
Fight & strategize your way through spectacles and arenas - rise from lowly slave to Grand Champion and earn your freedom. Or... die trying. This Gladiator RPG Roguelite features in-depth career management and a unique physics simulated combat system. To those who are about to die, I salute you!
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.
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): 1/day in the week to Aug 26 → 1.57/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
Get ready to re-learn how to fight. This game features a physics based combat system with directional attacks. It'll take time to master! Don't worry, gladiators exist to be sacrificed. You control your character fully, at all times, based on complex inputs - you will never sit there while an animation plays.
This game's combat will take practice: at first you will find it hard to even hit anything properly. To win and master combat you will have to slow down and pay attention, pressing random buttons in a panic will only send your gladiator to an even earlier grave. You will learn how to move, how to use momentum to hit HARD, how to hit targeted weak spots and eventually, you will make up your own moves and fight in your own style.
Take control of a gladiator with a single life, that you lead to an inevitable dea- I mean, to victory and glory! Fight from the Pits to the Arena into the Stadium, pleasing larger and larger crowds until you finally become a legend of the Grand Stadium.
There are many roads to becoming champion. Try different approaches and improvise through the randomisation to survive in the long run.
Deal with random events, choose your next matches, please the rich patrons, please the crowds, expand your school, setup your training regime, bribe for information, hire professional help... and much more!
Progress and purchase/loot weapons and armor. Master 8 weapon classes that all play differently. Spend hard earned gold and influence and outfit your character piece-by-piece.
Step into over a dozen arenas of different sizes and styles, each with random variations.
Fight in group battles or take on tense one-on-one duels that test your skills. How long can you last before your inevitable glorious death?
Starting backstories with different traits and goals
Permanent bonuses for each backstory's victory
Dynamic audiences that respond to your actions. Don't just win: entertain!
A ranking system with rewards (levelling up)
Character skills that grow as you perform the relevant actions
And much, much more!
Now into the arena, Aspirant!
Jordy
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A fun game, a REALLY fun game... bogged down by a mountain of questionable decisions. The combat this game has is...excellent, genuinely. It's a beautiful system, though it has a few flaws here and there. My problems with the game are everything *around* the combat system. Why is this game so bogged by RNG? Why are patrons so...annoying? What's the point of fundraisers and promotions? You realize the fame multiplier system heavily discourages intense customization, right? Just to name a few of my...more prevalent problems. To keep it blunt, this game's RNG is *atrocious*. The gear you can buy each week is a roll of the dice, the matches you can fight in are a roll of the dice, the skills you get offered are a roll of the dice. Almost EVERYTHING that impacts your character out of combat, and even some major *in-combat* events are RNG. You can be completely f'd out of getting the gear for your build, or you can be offered a cheap Godly item on Week 2 (both from personal experience). What's...the point? Sure, you can mitigate the gear bit by performing a Shop Order...but even then it's still rough completing your build. It feels like the game doesn't *listen* to your shop orders. The fact that disarming is based on chance as well, and that you can be *chain* disarmed is highly annoying as well. Why not make it something more skillful? I know it's tied to stamina...but, that's it? And even then, I've been chain disarmed at around 60% stamina (am I supposed to just never attack? Or...block...or dodge...?) Even more frustratingly, you can be repeatedly handed *objectively awful* characters. You can re-roll these characters, but there's still no RNG protection. If you roll 3 objectively awful characters, you either play an objectively bad hand and an unfun character, or you lose the benefits you'd built up from your last run. I can understand putting the player in a bad spot, making them play from behind...but you must realize that if a punishment is only decided by a roll of the dice, you're only punishing the player for deciding to play the game. Punishments MUST correlate to consequences of actions, otherwise the only action I committed was daring to play. Secondly, patrons. Burn this system to the ground. Completely destroy it. Stomp and kick the ashes around. In theory it could work, but I would much rather never see a patron again then play with these numbers. You gain favor for the patron that sponsored your match, but you lose favor with the 3 other patrons (some matches are special and give you favor for ALL patrons, but they're rare...and it's a small amount). The issue is...the amount you LOSE favor between the three patrons combined is more than double the amount you gained for the one patron. Plus, going back to the RNG factor, you're not even guaranteed to get a specific patron's match that week. **WHY?