
Mortal Glory is a fantasy-themed tactical roguelike game about recruiting a team of gladiators and pitting them against brutal competition in a blood-soaked tournament. Train your gladiators, find a legendary sword, learn ancient spells, recruit a celebrity, cheat - do whatever it takes to bring glory to your name!
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 12 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.59−80% | 582reviews | 87% | — | $22K |
| $3.99−50% | 17ratings | 80% | — | 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.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Turn-based fighting puzzle, no point playing.
With the introduction of [url=https://store.steampowered.com/app/2216660/Mortal_Glory_2/]Mortal Glory 2[/url], there is little justification for purchasing its precursor; much of what this product has to offer lies in its replayability as the content attempts to stretch itself narrow with the unpredictable nature of events and challenges. The arena never changes, save for a few color themes and pillars, so all players will have to remind themselves of variety is whether a pillar is blocking their aim. After the first and second playthroughs, there are little to no incentives to continue playing unless you are a completionist or have the game as your only source of digital entertainment.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
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*, Finnish*, Japanese*, Korean*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Polish**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I bought this game some years ago. A gladiator management game sounded cool as heck (it's a genre I desperately love) and I just now got around to playing it. It's not really gladiator management. It's... Random stat roll management. Had two characters on the first run. One had 20hp and the other had 8hp. "Okay," thinks I "Low numbers. That's good." First enemy has 80+ and higher everything. I saw the kind of game it was going to be. Tried a second run. Thought "ooh, these two wizards are pretty cool and I can, barely, afford both. I'll give them a shot." That's when the game informs me you can't have two of the same race on a team. That is when I informed the game I was done with it. Maybe it gets better. Maybe the tutorial just wasn't clear. Either way: I can't recommend a game like this.
The problem with this game is that it has no reason to exist. When its sequel outdoes it by every metric, then what good does having a primitive, similarly prized, inferior version could serve? If I could provide any commercial advice, it would be that this game should be either the budget version, or a sort of advertisement for the sequel, sort of like a very cheap commercial. But, as it stands, I don't see why anyone should buy this. There's no story to begin from. Just get the second one and forget this exists at all.
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
You build and manage a team of gladiators. You can upgrade your units, teach them new skills and equip them with gear. You enter a 5-round tournament. Each round has 3 fights and you need to win at least 2 out of 3 in order to proceed to the next round. There are also some random events between fights that can have an either positive or negative outcome. You win all 5 rounds, you go to the big final fight. That's the game. The RnG during the early stages of the game can easily put you off since we're talking about a managent/tactics game where you essentially do not have real options to counter the situation you're dealing with. This gets better during the later stages since you have the resources in order to pretty much turn every unit into what you need it to be. I don't know if I'd call this game a roguelite. Yes, it is very random, but it has no meta progression. All you unlock by winning is extra challenge modifiers for you next runs. But you don't unlock new gear, classes, skills etc. Also, I'm not sure how I feel about the fact that some very basic features are released as DLC for this game. All these things being said, I don't regret buying this game. It's a good game. But it could be amazing. Recommended at discount.
https://youtu.be/GFJCJZ9l9Yo Well considered setting and them but it stumbles on the execution with too much mystery meat in high variability in states and dice rolls.
My library consists of many roguelikes, roguelites, unfair and utterly infuriating games, yet i have never seen a game like this one. This game convinced me that I have been living in a delusion, thinking that pure randomnes is good and makes a game more fun. Thank you for proving me how wrong I was. The game concept seems amazing at first, but is so poorly executed, that after 40 hours of playtime, I still try to find anything positive that might justify everything negative, but to no avail. Many here have mentioned the flaws, so I will just breeze through them (first without the DLC): - There is no real way to protect your weak units, moving or attacking in any "king's move in chess" consumes 1 movement point, so unless you create a wall with your units and the pillars, the enemy will reach them (solution -> make diagonal movement cost 1,5 or 2 movement points, make diagonal attacks with most melee weapons loose power, create aggro skills like provoke) there are so many "requires a straight unblocked path" kind of skills. - AGI is way too broken, giving crit chance (I hope you love getting critically hit by 18% chance enemies twice in a fight), dodge chance (even though you get dodge debuff after a dodge, it's not enough) and movement. This would be fine if the chance for a crit/dodge was same for both teams, I have an excel sheet how many times the enemy with low % got it triggered and me wit ha higher % not. - No real turn order mechanic, turn order is from left to right, no initiative, which team starts first is a coinflip. Get an enemy Beast move 1st and before you get to act, at least one of your heroes is already dead. - Stat growth completely random, you get 1 stat per win, but as far as I've seen, every race has a 20/20/20/20/20 % distribution (races do seem to have some initial weighted stat distribution), Your magic user getting STR or your physical hero getting WIS more times then the stat you want is frustrating. (solution -> put scaling, have the wizard stat growth chance be 