Compare Gladio Mori prices across 50+ stores and find the best deal. Developed by Plebeian Studio. Published by Bonus Stage Publishing. Released on 11/26/2024. Available on PC. Genres: Action, Simulation, Early Access.

Physics-driven gladiator brawler where a misplaced sword swing can sever an artery and end the fight in seconds. Custom movesets, organ-specific damage, and split-screen chaos make this Early Access oddity worth watching.

I came into Gladio Mori expecting a gimmick - ragdoll fighters flailing around for a few cheap laughs before the novelty wore off. What I found instead is a melee combat system that actually punishes slop in ways most fighting games never attempt. There are no health bars here. Hit someone in the wrong muscle group and their strikes go limp. Catch an artery and they start bleeding out while still on their feet. Land on a vital and it is over, instantly. That feedback loop is tight in a way that surprises you, and it sets the whole tone. The physics engine is the real protagonist. Characters move with procedural weight - think somewhere between TABS and a serious fencing sim - and that means no two exchanges look the same. Shields have to be manually angled to intercept incoming weapons. Swords have actual mass behind them. Maces send helmets skidding across the dirt. It is chaotic, but underneath the chaos there is a skill curve that rewards anyone willing to put in time learning the weight and timing of each weapon class. The roster covers swords, sabers, spears, halberds, and more, and armor elements have real strong and weak points rather than just cosmetic variety. The move editor is the mechanic that keeps people coming back. You can build custom attack animations from scratch and share them with the community, or just download polished movesets that other players have already stress-tested in the arena. That community layer adds genuine longevity, but it also exposes one of the game's current rough edges - the editor itself has a learning curve that some reviewers find genuinely annoying, and if you do not want to spend time in it, you are leaning on other people's work rather than your own expression. Multiplayer supports up to four players online or local split-screen, and the session-to-session variety of fighting strangers with entirely different custom kits is where the experience really opens up. Solo play against AI exists, but this is not a PvE game at heart. As Early Access goes, the foundation here is solid. The developer, a one-person studio out of Finland, ships regular updates and maintains an active Discord. The roadmap includes matchmaking, progression systems, more arenas, and Steam Workshop integration - none of which are in yet. Right now you get two arenas, seventeen weapon sets, and the core physics sandbox. Content-thin by any honest measure, and some players have flagged that the current price feels steep relative to what is currently on offer. A PS5 version is also in the pipeline, which suggests the project has momentum behind it. If you play with the right group of people, the gore-fuelled absurdity hits differently than anything else in the physics-fighter space - but solo players grinding AI might find the walls closing in fast. Fred, Scout Team

Gladio Mori
ActionSimulationEarly Access

Gladio Mori

Nov 26, 2024Plebeian StudioBonus Stage Publishing
GamerScout Says

Physics-driven gladiator brawler where a misplaced sword swing can sever an artery and end the fight in seconds. Custom movesets, organ-specific damage, and split-screen chaos make this Early Access oddity worth watching.

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Screenshots & Media

Screenshot

About Gladio Mori

I came into Gladio Mori expecting a gimmick - ragdoll fighters flailing around for a few cheap laughs before the novelty wore off. What I found instead is a melee combat system that actually punishes slop in ways most fighting games never attempt. There are no health bars here. Hit someone in the wrong muscle group and their strikes go limp. Catch an artery and they start bleeding out while still on their feet. Land on a vital and it is over, instantly. That feedback loop is tight in a way that surprises you, and it sets the whole tone. The physics engine is the real protagonist. Characters move with procedural weight - think somewhere between TABS and a serious fencing sim - and that means no two exchanges look the same. Shields have to be manually angled to intercept incoming weapons. Swords have actual mass behind them. Maces send helmets skidding across the dirt. It is chaotic, but underneath the chaos there is a skill curve that rewards anyone willing to put in time learning the weight and timing of each weapon class. The roster covers swords, sabers, spears, halberds, and more, and armor elements have real strong and weak points rather than just cosmetic variety. The move editor is the mechanic that keeps people coming back. You can build custom attack animations from scratch and share them with the community, or just download polished movesets that other players have already stress-tested in the arena. That community layer adds genuine longevity, but it also exposes one of the game's current rough edges - the editor itself has a learning curve that some reviewers find genuinely annoying, and if you do not want to spend time in it, you are leaning on other people's work rather than your own expression. Multiplayer supports up to four players online or local split-screen, and the session-to-session variety of fighting strangers with entirely different custom kits is where the experience really opens up. Solo play against AI exists, but this is not a PvE game at heart. As Early Access goes, the foundation here is solid. The developer, a one-person studio out of Finland, ships regular updates and maintains an active Discord. The roadmap includes matchmaking, progression systems, more arenas, and Steam Workshop integration - none of which are in yet. Right now you get two arenas, seventeen weapon sets, and the core physics sandbox. Content-thin by any honest measure, and some players have flagged that the current price feels steep relative to what is currently on offer. A PS5 version is also in the pipeline, which suggests the project has momentum behind it. If you play with the right group of people, the gore-fuelled absurdity hits differently than anything else in the physics-fighter space - but solo players grinding AI might find the walls closing in fast. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopcloud-savestier:sub-5Physics-Based CombatOrgan Damage SystemMove EditorProcedural AnimationSplit-Screen PvPSkill CeilingSandbox FighterCommunity Movesets

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GTX 1070
Processor
3.5GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Plebeian Studio
Publisher
Bonus Stage Publishing
Release Date
Nov 26, 2024

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