** Going back to consequences and punishments, I'm punished for *not rolling* my Patron in a match that week. That's...objectively BS, you know that, right? You can focus a Patron for 2 weeks, then not get them for 3 weeks...and now you're negative with EVERY patron, even the one you originally focused. I'm almost under the impression you shipped this update I played with the wrong numbers, this feels so awful conceptually. It doesn't help that your reputation with the patrons is tied to a good majority of the random events, your payout from matches AND the small tasks you can complete on the side. Is bribery supposed to be a long-term solution? It certainly isn't cost-effective enough for it. Speaking of cost effective, when is Promote or Fundraise EVER worth it? My proposal: Halve the favor loss for not fighting for a patron. If a patron was unselectable that week, you don't lose favor with them ("I didn't offer you a job, but you didn't take my job, so I'm upset at you now" makes absolutely zero sense) BUT, if a patron offered MULTIPLE matches that week and you refused, the favor loss scales. This should make playing all sides, or having a favorite actually plausible. Also, add more ways to actually choose a patron's match or at least make having a positive favor matter more. The last big one...equipment. Fame Multiplier shouldn't exist. Is the implication that a man in heavy armor cannot be respect and renowned among fans? Seriously? You've never ONCE cheered for a juggernaut? We're GLADIATORS me boy! A man in an iron suit and mask can be an icon. If you really want to reward players for using risky/bad equipment, keep the positive fame multipliers. Heavy equipment is already balanced by its intense stamina decrease (and if it isn't, then actually just balance it?). All fame multiplier does is discourage the player from using specific equipment, and just looking for other options that are "Meh, good enough". You have 300+ items in the game, but half of them are objectively better than their same-tiered counterparts for bs reasons. It...doesn't make sense, mate. But the actual meat and potatoes of the game, the combat, is REALLY good. My one big complaint though: Why is there a top-down mode? Why does it feel like blocking without a shield is balanced around it, too? I'm told when I'm in third person to "hover my mouse over the enemy's weapon"...but...that's not the solution. If I hover it over their weapon, I either do not block their swing or my character doesn't adjust their weapon correctly TO block (such as holding the weapon up horizontally to block an overhead). If I try to be predictive and block where their weapon will arc during the swing...I run into the same issue. It's finnicky, and punishes people for playing in third person ((which I think is the superior way to do this)). As a side note, your own model additionally gets in the way and obscures block angles. Maybe add transparency to your own model when blocking? Other than that, my only complaint is that the AI likes to get REALLY close for no reason...even if it destroys BOTH of your effective weapon ranges...so it's just a... why? Tl;dr This game's combat is supremely amazing, but **ALL** of the content surrounding the combat (and a few minor annoyances with the combat) stop me from positively recommending this game.
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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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America +1 more
Hours played at review time, across 846 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I want to like this game but every fight just feels like two people flailing at each other with foam swords. In theory you have like 7 different direction attacks but in practice 95% of the time you'll be using the same one (swinging from left to right) as it's the only one that consistently avoids shields. I also dislike the patron favor system, 3 of the 4 patrons getting mad at you just because you fought for someone else even when they had no available fights and then getting punished by them makes you feel like you're being punished just for playing the game. This game is clearly made by someone who's passionate about what they're doing and I'll definitely check back in a few months to see if I can make this review more positive but as of right now I can't recommend it.
No campaign, graphics are meh, and you basically do the same thing over and over again. Perfect recipe to give it a try, and quickly move on to something else. And then I load another match. And another. And another. Not sure what sort of Voodoo is involved, but instead of getting bored I just keep playing.
The sole title since the PS2 era's Shadow of Rome, a neglected classic unleashed over two decades ago, to profoundly quench my yearning for an authentic gladiatorial "sim". Truly superlative craftsmanship, Jordy! No other game is better suited to feature permadeath among its many virtues. To ever more illustrious triumphs within the arenas!
I just came back to this after taking a break for awhile and I gotta say it's a lot worse than it used to be. I don't remember the dudes being this rubber-bandy looking. I also don't remember weapons deleting themselves this often or being confused by what even hit me as much. Also, when there's more than one fighting you now (half the game) it's just silly looking now. It was before as well - just even moreso now. . . .idk . . . I used to love this game and now . . . eh. . .
I have spent about 70 Hours on this game. I have had a blast with it. It offers a range of difficulty, from cheesy easy to insanity (Condemned). I love this game for what it is. The ragdoll effect are hilarious, and makes the game entertaining and different every match. I truly hope the Devs keep adding things! WE NEED ANIMAL FIGHTS! NAVAL BATTLES! Keep up the great work on this gem!