10/25/35/10/20% that way you can still get a trash stat, but more unlikely), also, why is ARM (armor/defence) it's own stat? I've also seen purple, very expensive heroes having 10/10/10/10/10 stat distribution, having an allrounder character in this game is a death sentence, unless you have someone with 40/40/40/40/40 going full godmode. - The enemies get their stats randomly distributed, the final epic battle can be biggest joke, or a 100% guaranteed unwinable fight depending on their stat, item and skill distribution. On the other side, I had enemies with 30+ WIS and they didn't have a single magic skill. - The gold you get inbetween rounds is not enough with all the above flaws in the early game and you get overflooded with gold in the endgame (mind you a normal tournament is 16 rounds usually), you'd probably buy a new unit for your team every 3-4 rounds and buy the most common items for a while. Which is not always bad, I don't really want to start with a legendary hero with best equipment, but because of the huge randomnes, you might end up with suboptimal heroes in the tavern, strangely statted items and unusable skillbooks. Having to restart the torunament to get something usable from the begining is not fun and even if you get one, you will get trashed in round 3 out of 16 by a 20 AGI with enough movement guaranteed critical hit enemy. - Injury system still makes no sense to me, having a fighter enter with 2 injuries, getting knocked out by -15 HP generated 9 injuries, so 11 injuries - death, how?!? Glory lvl 2 doubles injury, so I got 4,5 injuries for -15 HP? Form what i've seen, you get 1 injury per 10 HP missing, so -15HP should have been 2 injuries, x2 from modifier = 4 injury, together with the 2 initial = 6 and not 11... - My opinnion, but the emperor should burn in a fire, the whole "emperor demands" adds nothing fun or exciting, you do something he doesn't like, you get punished, end of story. In a game where everything is weighted so much against you, having an additional negative constraint is pointless... An enemy is right in range for your minotaur to charge: "Don't use charge skills!"... You can act before a glass canon who will destroy your whole team but you have the chance to kill him: "Don't move more than 1 space!" *** Short part about the DLC, If you think crimson court in Darkest Dungeon is bad, oh boy... All the above points get even more broken with the DLC, adding new races which huge range magic skill to destory you from afar and the (broken if the enemy uses them) bows to destroy you from afar. With bows, a 6 movement enemy with random stats can 1-shot pretty much your entire team. Yes, bows do less damage in a radius of 2, but because they scale with the most broken stat, AGI, bow users already have huge range so they can kite and shoot at you constantly. You get crit chance, dodge chance, movement AND bow damage wth this one stat. *** The last straw for a negative review? Having a unit live in the battle, winning the battle and the game screen telling you "your unit died!", just like that. Kind of reminds me of Mewgenics event "Hey, your cat just died now! Why? Well, why not?" Ok, I guess some good things that don't justify all the bads are a nice variety of races, traits, items, kind of complex stat mechanic with suboptimal scaling, many different skills, there is no classes thus no limitation who can wear what or learn what skill, seeing the odds on events for good/bad outcome, shop always has 6 skillbooks, feeling godlike if game actually decides to give you cheap and awesome combination of characters, items and skillbooks.
"Brutal, Addictive, and Shockingly Rewarding." Mortal Glory is a turn-based roguelike set in a quirky fantasy gladiator world that will absolutely make you sweat. This isn’t an easy game by any stretch — in fact, it will frustrate you, punish your mistakes, and sometimes destroy your run in a single bad turn. And yet… it’s so well-designed that you keep coming back for more. One of the best parts of Mortal Glory is how much freedom you have over your team. You can run a single, hyper-geared gladiator and turn them into a monster, or you can build out a squad of four — weaker individually, but with synergy and numbers on your side. Every decision matters, and your team composition genuinely determines whether you live, die, or pull off an insane comeback. The AI doesn’t play around. Enemies can be brutal and will take every opportunity to punish poor positioning or thoughtless moves. But if you plan ahead, exploit weaknesses, and use your abilities wisely, you can overcome the odds. That feeling — when your strategy pays off — is one of the core reasons the game is so addictive. Every match feels tense, because you know a single misplay can ruin everything. But when you survive? When your gladiator makes it through a fight they had no business winning? It’s incredibly satisfying. The game nails that roguelike “one more try” feeling. The only real downside is the story events. Most of the random narrative choices tend to feel skippable or don’t add much value, which is a bit of a missed opportunity. But the core gameplay is so strong that this flaw doesn’t drag the experience down too much. Visually, the game is cute and charming in its own minimalist way. The sound design is simple but effective — nothing flashy, but it fits the mood perfectly. If you enjoy a real challenge, tactical decision-making, and that classic roguelike adrenaline rush, I highly recommend Mortal Glory. It’s tense, smart, and surprisingly deep — the kind of game that punishes you hard but rewards you even harder.
Mortal Gloryとは、剣闘士を雇ってパーティを編成し、トーナメントを勝ち抜いていく面クリア型のストラテジーである。 本作における金はキャラや装備の購入のほか、キャラのステータス強化にも使える。資金が続く限り任意のパラメータを制限なく強化が可能なため、半端な装備更新で無駄金を浪費するくらいならキャラに投資したほうが良いだろう。また種族によって投資にかかる金額が変わるので(肉弾系は力や体力を安く、魔法系は知力や素早さを安価で強化できる)、そのあたりも見据えて先々の計画を立てていかなければならない。 難易度が上昇してもプレイヤー側の救済措置が一切無く、引き継ぎ要素は皆無で毎回ゼロからのスタートとなるので、育てたキャラやパーティに愛着を持てるようなデザインではないのが個人的な残念ポイント。またキャラグラフィックは敵味方共通の12種類(12種族)のみなので、自分のキャラのグラフィックを差し替えるといった楽しみ方はできない(名前の変更は可能)。 実績はDLCを購入しなくてもすべて解除可能なのは配慮が行き届いていると言えよう。 ある程度の運ゲーを承知のうえで、パーティ構成がかっちりハマッたときのエンドルフィンを求めるとか、あるいは「前回どこまでやったっけ…?」「この後どうすればいいんだっけ…?」というような連続性を気にせずプレイできるゲームを求めているなら、本作は買いだ。
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Players by region
Where this game's players are, estimated from review languages.
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