
Step into Nave, a vast fantasy sandbox world with a player-driven economy, persistent housing, and deep crafting systems. Engage in first-person, full-loot PvP combat with other players and perilous foes. Build, explore, and conquer in an unforgiving world. The land is yours—who will you become?
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 5 → 0.71/day in the week after.
About
Seamless cross-server travel enables real-time combat and exploration, offering the longest visibility range in an MMORPG. Players can access any visible location either on foot or via mounts, providing an uninterrupted and immersive gaming experience.
Forge your destiny in the player-driven fantasy world of Mortal Online 2, populated by other players who bring with them their own unique experiences and content. Whether you wish to be an artisan providing masterfully crafted arms and armor, a member of a powerful faction that occupies a region of the world, a tamer training rare and exotic beasts, a highwayman robbing others, or a noble soul seeking to protect the weak from outlaws and beasts—The story of your journey will be written through your actions, and you choose the direction of each chapter.
From the bustling cities of a once-great empire to gloomy volcanic wastelands, frigid ice-capped mountain peaks to sweltering hot jungles full of beasts stalking through the undergrowth, fog-blanketed bamboo forests to dark caverns unexplored for centuries—the world of Mortal Online 2 is huge and brimming with creatures, secrets, resources, and opportunity.
With four races and the option to mix multiple bloodlines within each race, you can forge a character perfectly tailored to your intentions. In addition to deeply customizing your character’s appearance, you can also build your character the way you’d like without the limit of being bound to classes. Invest in a large variety of impactful armor, weapons, and spells. Choose from an extensive list of unique skills and train them to master them—And if your chosen journey leads you down a new path, freely retrain your character as you see fit.
Mortal Online 2 offers you the choice to play the way you want to, whether alone or with others, with an expanding list of content to facilitate different styles of gameplay. Master numerous in-depth professions such as fishing, armor and weapon crafting, alchemy, and butchery; scour dark dungeons for rare spells to add to your collections; construct and furnish your home with a growing list of decorations; pick rare herbs to sell in far away lands for a profit; or gather together a band of like-minded adventurers into a guild and claim a castle. No matter the direction you take, your time in Nave will be unlike any other—entirely your own and always a part of its history.
Mortal Online 2 is a world full of impactful choices and consequences. With the exception of placing your items in a bank, almost everything—from armor to gathered resources—will be dropped on your death. This danger exists not only in the monsters and environmental hazards, but from other players as well. Guilds clash, duels are fought, and some may even take up the role of highwayman—all using real-time directional action combat. In a world shaped by conflict, every skirmish could spark something that changes the history of Nave forever.
The world remains large without fast travel, and if you choose to leave the well-guarded settlements and venture into the wilds—it can be dangerous. Many beings exist to be discovered, powered by a dynamic system allowing them to not always be found in the same spot. Encounter skittish deer-like springboks to gargantuan trolls that can throw fully-armored soldiers like toys. Whether you seek to collect rare items, tame a beast to fight by your side, or hunt down a rare creature, the possibilities presented by the world are many, and growing.
In Mortal Online 2, the actions of the players decide the social landscape and very gameplay environment in which you play. Whether it’s a house you happen upon in the wilderness, a guild who claim ownership over a region, a list of goods and animals available for purchase on a local auction house—Players, just like you, did all of it.
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 13.9Kreviews | 60% | — | $11.3M |
| $39.99 | — | 88% | — | 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.
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 847 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is turning into a joke if you’re not in a massive guild. All the best drops? Big guilds. World bosses? Big guilds. Territory? Big guilds. If you're solo or in a small crew, you're basically locked out of 80% of the game. It’s not even PvP anymore—it's just mob rule. There's no balance, no real sandbox feel—just zergs dominating everything while the rest of us get scraps.
Stay away. Paid beta with more bugs than working content, having to contact GMs multiple times a day for any reason shouldn't be a common gameplay feature but it is here. Also it's full of cheaters and exploiters, if you aren't one of those just don't bother.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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.
