
Mordheim: City of the Damned is the first video game adaptation of Games Workshop's cult classic tabletop game Mordheim. Set in the Warhammer World's decimated Empire city, Mordheim: City of the Damned is a turn-based tactical game where you lead warbands into bloody and lethal skirmishes.
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Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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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.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Sep 13 → 3/day in the week after.
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
Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.39−93% | 8.4Kreviews | 70% | — | $274.1K |
| $19.99 | 1.5Kratings | 82% | — | 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.
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Reviews
Themes across 844 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
this game has extremely poor difficulty balance. the CPU opponents clearly know the players location at all times and uses that knowledge to avoid your ambushes while forcing the player into theirs. the game will spawn characters separated from each other which is often a death sentence for the characters. even on sale for $1.99 it feels like a ripoff. it is sad to see a game that is so close to being good being left in such an awful state.
a cult classic, its a janky mess thats entirely unfair but somehow ends up fun
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Polish, Russian*languages with full audio support
| $19.99 |
| 577ratings |
| 68% |
| — |
| not modelled |
| $1.99−90% | 273ratings | 66% | #196 | 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 846 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The RNG felt a bit off while playing this. A quick look online revealed that the reason for that is because the game uses it's own RNG system created by the devs (Tyche) that skews rolls towards high and low values, so the percentage shown in-game for rolls isn't accurate or trustworthy. There are guides on how to fix this by enabling the engine's default RNG, so that in a roll of 100, every number has an equal 1% chance of being rolled, as it should be. I will still give a negative review for the attempt to 'trick' the player with false rolls.
So you know how XCOM is a turn based tactical game infamous for missing high percentage shots? Well, that's just this game in a nutshell, and you can experience that 1-4 times per unit. It's a lot of fun. Other things I love about the game: -I healed a unit for 10 points of damage when everyone hits for at least 17 -The action economy splitting movement and combat into 2 kinds of points in a system that seems to discourage moving and fighting in the same turn which makes half of your points useless overall. -An ability that greatly reduces action points on a failed skill check which makes low level units practically useless since they won't even be able to disengage and focus their efforts elsewhere instead of dragging the game to a snail's pace for several turns. -The morale system was most definitely put in as a time saver since combat takes forever, and it's usually decided once it gets to a certain point. -Items are not overpowered. In fact, they're barely powered. -The verticallity of maps has a bit of risk with what seems to be very little reward. -Did I mention how slow the combat is? Maybe this is all just a skill issue, but I don't wanna get good at this one when I can play something more dynamic.
Задания - имба Собери 20 камушков Они разбросаны по всей карте У твоих юнитов три свободных слота И надо собирать камушки, потом несколько ходов бежать обратно на стартовую точку Сбросить камушки на стартовую точку, а потом бежать обратно лутаться Ну вот немного не этого я ожидал от XCOM в сеттинге Warhammer Fantasy Настолку не играл, но в настолках ты сам все считаешь, смотришь, кидаешь кубики на шансы и т.д. А здесь у тебя забрали все эти микро-действия и оставили только одно - бежать на +w до ближайшего камня, собирать его, а потом опять на +w до своей телеги. И при этом делая перерывы по секунд 30-60, ведь нельзя же додуматься, что если я не вижу противника, то можно сделать его ходы моментальными, а не заставлять меня постоянно смотреть по 30-60 секунд на однотипные статичные пейзажи. Возможно, если проникнуться игрой, изучить её, поиграть подольше, то она раскроется и будет вообще песня Но я покупая игру хочу, чтобы она не душила меня часов 10-20 первых, чтобы потом ВОЗМОЖНО стала интересной. Я хочу чтобы она сразу стала интересной
A gem of a game that never found the right audience. Something like Kenshi is brutal, obtuse and unfair but people accept that and rise to the challenge. Caves of Qud will 1 shot you with an enemy you've never seen before from off screen and just delete your 60 hour file. But oh no... some dice didn't go my way :( do I adapt? improve? no, negative review 5 hours gameplay I queet :...(
Very first battle. My archer gets hit from front & rear before his first action. Can't retreat. Dead. My 80% hit rate warriors have a 20% actual hit rate. Skaven comes out of nowhere and hits my 2nd archer. Critical hit first time. Dead. First ever battle. I can see why some people hate this game.
