
MORDHAU is a multiplayer medieval slasher. Create your mercenary and fight in brutal battles where you will experience fast paced combat, castle sieges, cavalry charges, and more.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 113.3Kreviews | 80% | — | $52.9M |
| $39.99 | 2.1Kratings | 61% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1015 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
battlefield в средневековом сеттинге
Was fun while it lasted. These games die because the devs never listen to nor build a separate platform for the casual players. Skills based systems need to be implemented in all casual gamemodes. More casual gamemodes that are a little goofier and more gamey than realistic also help with retaining casual players.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Spanish - Spain, Simplified Chinese, French, Italian, Portuguese - Portugal, Russian, Korean, Traditional Chinese*languages with full audio support
| $39.99 |
| 740ratings |
| 64% |
| — |
| not modelled |
| $29.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Я бы очень хотел научиться играть в эту игру, но для этого, вероятно, надо отказаться от личной жизни и реального мира. Возможно легче научиться фехтованию ИРЛ, чем сразить случайного барда с флейтой в Мордхау
I have never seen another game capable of invoking the same feelings MORDHAU does to the same degree, and I'm not sure I ever will. There's a degree of connection between controls and character movement that lands somewhere between traditional fighting games and VR, and which lends itself to a uniquely dynamic, expressive link between player mentality and behaviour. Which is important, because MORDHAU is a game about predictive analysis as much as it is about reaction time and raw technical skill. You can brainlessly swing a War Axe through team fights, and your score won't hurt, but there's a lot of depth to be found if you decide to dip your toes into learning the combat system thoroughly. Universally low time-to-kill (TTK) results in a system where competence dictates how much of your success is dictated by strategy, and how much is left to luck. You can't trick an experienced duelist the same way you can a new player, because they don't have the same expectations; as a result, you have to read and understand each opponent as they come, or else leave the outcome to pure chance. With that out of the way, I'll zoom out a little bit. You can engage with the game to any degree you like, really. Owing to the game's relatively small community and extreme range of expression (via body language, wonderfully silly voice-lines, and emotes), there's a subculture that reflects this openness that most players don't really tap into until they've gotten several hundred hours in. In any given match, you could find a fortified shield wall, a jester-garbed bards playing to a crowd, an orderly line of enemies and allies waiting for their turn at the ballista, a siege-ready catapult-trampoline, a horde of cavemen, or almsot anything else. You might join your team on one final, dramatic push to claim the objective—or you might sneak past enemy lines to play the saboteur. Hell, you might run around throwing out med-bags for friends and foes alike, or hang out in the enemy commander's company while enduring Katy Perry's entire discography on lute. Or maybe you'll be hard at work in the duelyard, learning from passionate players and the most annoying ♥♥♥♥♥♥♥♥♥♥♥♥♥ you've ever met alike. The list goes on, and on: there's a lot to do in this playground, and it's pretty much always by your whim. On a gameplay level, I have plenty of smaller criticisms, ranging from the balance of entertainment value of particular maps to the cost-weight of builds or weapons. The tutorial sucks, and efforts towards player retention are lacklustre. But I only care about that stuff because I'm a nerd who's spent way too much time on this game, and will probably spend a lot more. Ultimately, the early game will be an exercise in pain tolerance that either pushes you away or draws you in. And once you're in, there's really nothing quite like it. also, fashionhau. this game's customization clears just about any other's and it's not even close. i will not be taking opinions on this matter
Попалась мне в плейлисте группа Powerwolf и откинуло меня в воспоминания об этой игре. Расчувствовавшись пишу отзыв. Сейчас не является секретом, что игра мертва. С 2024 не выходит обновлений. Однако умирать она начала сильно раньше. Золотое время для этой игры выпало на 20 год. Многие здесь жалуются на голых гномов всеубивцев, однако я в своё время нормально к ним относился. Каким удовольствием было нанести урон подобному кадру... Не видел проблемы и в токсичном комъюнити, напротив, свой шарм. У игры был высокий порог вхождения, но все эти проблемы стирались духом игры. Брутальное средневековое рубилово. Лязг стали о сталь, хруст костей, отчаянные атаки и упорное сопротивление. Каждый бой был маленькой историей, каждая смерть уроком, а каждое убийство чистым триумфом. Я был готов с нуля постигать все возможные финты, превозмогать смертоносных бомжей и смерть от своей же катапульты, ибо это было интересно. начало конца пошло тогда, когда появился первый платный набор, если память не подводит, то это была арабская тематика. Где то тогда разрабы допустили ряд шагов и ошибок, что бы убить своё многообещающее творение. Они убили сеттинг. Если до того момента все битвы были европейским рубиловом, то после обнов поле боя всё больше начало превращаться в бессвязный бред. Помню, как зашёл проверить, что да как в игре и еле-еле зайдя в катку услышал... женский крик? УЖ было подумал, что разрабы ввели историчную возможность насилия на оккупированных территориях, однако мои домыслы были развеяны люлями от этой самой дамочки. Весь сеттинг, весь дух игры рухнул на глазах. Я не хойщик, не боюсь женщин (почти), но это было слишком неуместно. А потом разрабы и вовсе решили сделать из игры фентези. Свидетельство этого позора до сих пор висит на обложке игры. Плюсом к вышеописанному хочу добавить, что, действительно, не все игроки могли и хотели превозмогать гномов 200лвл. Выводы? Разрабы просрали всё относясь к своему продукту как к продукту, а не как к детищу. Просрали сеттинг и годами динамили игроков умоляющих о режиме подбора по уровню. Вышло то, что вышло. Мёртвая игра, которую установить то стыдно. Извините за бессвязность, деда накрыло, пойду пить таблетки.
