Only 10 days have passed and IMMORTAL has already raised more than 25,000 euros. The Mishura Games game will see the light.

Our feelings about IMMORTAL were right, and we weren’t the only ones. The Kickstarter campaign has already reached its base goal, currently exceeding 27,000 euros. 

Obviously the campaign doesn’t stop here. There is also the goal of 50,000 and others that have not yet been announced.

A light of hope

The news has become a beacon of hope for Mishura Games, considering the events of the past two years. In fact, the development house and its founder emerged victorious in court: sued for debt and defamation.

The court ruled that no debt existed and furthermore the defamation claim was withdrawn.  After overcoming the false accusations they have not yet recovered what was theirs. In Estonia, in fact, the winning party only partially gets their expenses covered. While waiting for a large refund, they were forced to sell their founder’s apartment to cover part of legal expenses and for IMMORTAL’s development.

Despite this, the idea of ​​crowdfunding arrives at the beginning of 2025. The announcement page was spotted by an industry benefactor, who has decided to remain anonymous.

Little refresher on IMMORTAL

It’s been a while since our article with first impressions on IMMORTAL. Let’s try to review the story and the mechanics that can be glimpsed.

Fudo, former warden of Buddha’s demigod prison camp, is incarcerated in his own prison for high treason. We will have to find out the reasons behind Fudo’s imprisonment and those behind Buddha’s actions. Escaping won’t be easy. A former bodyguard of Buddha, referred to only as The Death That Follows, will relentlessly hunt us down with the sole purpose of avenging his master.

In terms of gameplay we note a complex system of combos, cancels, the inevitable taunt, aerial moves, and an interesting system of double parry and double parry. The speed and platforming feel like essential parts of the gameplay. In this game you are IMMORTAL there is no health bar. To remain in this state you must manage the RISK indicator by alternating the fighting styles and personalities of Creator and Destroyer. It will be fundamental to manage the balance or release the true destructive potential of one of the two, at the risk of one’s life.

If a personality takes full control, true power is released. In this state you can kill anything with the press of a single button, but any damage you take will be lethal because your immortality will be abandoned. 

Many other powers and abilities unique to each personality will also be unlocked throughout the game.

A little gem

Among the songs on the soundtrack, all very inspired, we have a surprise. Composer Shinji Hosoe (TEKKEN, Street Fighter EX, Zero Escape series) and singer Nami Nakagawa (Demon Slayer, NieR, God Eater). 

IMMORTAL is expected on PC in 2027 with the basic objective having already been achieved. It will arrive on Nintendo Switch, PlayStation and Xbox once subsequent objectives have been achieved.

The campaign is still open and. We invite you to at least take a look at the project and perhaps download the prototype demo free for everyone.

In fact they were able to work on a prototype demo available from September 16th, free for anyone who wanted to try it!

I leave you with the message written by the Mishura Games team

We are incredibly excited to finally put the fate of our beloved creation into the hands of those who supported and cared for us throughout the years – the public. We hope that our “publisher” becomes the free internet! Throughout the years we faced and fought many injustices in the industry, and during those points it was easy to ask for help, but it was a point of personal pride to be able to give something back. And today we are ready to make that step. We want to take a stand and fight for our art and our beliefs, and we hope that this campaign will help us achieve our dream.

Mishura Games

I'm a musician (pianist), a nerd and a longtime manga lover. My gamer life started with a copy of Pitfall (1982) for Atari 2600, and so I grew up hand to hand with this medium until now. Later I started to look for what's behind the final product, its design and what happens behind the scenes of the video game world.