
Mortal Glory
Put together a squad of fantasy gladiators, make brutal roster decisions under permadeath pressure, and grind a brutal tournament bracket - all in a session-length that fits a lunch break.
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About Mortal Glory
I have a soft spot for small-studio tactics games that punch above their weight class on decision density, and Mortal Glory lands squarely in that category. Built by a one-person studio out of Finland across roughly a thousand hours of weekend development, it is a grid-based turn-based roguelike that asks you to assemble a team of fantasy gladiators, fight your way through a randomised tournament bracket, and manage the creeping cost of injuries between bouts. Every run is maybe two to three hours if things go well, and substantially shorter if they do not - which makes it one of the more honest time commitments in the genre. The tactical layer is simpler than a BattleBrothers or an XCOM, but that simplicity is deliberate and it works. Combat happens on randomly generated arena layouts, your units move on a grid, and positioning genuinely matters - shoving opponents into walls triggers collision damage, and the arena geometry changes enough between fights to stop you from running the same formation on autopilot. Each gladiator carries a weapon slot, an armour slot, and two open slots for skills or spells, so your actual build decisions are constrained but meaningful. Abilities range from thrown weapons and charge attacks to buff spells and lightning bolts, and the mana economy forces you to choose when to spend and when to hold. Tooltip coverage is thorough and the UI reads cleanly, which matters for a game that lives or dies on knowing your numbers. The injury system is where the long-game tension lives: every knockdown stacks a ten-percent maximum health reduction, fighters heal one injury per clean round, and the finite number of rounds in a run means you are always doing quiet arithmetic about who to risk and who to rest. The roguelike structure around those fights is lean. Random events fire between bouts - some offer recruits, some punish you, some hand you a legendary sword if you pay a sketchy price. Shops let you gear up or swap out roster members whenever you have gold. There is no overworld map in the base game, unlike the sequel, so progression feels more linear but also tighter and faster to parse. The difficulty is honest: losing two fights in a stage ends your run immediately, and the final bracket puts a supercharged champion on the opposing team. Newcomers will lose early and often, but the feedback loop is short enough that each failure teaches something specific - usually that you overcommitted your front-liner or neglected to build any ranged threat. The multiple difficulty settings give you room to calibrate before stepping into the deeper Glory levels, where the AI starts punishing passive play noticeably harder. On the downside, the event pool gets thin on repeat playthroughs, and some community reports flag odd edge-case math in damage calculation that can occasionally make a loss feel opaque rather than instructive. The visual style is retro-minimal - functional pixel art that some players will find charming and others will find plain. There is a DLC (Fresh Blood) that adds five new races including the Dwarf and the Angel, bow weapons, over forty additional skills, a career mode with special rules like random starting positions, and additional difficulty tiers - if the base game hooks you, it is the natural next step. A sequel also exists for those who want a branching overworld map and more content, though a subset of the community actually prefers the original's tighter, shop-accessible structure. For strategy players who want something that respects their time without dumbing down the decision-making, Mortal Glory is a solid low-barrier entry. The first few runs feel almost too simple. Then you hit Glory level four or five and suddenly every bench decision and every mana-spend feels consequential. That escalation curve is exactly what the genre should do. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows XP/Vista/7/8/8.1/10
- Memory
- 1 GB RAM
- Storage
- 500 MB available space
- Graphics
- 256mb Video Memory, capable of OpenGL 2.0+ support
- Processor
- 1 GHz
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Redbeak Games
- Publisher
- Redbeak Games
- Release Date
- Jan 29, 2020