[h3][b]Introduction[/b][/h3] Mordheim is a bit of a conundrum on first glance, in that it mixes elements of 3rd person RPG and tactical strategy genres and is not a 1:1 digital translation of the board game formerly produced by Games-Workshop. (Although support for that board game still exists for free at Broheim and other places. Yes, you should at least give it a look.) After initially getting frustrated with the video game, I came back to it after several years, and I'm glad that I did. Let's explore some of Mordheim: City of the Damned together. [h3][b]Setting[/b][/h3] The game is set in the titular Stirland province city of Mordheim, a huge cosmopolitan city flush with wealth, power and decadence. As of the Warhammer universe's year 1999 the city was hit by a twin-tailed comet and turned into a Renaissance version of the Chernobyl exclusion zone. One of the by-products of the catastrophe is the presence of Wyrdstone, an other-worldly mineral ore that contains Chaos essence that can change the very fabric of reality: resurrection of the dead, transmutation of lead into gold, etc. As the player, you take leadership of a warband to claim as much of this wyrdstone for your patron: an Empire noble, the Chaos Shadowlord, the name and dignity of Sigmar, the Skaven (rat-men) horde, the Vampire Counts of Sylvania, or the fiery Witch Hunters. [h3][b]Gameplay[/b][/h3] The game is split into two halves: management and skirmish. The management side of things focuses on the strategic goals of your patron and yourself: acquire Wyrdstone to ship to your patron for gold and perks (or other local encampments for gold and alternative perks) and keep your warband going. Each shipment to your patron is given a time requirement in days, and should not be ignored as there are penalties for missed deadlines. There is a shop where you can better equip your warband, though its stock is inconsistent at first and can even be plundered by bandits depending on the week! There is also a place to manage your warband's characters and group characteristics. As they complete objectives and slay foes, each of your characters gain experience and increases in their base stats, skills, and magic (if applicable.) Keep in mind that skills and magic take both time and money to acquire, while base stats increase simply by playing the game. Also as you complete broader objectives, you can purchase perks for your warband overall, such as lower cost for healing or upkeep, a random chance to receive various item types per day, additional days to complete shipments, etc. In terms of skirmish mode, you have two options: Campaign missions or...well...skirmish online with other players, at least in theory. (There aren't many people doing this in 2025.) In either case, taking on one of these mission types takes up one in-game day, and you can only engage in 1 mission type per day. Skirmish mode does offer you the benefit of either a practice battle or a "play for keeps" mode in which if your warriors are knocked out they run the risk of death or dismemberment, and any items stolen from their bodies is [i]gone[/i]. M:CotD has a unique spin on the tactical turn-based RPG formula: third-person [i]area[/i] movement. Rather than a traditional square based movement system like you'd find in a game such as X-Com or Final Fantasy Tactics, each of your characters has a radius that they can move within before using up a Strategic Point, which is used both for movement and certain skill types to provide bonuses or debuffs. Certain stances like Dodge, Parry, etc. can be used to end your turn and give a defensive bonus but use Strategic Points too. This invites you to maintain a balance of caution and aggression, as perma-death is always enforced, and there is no easy mode or save-scumming. This is a roguelike campaign through-and-through. The second half of character actions takes up Attack Points, which can be consumed through ambush stances, spells, or various types of melee attacks. These are important to think through on how you manage them. For example, say you have a character that is engaged in combat. You've leveled him up enough for him to have 5 Attack points and some special attacks. Do you do one Standard Attack and follow it up with a Strong Attack for more damage and use up all 5 Attack points, or do you do 2 standard attacks and leave 1 attack point for a counter-attack? There are a number of areas that the video game differs from the board game, most notably the addition of new hero types, an increase in limits on some types of heroes, and the actual dice mechanics. In terms of the actual gameplay, the system is based off of D100 checks and tables instead of D6, making it more akin to Warhammer Fantasy Roleplay 2nd Edition. I personally prefer this, but Grognards of Mordheim may not like this change. [h3][b]The Good[/b][/h3] - The setting is very atmospheric, from the oozing flesh growing up the sides of buildings, the decay, the dust and glowing larvae, you can tell the developers poured a lot of love into making Mordheim [i]feel[/i] unsettling and dangerous. This, combined with the eerie soundtrack lay the groundwork for this unique setting. - While difficult on purpose, it almost always feels fair. I can normally point to one or two key decisions that led to defeat or a character being lost. - Your warriors can suffer fates more annoying than death, and this makes for interesting decisions. Do you fire the warrior who has been with you since the beginning because he has a severed arm, or do you try to pivot and have him fulfill more of a support role now? You may be able to replace them, but it will cost you either coin or time. - There are plenty of skills and unique aspects of each warband type to keep things interesting. - You have the ability to give each of your warriors a back-story. I suggest you do this, as it will draw you in further and give extra meaning to unit sacrifices and close calls. - Having an in-game tactical map and the ability to put waypoints is very helpful. - Mordheim allows you to have some pretty spectacular battle stories. - The bulk of the achievements are unlockable in single player and dedication. - The opening comments of the narrator when you boot up the game are very flavorful and a nice touch! [h3][b]The Bad[/b][/h3] - Enemy pathfinding and logic is poor. I have seen enemy units on multiple occasions run into a corner then end their turn in Ambush stance after going exactly nowhere. Alternatively, I've seen enemy units refuse to jump down from one level of a building to get into a fight or block off an avenue of attack. Also, the AI rarely seems to try and achieve secondary objectives, which means you can predict with a large degree of accuracy what their approach will be. - Poor skills explanation. Skills are explained in the character screen when you're looking to train, or when the effects have been applied to one of your warriors. However, you can temporarily have a unit for story missions but initially have no clue on how to use their skills effectively if they're not listed. - Map repetition. Repetition. Repetition. - Non-story missions have no varying primary objectives. It's always "Kill all foes or force them to flee." [h3][b]The Ugly[/b][/h3] - Let's not mince words: this game is not winning any beauty awards. - While you may not have purchased the DLC initially, the DLC warbands will be there to fight against you. Rude! - Certain story missions can absolutely break your build. Re-spec or re-think them. All told, I think the atmosphere, struggle for survival, balance of greed and warrior survival, and the stories that come out of your desperate battles make the game well worth it [b]on sale[/b]. If you want this for multiplayer, I highly suggest you convince a friend to get a copy as well. Good hunting!