Genres
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, Czech, Polish, Portuguese - Brazil, Russian, Swedish, Traditional Chinese
Hours played at review time, across 848 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Dead Game. Not worth purchasing, definitely not worth a sub every month on top of that. Greed always wins i guess
1. First Impressions & Character Creation Rating: 9/10 Character creation immediately establishes tone and consequence. The game explicitly warns that size and physical build matter. That alone signals that choices are not cosmetic fluff. Preset archetypes help new players avoid catastrophic early mistakes while still allowing cosmetic expression. The integration of physical properties into character design feels deliberate and grounded. It creates excitement rather than overwhelm. 2. Combat Rating: 8/10 Combat is weighty and punishing in a good way. There are no floating damage numbers. You know you hit or missed by the physical result. It rewards positioning and timing more than arbitrary stat inflation. That said, gear power can muddy the waters when veterans hand out strong equipment to inexperienced players. Still, skill expression appears to matter significantly between equally equipped combatants. 3. Progression Rating: 9/10 There are no immersion-breaking level walls. Progression aligns with personal learning and mechanical mastery. Training with practice swords on dummies. Reading books. Improving through repetition. You cannot stack 50 quests and blitz them. The system slows you down and forces engagement with the world. You improve because you learn, not because a number ticks upward. 4. Crafting & Economy Rating: 8/10 Depth: 9/10 Micro-progression feels real. Knowledge of materials, lore, and practice all influence quality. No two crafts are identical. Pride in self-made gear is strong. Enjoyment: 9/10 Rebuilding after death is motivating rather than frustrating. Realism: 6/10 Bulk crafting leans toward convenience for high-efficiency players. The baseline depth exists, but the execution sometimes caters to dopamine-driven speed crafting. The economy appears meaningfully player-driven, though Haven limits full exposure. 5. World Design & Atmosphere Rating: 8/10 The world feels intentional. Not everything is trying to kill you. Passive animals behave naturally. Hostile creatures feel deliberate, not randomly scattered grind targets. Ambient sound is strong. Lighting is good but could be darker at night and deeper in caves to force torch use. Exploration feels meaningful due to lack of map markers. Discovery matters. Room for improvement exists in mount stamina, climbing systems, crouching, and weight-based dodge mechanics. 6. PvP Framework Rating: 7/10 (Early Impression) Haven limits full PvP exposure. Duels are unforgiving. Mistakes have consequences. The system appears tactical rather than chaotic, but full evaluation requires experience outside safe zones. 7. Social Systems & Community Rating: 6.7/10 (Average Across Categories) Global chat: 5/10 – Immature and often toxic. Proximity voice: 9/10 – Exceptional immersion. Community overall: 6/10 – Higher than expected for MMO culture. Communication mechanics: 8/10 – Clean and functional. Cooperation encouragement: 6/10 – Early signs positive. Reputation impact: 6/10 – Too early to judge long term. Proximity voice is a standout feature that elevates interaction quality significantly. 8. UI & Accessibility Rating: 8/10 One of the best tutorials encountered in an MMO. Help chat is highly functional and helpful. Systems are self-discoverable without being obscure. The UI respects player intelligence without over-handholding. 9. Technical Performance & Polish Rating: 7/10 Movement feels realistic and grounded. Minor clipping issues and environmental collision quirks exist. Overall more polished than anticipated, though not flawless. 10. Emotional Engagement Rating: 8/10 Pet loyalty systems create real attachment. Naming and defending a chicken is not a joke. It created genuine emotional response and emergent interaction. Loss has meaning. Downside: pet feeding crosses into excessive micromanagement. Animals should be able to graze without constant manual input. 11. Long-Term Viability & Developer Direction Rating: 8/10 The foundation is deep and expandable. Sailing and broader world systems feel like natural future expansions. Login polls show community engagement effort. Primary concern is design-by-committee risk. Developers should maintain strong vision rather than cater to the loudest player segments. Overall First-Impression Score: 8.1 / 10 Mortal Online 2 delivers: Weighty, consequence-driven systems Meaningful crafting and gear ownership Strong sense of place Emotional attachment through risk It is not perfect. Some systems lean toward high-efficiency min-max culture. Some polish issues remain. But it feels intentional. It feels grounded. And most importantly, it feels like a world rather than a theme park.
$14.99 USD, a month... No thanks.
xy
Sarducaa released with a everyday Q of well over 2 hours! The Q wait time not because of A lot people acturally playing, but people AFKing and not logging out so they dont have to be in the Q later. GG This game been out for over 5 years and we have to deal with this CRAP! They don't have a working system to auto kick AFKers!