I don't really understand how this has a "Very Positive" review score. The fights feel INCREDIBLY repetitive after 5-10 hours. You get new traits when you complete certain fights, but you have to choose between the 2 they offer and after you've taken 4 you don't get any new ones so i guess your character is done growing. The Patron system sucks, why do you lose so much favor every week? I did the "Criminal Scum" background where i had to get 80+ favor with all patrons and it was an absolute SLOG. Every week i'm gaining 7-13 favor with ONE patron and losing 6 each with all the others. Literally the only way to complete the run was to take every single tournament and draft fight that was offered and those draft fights are the most boring thing in the game, it's the exact same fight on the exact same map over and over and over, but you have to take it because it's the only thing that gives favor to all the patrons. It feels like this game should be about building and improving a Ludus, but it's not, it's about each individual run because you can barely pass anything on to your next gladiator and all your improvements to the "Scollo" die with you. Also, the incredibly miniscule amount of stuff you can pass on is limited even further because you're only allowed 2 rerolls on your background before you forfeit all of it anyways. Is there something i'm missing? I just retired my second character and i feel like i've basically done everything in the game at 10 hours of played time.
This game is what Sword and Sandals was to me in my head when I was a kid. Totally recommended. Permadeath makes every battle intense and Lionslayer difficulty is where it's at.
So much love goes into this game from such a small team, and its really great. Every addition has been great too. Some things I don't like so much (can't fully name your gladiator, balancing patrons is a bit hard when they all hate you if you don't pick their match [seems artificial] ) but it is among my favourite games and deserves your time and money. PS-- Please implement a graveyard so I can look back on former gladiators of the past, and not have to track them in excel myself like the geek I am.
I like this game. It's pretty unique / good. I even beat it using my custom sandbox character. However, since it is early access, I am hoping that the game improves enough where I can give it a true recommendation. Here are my issues with it: 1. Combat: The combat system is supposedly "physics based", which is supposed to sound deep, but in actual practice, I am just constantly relying on left to right attacks. Even in my attempts to "switch things up", I soon realize it doesn't work and it's not worth it, there is no reward for varying your attacks, and I go back to swinging left to right. It's basically how I won every battle in the game. Combat becomes repetitive and there is no reward for being clever, strategic, or timing/creativity. There's no Rock Paper Scissors system where in real life it would apply, such as 2-handed polearms/spears would defeat swords and shields, but would lose to throwing knives and projectile weapons. Even a Light / Medium / Heavy attack would make the combat much more interesting. A high attack blocks a high attack, medium blocks a medium, low blocks a low, but any other combo would mean one person would win the engagement. Shield attacks, kicks (are there kicks?), don't really do a whole lot to the strategic element of the game. 90% of the time you're going to want to just repeat the left and right attack. 2. Environment: There's no real variety to the arenas. Sure, the graphics change, but the elevation changes, designs, etc. are mostly just cosmetic. There's no actual strategy here where if I have high ground and they have low ground, I can rain down devastating attacks, or control a harpoon, or kick someone down a hole, or push someone into spikes for extra damage. There's no environmental interaction at all. In gladiator games they had chariots, sea level re-enactments, animals, traps, etc. 3. Management/Strategy: After mid/end game, I didn't really care about the patrons and what my relationship with them were. I just kept trying to focus on winning and that was it. Early game it matters more how you spend your money/fame, but after that it's just an afterthought, meaning the management system isn't actually that deep nor that it matters too much. After a little while, you'll have seen every weapon or armor there is. If there was a Diablo 2-esque quality to the loot then that would be cooler. 4. Graphics: The menus/UI look kind of dull. It's just not that pretty or exciting to look at. The graphics put a big strain on Steam Deck even though it's a small arena fighting game. Also hard to navigate the menus because it just doesn't flow right. 5. Lastly - this game genre is asking for a Multiplayer PVP / Local PVP / Co-Op and would greatly enhance the life of this game. I mean come on, it's gladiator fighting - a fighting game. The whole point of gladiators was to face off against other people and see who's the best. Add ELO rankings, tag team matches... its basically the early UFC/WWE but in ancient times. Make it so. For an indie game with this price range, I hope the game can address these issues so I can jump back in and have more fun with it and give it a thumbs up.
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