I've played this game for a long time before purchasing this on steam. however it seems that a lot of the negative reviews are from people that apparently just immediately jumped into a match without looking at what the game is about. yes, there is rng, but its entirely manageable if you actually read what stats do, and how different units/ factions play. read what skills do by hovering over them. you'd be surprised at how often the units come equipped with a weapon that will straight up not be good for them. its up to you to properly equip your dudes. as for those complaining about the difficulty. the whole point of the game is that its a hardcore simulation of sending your dudes into fantasy chernobyl to collect uranium. your going to have casualties. and its going to suck when your beloved henchman that was with you from day 1 gets his legs ripped off by a chaos spawn and dies. but baby thats just mordhiem tldr: those complaining about the game didnt prepare for a hard game, and need to gitgud. 10/10 infinitely better than necromunda
Игра, по сути, хорошая и даже почти отличная. В ней интересный сеттинг. Покупая, я как-то не связал её со вселенной Warhammer, просто увидел видео геймплея и пошёл купил. До неё ни с Warhammer ни с Dark RPG я не сталкивался. И тем не менее, мне "зашло". Мне вообще-то нравится почти всё, но зачем же тогда я поставил "Не рекомендовать"? Поясняю. Раньше я считал примером того, как отличную игру угробить одним решением, пресловутую X-Com EU. Рецепт прост: сначала вы делаете всё очень продуманно и целостно. Потом в бочку мёда шлёпаете ложку дёгтя, "плюх!", это вы вставляете туда СПЕЦ. РАНДОМ! THE RANDOM! Кресла игроков горят, они хейтят вас, вы радуетесь. Как только всем всё ясно и можно удалять игру, вы подкидываете игрокам дополнение EW, с новой фракцией и MEC. Но только LongWAR как-то спасает игру и держит её на плаву. Так и с MORDHEIM. В хорошим сеттингом, с великолепной идеей (от настолки) вы делаете великолепную игру. Интерфейс черезчур перегружен, нужно очень много даннных читать, понимать и учитывать, наверное даже rocket scientists управляют меньшим количеством параметров при старте ракеты. Но я не против, в конце концов я же вырос на D'n'D и мне полотнища таблиц и кубики не страшны. Вы даже РАНДОМ подкручиваете, чтоб было не так откровенно, как в X-Com? Это в целом приемлимо получается. Хотя Рандом не очень рандомный. За 120 часов игры я помню только три раза, когда заросли камня были возле моего респауна, остальное время - в пределах пары пробежек самым шустрым персонажем, в основном же камни кучкуются возле вражеской телеги. Но это ладно. Я уже практически привык, что если мой персонаж может одним ударом прикончить юнит противника, то сначала ВСЕГДА последует сначала промах, потом уклонение, и только если у меня есть третий удар - тогда убиваю. Мои персонажи даже с прокачанными уклонениями далеко не так удачливы. Я так же привык, что ВСЕГДА warband противника более экипирован и более прокачан, чем мой, хотя мне просто физически негде взять столько хорошего эквипа, особенно на старте. И с этим всем я почти мирюсь. Начинал уже несколько раз за все доступные мне фракции. Пробовал и так и сяк, если бы игра не нравилась, я бы 100 часов не наиграл, верно? Но я до сих пор не продвинулся дальше четвёртой миссии по главному квесту. Вы вообще тестировали сложность? В целом вы меня, игрока, заставляете буквально продираться сквозь череду постоянных неудач. Честно, это начинает надоедать. И после второго-третьего (конечно же провального) забега, когда вы караете буквально за каждую малейшую ошибку, я начинаю замечать и считать попадания и промахи, сводя всё в таблицу, с процентами и результатами. Этот вне-игровой интерес ещё как-то держит меня в игре. Позор какой. И знаете что? Разработчики и гейм-дизайнеры. Я желаю вам жить долго и счастливо, но чтобы когда вы пьёте или едите, пища к вам попадала в рот с вероятностью 48%! То есть, это по-факту будет не более 30% от каждого блюда. А я ещё поиграю сколько-то часов. Но если я не завершу хотя бы первый акт, то брошу. А я скорее всего не завершу, потому что всё чаще чувствую не удовольствие от игры, а каторгу. Отвлекаясь от бизнеса, где весьма часто приходится преодолевать тупость всех - работников, заказчиков и контрагентов - я бы хотел запустить игру и просто снизить сложность, чтобы быть хоть немножко удачливей. Хотя после написанного я кажется понимаю - я не ваша целевая аудитория. Ваша аудитория - беззаботные юнцы, у которых всё на блюдечке с голубой каёмочкой, и им в кайф зайти в игру и терпеть, получать удары и терпеть, и терпеть, и терпеть ...
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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