EDIT: I have played another 150+ hours since I wrote the review and I now see there was a superb PVP game here 10 years ago, and it's never coming back. I've made some tweaks where I was wrong. I bought MO2 from the official site for 18.99 which came with a month free subs. If I had to pay full price and a month's sub on top I probably would still have risked it because this game promises so much that I crave. After 100+ hours playtime, I've come to the conclusion that Star Vault (SV) has stopped real development and are riding a money train to the last stop. SV is a very small but publicly traded company with no debt and operates similar to the way a VC backed risk venture would.. that is every year they make a loss and every year the priority is convincing new people to invest and old people to invest more, by issuing new shares. Becuase banks won't lend them money, right? Banks aren't stupid but investors like a gamble. Expect game-breaking new content year-on-year from here on, because new features bring in new money. I have learned that MO1 and MO2 are actually the exact same game just using a different engine and I understand MO1 actually still had more features than MO2 does today and they moved to UE5 from UE4 because of EPIC games. You may think this puts MO2 at the cutting edge but remember Dune: Awakening (releasing June 2025) runs UE4. I've been told the player base was force-mirgated to MO2 where they would have to start from scratch. The world is much bigger than MO1 but assets are re-used completely, I have been told (so more space, same content). I have learned that there is a new continent being released soon (probably next year around summer at a guess), one that already existed in MO1, called Sarduccda. It will be open desert with heat death, with a single NA server behind it, but nobody will live there because everyone is in Myrland (the situation in MO1). My experience of this game and conclusions. It may seem conflicting in places but I stand by it all. I have to say I love playing in FPS mode it's the best for me by far. The travel is intense but I kinda liked it. I'm a careful man, and stole a sack-full from the jungle and made it back to Fab alive. I have ended with a hella-horde in 2 cities that will never be sold. Ganked mb 5 times proper. Rare I lost more than a horse. I find barely-coherent, personally-insulting, mindless aggression in voice chat can put most of them off, but it's rare they're alone, sadly. But 6 hours of tension like that a day will probably kill a man in 5 years. Judging from chat I think ESP use is sadly common (its mentioned often in global chat), but I don't have the experience to verify. I never really suspected foul play. Using ESP would be literally giving yourself more time to live though as a gatherer, if you think about it. But I like tension, it's fun when it matters I don't really understand cheating myself. Stealing resources is also surprisingly fun. I literally turn into a goblin pest, stealing calx outside houses and making off with the goods. I joined a guild easily but never shown up, I got too distracted just learning the place and feeling out my chars. Advancing magic is like a never-ending, 10 thousand dollar slap in the face.a The melee combat is well thought out and fun. Basic combat is a fantastic pvp experience. I was very excited. But as I play more I learn that there are new combat action skills in the last patch that delete hp, can't be parried and cause stun. I learn that lag can spike bad. I learn that this is NOT A FULL LOOT PVP, because non-drop trinkets were added to the game (2022) that give huge +stats +dmg and go for stupid gold like $300+ if you used RMT to get one and there are 3 trinket slots => OP geared players res with $900 of gear and noob geared players res naked. So, there is skill needed but the game is well into the dumb-down phase with OP abilities and non-drop gear reversing OG ideology. It's super zerg / gank friendly and moving further that way. I've heard in MO1 players had the tools to get jumped by 2 or 3 and come out winning. In PvP, game mechanics are favoring noob hunters massively in general. You have no crouch. No prone. No lean. No dodge. No sneak (what kind of RPG has no stealth mechanic??? literally RPG standard since OG D&D). Movement is slow, akin to an rpg from early 90's, reminding me of Might and Magic 3 (https://en.wikipedia.org/wiki/Might_and_Magic_III:_Isles_of_Terra). In other words, MO2 leans hard into “realism” when it benefits the predator playstyle but ditches it the moment realism would give prey a fighting chance. The entire game model is based on suffocating new players off the server to keep the population low enough for the game to run. It's a massive battle of attrition and exploitation. PVE dungeons are designed, play, and look like, an RPG from the early 90's, except with less textures, more dead ends and much less to find. Again reminding me of Might & Magic 3 (1991). Dangerous mob fights can be adrenaline pumping but that's only because you spent 3 days getting to them. The fight itself invariably involves kiting in circles for 30mins unless you are grouped, at which point the game reminds me of Ultima Online at first release (1997). The build system is actually very good. Most skills level up passively and