Compare Mortal Glory 2 prices across 50+ stores and find the best deal. Developed by Redbeak Games. Published by Redbeak Games. Released on 3/4/2024. Available on PC. Genres: Indie, RPG, Simulation, Strategy.

Lean gladiator management with a two-hour run length and a knockback-or-die philosophy - satisfying for tactics newcomers, thin for genre veterans hunting systemic depth.

My first instinct when loading up Mortal Glory 2 was to map its decision tree the way I do with any tactics game: where does build divergence actually happen, how punishing is the mid-game resource crunch, and does the AI make me regret lazy positioning? The answer on all three counts is more modest than the box art suggests, but honest about what it is. This is a compact, well-paced gladiator roguelite that runs start-to-finish in roughly two hours, built around a very specific mechanical idea: positioning and knockback matter more than raw stats, and the arena environment is as much a weapon as any sword. The combat loop is built around shared action-and-movement resources per unit, meaning every step you take is a micro-commitment. Attack and you end the turn; move too aggressively and an enemy minotaur puts you into a wall for bonus damage, or worse, into a pit. Knockback is not a fringe build option bolted onto one class - it scales off the core strength stat, so nearly every run has at least one heavy hitter who throws enemies around the arena by default. Environmental hazards like explosive barrels and open death pits are consistent features across arenas, and the AI at higher difficulties will absolutely use them against you. Each gladiator carries four equipment slots - weapon, armour, and two accessories - and layering skills and relics onto those slots is where the real decision-making sits. The relic pool contains genuine synergy bait, though the majority of drops you will see are mundane stat bumps, which dulls the excitement of the post-fight loot screen faster than it should. The macro layer borrows heavily from Slay the Spire: a branching node map through three escalating regions, with combat, shop, treasure, and event nodes on offer. The map is not especially readable - nodes are dense and there is no zoom-out option, so plotting an optimal path involves a lot of scrolling rather than strategic surveying. Shop access is gated to designated nodes rather than available freely, which limits roster flexibility between fights. The recruit pool pulls from a range of fantasy races - trolls, minotaurs, and more esoteric options that give each run a visually distinct crew - but in practice most veteran players will converge on the same physical-damage-forward or magic-support archetype fairly quickly, because the skill variety does not yet push hard enough against that gravity. For newcomers to turn-based tactics, this is actually a strong entry point - and I mean that without any condescension. The rules are clean, the run length is short enough to complete on a lunch break, the difficulty curve scales politely, and the core positioning puzzle is tactile and immediately readable. Someone who bounced off Into the Breach because the optimization felt suffocating will find Mortal Glory 2 a gentler on-ramp. Returning players from the original should know upfront that this sequel is an iterative step rather than a systemic overhaul: the assets, class portraits, and base mechanics are largely carried forward. Veterans who wanted wider build trees or a more ambitious map layer will feel that shortfall. The Steam community sits at a strong positive sentiment, and that score reflects a game that delivers cleanly on its narrow promise rather than exceeding it. Diego, Scout Team

Mortal Glory 2
IndieRPGSimulationStrategy

Mortal Glory 2

Mar 4, 2024Redbeak Games
GamerScout Says

Lean gladiator management with a two-hour run length and a knockback-or-die philosophy - satisfying for tactics newcomers, thin for genre veterans hunting systemic depth.

PC
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About Mortal Glory 2

My first instinct when loading up Mortal Glory 2 was to map its decision tree the way I do with any tactics game: where does build divergence actually happen, how punishing is the mid-game resource crunch, and does the AI make me regret lazy positioning? The answer on all three counts is more modest than the box art suggests, but honest about what it is. This is a compact, well-paced gladiator roguelite that runs start-to-finish in roughly two hours, built around a very specific mechanical idea: positioning and knockback matter more than raw stats, and the arena environment is as much a weapon as any sword. The combat loop is built around shared action-and-movement resources per unit, meaning every step you take is a micro-commitment. Attack and you end the turn; move too aggressively and an enemy minotaur puts you into a wall for bonus damage, or worse, into a pit. Knockback is not a fringe build option bolted onto one class - it scales off the core strength stat, so nearly every run has at least one heavy hitter who throws enemies around the arena by default. Environmental hazards like explosive barrels and open death pits are consistent features across arenas, and the AI at higher difficulties will absolutely use them against you. Each gladiator carries four equipment slots - weapon, armour, and two accessories - and layering skills and relics onto those slots is where the real decision-making sits. The relic pool contains genuine synergy bait, though the majority of drops you will see are mundane stat bumps, which dulls the excitement of the post-fight loot screen faster than it should. The macro layer borrows heavily from Slay the Spire: a branching node map through three escalating regions, with combat, shop, treasure, and event nodes on offer. The map is not especially readable - nodes are dense and there is no zoom-out option, so plotting an optimal path involves a lot of scrolling rather than strategic surveying. Shop access is gated to designated nodes rather than available freely, which limits roster flexibility between fights. The recruit pool pulls from a range of fantasy races - trolls, minotaurs, and more esoteric options that give each run a visually distinct crew - but in practice most veteran players will converge on the same physical-damage-forward or magic-support archetype fairly quickly, because the skill variety does not yet push hard enough against that gravity. For newcomers to turn-based tactics, this is actually a strong entry point - and I mean that without any condescension. The rules are clean, the run length is short enough to complete on a lunch break, the difficulty curve scales politely, and the core positioning puzzle is tactile and immediately readable. Someone who bounced off Into the Breach because the optimization felt suffocating will find Mortal Glory 2 a gentler on-ramp. Returning players from the original should know upfront that this sequel is an iterative step rather than a systemic overhaul: the assets, class portraits, and base mechanics are largely carried forward. Veterans who wanted wider build trees or a more ambitious map layer will feel that shortfall. The Steam community sits at a strong positive sentiment, and that score reflects a game that delivers cleanly on its narrow promise rather than exceeding it. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Knockback MechanicsEnvironmental HazardsFantasy RacesShort RunsIncremental UnlocksDifficulty ScalingArena CombatRoster Management

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

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

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Game Info

Developer
Redbeak Games
Publisher
Redbeak Games
Release Date
Mar 4, 2024

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What platforms is Mortal Glory 2 available on?

Mortal Glory 2 is available on PC.

When was Mortal Glory 2 released?

Mortal Glory 2 was released on 4 March 2024.

Who developed Mortal Glory 2?

Mortal Glory 2 was developed by Redbeak Games.