After 1,400+ hours, I can confidently say that Mordhau is a one-of-a-kind game. I've played plenty of multiplayer games over the years, but none have offered the same level of freedom, expression, and unpredictability that this game does. The combat system has an incredibly high skill ceiling. Its also one of the biggest hurdles: expect to get destroyed for a long time. This isnt a game where you master the mechanics in a weekend. It takes hundreds of hours before you will even notice your first real improvements, and thousands before you begin to understand the depth of the combat. If youre looking for instant gratification, this probably isnt the game for you. But if you enjoy mastering difficult mechanics, the journey is incredibly rewarding. One of Mordhaus greatest strengths is how diverse the gameplay can be. You can play as a heavily armored knight, a duelist, an engineer, an archer (JK dont play archer :D), or completely ignore conventional builds and become the guy doing backflips while punching people to death. You run into fist-only acrobats, bow thieves who spend entire matches stealing enemies bows, bards playing music in the middle of a battlefield, roleplayers, trolls, and players who invent completely unique fighting styles. No two matches ever feel exactly the same. The community deserves its own mention. Yes, it is often toxic. But its also weirdly entertaining. The chat can be absolute chaos, and you can meet some of the funniest, most memorable, and most unhinged people in online gaming. Whether thats a positive or a negative depends on your tolerance for internet culture, but it certainly gives the game personality. The random moments are what keep me coming back. One second youre locked in an intense duel, the next youre witness a group of players throwing stones at a poor guy, chasing someone with a frying pan, or witnessing an entire frontline collapse because a naked dwarf somehow distracted half the enemy team. The game constantly creates stories you couldn't script. **Strengths:** * Extremely deep and satisfying melee combat. * Massive freedom in how you build and play your character. * Huge variety of viable and hilarious playstyles. * Endless memorable and unpredictable moments. * A community that is chaotic, entertaining, and full of unique personalities. * One of the highest skill ceilings in multiplayer gaming. **Weaknesses:** * Brutally steep learning curve. * You will likely need several hundred hours before feeling competent. * The community can be very toxic. * New players may find the experience frustrating without patience. Mordhau isnt a game for everyone. Its difficult, unforgiving, and sometimes outright ridiculous. But if you are willing to invest the time, you discover a combat system and sandbox unlike anything else. After more than 1,400 hours, Im still finding new tricks, meeting interesting players, and having moments that make me laugh. I cant think of another game quite like it.
It should be a crime to waste the potential of a game like this
Играл в игру достаточно долго, чтобы рассказать свои впечатления о ней. Игра сама по себе довольно интересная своими механиками, которые не всем понравятся и ооочень сложны в освоении (на изучение уйдёт от 100 до 300 часов, как мне кажется). Стоит отметить, что и жанр как таковой нишевый и "сложный" для массового игрока. Лично мне такие игры всегда нравились и привлекали своей атмосферой. Но эта игра... она в буквальном смысле выбивает тебе душу... Большая часть впечатлений и воспоминаний напоминают игровые сражения- с одной стороны душевные, приятные воспоминания, в которые хочется вернуться, с другой- тонна задротов, которые не дают тебе простора для действий, и которые выучили все приёмы, которые не возможно законтрить среднему или слабому игроку, а так же быстро приходящая усталость от игры ( =моральная и физическая). В общем, долго колебался на её счёт и решил, что отрицательной оценки эта игра заслуживает больше, чем положительной... Она дала мне понять, что не все игры могут быть приятными, не во все игры хочется возвращаться через пол года- год, не все игры заслуживают человеческих денег и часов.
holy toxic player base, a good friend gave me a key for this game and we played some of it and its was fun the horde mod and pvp with friends, then we when to join a public server and the players were so damn toxic, most of them were like level 100 to 200, so the pvp was 1 sided you couldnt hit them once they had faster attacks and would always kill you....
too many lifeless players with 200lvl i used to have 100lvl account, player base of 1 guy lvl400 with his 100 lvl200 friends taking the game so seriously and you better not bother there 12h of staring at other people who do 1v1, community servers are dead SINCE 2024 official servers ARE DEAD since the second week of last update (last update was in 1944) when was hitler cracking jokes, the usual Russian developers path, make a good game, no updates, let it die, make updates when one of the dev's die, weapons are balanced, a lot of ♥♥♥♥♥♥♥♥ with no life, top tire toxicity in game, nobody give a ♥♥♥♥ about nothing, don't buy it DON'T YOU ♥♥♥♥♥♥♥ BUY IT, buy chivalry 2, the game sucks since beta, the game has unbelievable potential but with unbelievable lazy development, the archers in this game with 200lvl can snipe you with head shot and you are on horse going 40km/h and you not even in line, sweaty ass playerbase,
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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