. The author of the book series, Jacek Piekara, did not contribute to the game’s plot. Mordimer, as a guardian of faith and justice, encounters moral choices along the journey in The Inquisitor, and player decisions influence one of three possible endings. Dialogue options emphasize role-play, offering distinct paths, typically framed as good or bad cop. Occasional humor lightens the darker fantasy elements. The creators describe it this way:

“Our screenwriter isn’t his usual self, since he tends to be cheerful by nature. Overall, the tone stays dark, but lighter moments and satire appear if you’re paying attention.”

— Pavel, developer of The Dust SA

The game also features a karma system that evolves based on choices made during play.

“There is a representation of karma in the gameplay. It isn’t just a simple meter; it’s a distinct mechanism. Once players recognize it, they can monitor their karma.”

From a recent hands-on of the pre-release, the karma system is deliberately cryptic: players may not immediately grasp which decisions led to certain outcomes, making it tricky to predict how the hero’s arc will unfold.

One of The Inquisitor’s strongest points is Koningstein itself. The city is thoughtfully laid out and evolves with the story. The alternate history allows for unique religious symbolism reflecting the new world order.

“In The Inquisitor, Jesus did not die on the cross but broke it, survived, and began punishing those who wished him dead. He is depicted as Christ the Merciless. Rather than the Messiah sacrificing himself, a man stands with a sword in his hand. This image is immortalized on a central statue.”

Political power in the city rests with the church, yet several other factions exert influence, each occupying its own sphere of control.

“Koningstein houses multiple factions, including the cardinal’s followers, church guards, inquisitors, and others. Mordimer will encounter various factions and their representatives periodically, but each group pursues its own goals and rarely cross paths directly.”

There is also an Underworld—the game’s mystical other dimension—where memory fragments must be gathered. The atmosphere here is foggy, with roaming monsters that can be fought or avoided.

“The player’s objective in the Underworld is to uncover the truth. Yet danger lurks at every turn. Some enemies are defeatable, others are not.”

Mordimer is haunted by visions that hint at plot developments. These come as small sketches and short cutscenes scattered through the narrative.

Investigations, combat, QTE

Fights are relatively scarce. The combat system emphasizes swordplay in a streamlined, familiar form: light and heavy strikes, blocks, parries, and a handful of special techniques.

“The system is tailored for duels, though not every encounter is one-on-one. Large-scale battles aren’t expected either.”

Boss encounters are announced. After experiencing the pre-release, it becomes clear that mundane battles can feel clumsy, while boss fights, featuring unique enemies, tend to become drawn-out. The authors describe bosses as battles that require careful observation, timing, and selective actions such as dodging or parrying, noting that some attacks can’t be interrupted.

“Boss fights are designed so players must study the enemy and decide the optimal moment to strike, dodge, or parry. Some attacks are uninterrupted by conventional means.”

QTEs are integrated into various moments, including mini-games, fights, investigations, and chases. They are designed to be balanced and contextual, avoiding overload.

What do players think of QTEs in games?

Investigations recur periodically, involving evidence gathering, memory collection in the Underworld, and townsperson interrogations. Most mechanics are straightforward: activate heightened perception, navigate to points of interest, and complete a few steps to progress. Mordimer’s toolkit expands slowly as the story advances, adding new gear, skills, and items. In the Underworld, the player gains supernatural abilities such as teleportation, usable only in that realm.

“Progress aligns with the narrative. The hero gradually acquires new equipment and abilities; the Underworld grants powers that can only be used there.”

From the first hands-on impression, the two-dimensional segments can slow the pace, pulling focus away from dialogue and story progression. While powers offer some variety, they don’t necessarily improve the experience, and the Underworld can feel like a standard survival-horror detour.

The prayer mode, a familiar feature in many games, is renamed here as a detective mode. Activating it highlights evidence, important locations, and chapels where energy can be recharged; extended use drains this energy resource.

“Prayer mode acts as a detective sense: it reveals clues we might have missed and marks points of interest and objects for interaction.”

Based on early experience, The Inquisitor presents an intriguing setting with a strong story, but the rest invites questions. The investigation provides momentum, yet the game occasionally feels uncertain about its own identity. It leans toward an action-driven framework while including mind-twisting investigations and supernatural elements, hinting at a possible shift toward a quest or visual-novel vibe.

For readers who want a sharper picture of the uncompromising inquisitor, the book series I, Inquisitor by Jacek Piekara offers a complementary lens. While the game pleases with its world and atmosphere, its interactive portions rarely reach the same heights as the narrative and visuals. The title is slated for release on February 8 and will appear on PC, PlayStation 5, and Xbox Series X|S.

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