although it looks confusing it's actually quite simple. It's well designed and probably comes from the very earliest development cycle. You have limited points to spend in skill trees which requires you to specialise and cooperate. To give an example you will be mounted or foot spec because you can't afford to get talents for both and weapons and magic that you want right? Again the skill tree is something that got me very excited. There are so many builds to do and you can retrain your character quite easily to a new specialisation. All that really matters for min/max is you pick the right race, size and age and this is pretty simple stuff, everything else is easily re-trained. Yes, the skill tree is probably the best thing in the whole game. But what is the point of massive build potential when you only have 2 char slots? Yes if you want more slots you need extra subscriptions! And bear in mind this game ONLY HAS 1 SERVER with ~1400 max players. This will never change because it needs a re-design at data level (shared data persistence over multiple instances with player housing / guild territory = very hard and earliest design phase, not something you add on). The inventory system is also well designed. If you kill 3 pigs and loot them you don't have 3 pig carcasses taking 3 slots in your inventory you have ~80kg of pig carcass taking up 1 slot and this makes inventory management better than pretty much any game I've played. Again this makes me believe there was real intent behind this title when it began. The economy of this game is good. Resources are important and finite (on variable respawn timers). Gold is king, but the supplier has power because gear is lost continually. I mined lots and hoarded and local prices went up. You can make a good living killing pigs right outside town and selling their bones and leather to craftsmen in town. I bought bone armor. Ore will be likely processed by multiple skilled people before a craftsman gets the end product to use. The distance between cities and the danger of travel gives life to a genuine early-civ like economy with big price differences between them, dependent on big variable factors (like player activity, aggression). It's simple and authentic, which is very high praise. Ruined by trinket gambling (2023). I want to play this game more but the golden age has clearly been played. It's just not worth it. This game will continue to break what players loved with updates until the CEO shares pictures of his new yacht in the discord and one day your game is gone, Swedish Mafia style. And you will lose your new friends too.
An sich ein Mega geiles Game mit unendlichem potential. Es macht im Großteil auch sehr viel Spaß, doch natürlich gibt es hier auch abers. Die Devs sind leider ein Haufen von Deppen die keinen blassen Schimmer von ihren eigenen Mechaniken haben. Patches bzw Fixes (die unabdingbar für balancing/Game Mechanics sind) kommen einfach zu spät, und wenn, dann sind sie absolut ohne Verstand implementiert worden. Die Community in diesem Spiel ist zu einem sehr großen Teil einfach nur toxisch. Wer den Grind allerdings mag und den immensen Zeitverlust den man beim rumreiten oder Materialien sammeln verbringt ist hier sehr gut aufgehoben. An jeder Ecke oder in den ungünstigsten Momenten kann man gnadenlos weggeballert werden, was den Nervenkitzel doch stark erhöht und an sich das spiel auch ausmacht. Die Zeit allerdings die dieses Spiel von einem verlangt sind gut und schlecht zugleich. Sie machen den Grind lohnenswert und schmerzen auch sehr bei entsprechendem Gearverlust oder häufigem sterben wo man alles verliert, die Gegner allerdings auch. Mal gewinnt man, Mal verliert man. Man muss dieses Spiel aber auch mal loben. Die Devs geben sich Mühe ( auch wenn sie immernoch keine Ahnung von deren Mechaniken haben) vorallem in dem letzten halben Jahr. Grafisch lässt sich das Spiel sehen. Es sieht Hammer aus für ein MMO! Man kann seinen Charakter komplett frei gestalten und ist lediglich durch die Punkte die einem zur Verfügung stehen begrenzt, sowie bei den Berufen. Es gibt Magie, Nahkämpfe mit unterschiedlichen Waffen und Fähigkeiten, Tiere, berittene Kämpfe und ein sehr vielseitiges Berufssystem mit vielen Kombinations- und Variationsmöglichkeiten. Das Combat System in allen Bereichen wie Magie und Nahkampf sind einfach zu lernen aber sehr hart zu meistern was dieses game auch ausmacht. Zum Schluss: ich kann es weder gut noch schlecht bewerten, da dieses Spiel seine stärken aber auch seine Schwächen hat. Es fällt ein monatliches ♥♥♥ an schlechtes Balancing hoher Zeitinvest späte Fixes, broken Game Mechanics starker Rechner erforderlich Die Möglichkeiten die dieses Spiel BEREITS bietet sind immens Man kann auf alle arten Gold machen und verlieren sehr steile Lernkurve Gilde unabdingbar Ingame Politik Hoher Gear Impact
this game is honestly perfect other than the unfinished looking areas but i can't afford a subscription right now
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $0 | 0 | — | Free | |
| $0 | 1.4K | 60% | Free | |
| $1.6M | 94.4K | 74% | $0.99 | |
| $9.3M | 11.4K | 57% | $29.99 | |
| $1.7M | 5.9K | 68% | $14.99 |
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| $11.3M | 6.6K | 69% | $59.99 | |
| $11.2M | 11.9K | 77% | $29.99 | |
| $11.2M | 14.6K | 90% | $24.99 |