
Mordheim: City of the Damned is the first video game adaptation of Games Workshop's cult classic tabletop game Mordheim. Set in the Warhammer World's decimated Empire city, Mordheim: City of the Damned is a turn-based tactical game where you lead warbands into bloody and lethal skirmishes.
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.
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): 0.71/day in the week to Sep 13 → 3.5/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
Sums Steam only; PlayStation, Xbox, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.39−93% | 8.4Kreviews | 70% | — | $274.1K |
| $19.99 | 1.5Kratings | 82% | — | not modelled | |
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 841 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
While there is a fun XCOM type game in Mordheim somewhere, its borderline insane and anti-fun mechanics keep it from being more fun than it is frustrating. I beat it several times, so I'll list the reasons what keep it from being a good game. 1. The difficulty is just numbers, and nothing else. Each mission has a difficulty, and all this difficulty does is artificially boost the numbers of the enemy warband, making them vastly superior than you in every feasible way. They can have lower stats and worse gear, but they will still outperform your unit equivalents in any 1v1 scenario, even if your unit is built well and equipped. Tell me if you feel like you're playing on an even playing field, when the enemy henchman has as many wounds as your tank Impressive unit. Even "Normal" has this boost in stats, though at a smaller intensity. This makes tackling harder difficulties not only painfully unfair, but also serves to destroy any satisfaction you might get from beating the hard mission, because the rewards are nowhere near the risks. And I don't want to hear the apologists telling me that it's actually okay and a good decision, because the AI is stupid and will idle around in the maps sometimes. 2. The DLC Factions are even more unfair when you fight them. Many of their units are immune to important CC mechanics like All-Alone, Fear and Terror, while forcing your units to roll for Fear and Terror simply for existing. You cannot turn these factions off, and even if you don't own the DLC, the developers were 'kind' enough to have them always be enabled as enemy warbands. Have fun with that one. 3. The AI cheats. You will be constantly seeing the AI know exactly where your units are, and know exactly which house to go in to get them. You'll notice how the AI units are always topped off and fully upgraded with skills as soon as your units get to the level where they unlock skill points. The game tends to mirror your warband composition in terms of unit levels and occupied unit slots, but this more like if your mirror was cracked and falling apart, but the AI mirror was pristine and had a golden frame. The AI Warband units are always minmaxxed to their available ability, while your units will likely fight them with empty skill slots, because YOU have to pay for them with gold you don't have. Like mentioned before, depending on the difficulty, the enemy warband will also get flat cheating bonuses that can go up to 40% more wounds, and a ton of extra damage, meaning that the all normal gear henchman will do the same damage as your geared out heroes. Fun, right? 4. It just gets repetitive with little variations. As fun as the game loop can be, you'll eventually stumble into the same tactics you will use for the rest of the game. Inch forward bit-by-bit with your squad staying together at all times. Always use greater weapons, or dual wield, and gank enemies one-by-one. There are optional objectives, but if they're anything other than "Collect X percentage of Wyrdstone on map" you're best off ignoring them, because while these objectives might work fine fighting other player warbands (good luck with that), the AI will not give you the opportunity for variation. They have wallhacks and cheats, you don't. You think you can sneak your mobile hero around the map and be stealthy? Uh-huh. Sure, you can! 5. It'll make you frustrated. Without even going into how frustrating it is to get destroyed by cheating AI and unfair odds, the most frustrating thing is just wanting to enjoy this game DESPITE all of its issues. It is genuinely fun when it's not annoying, but most of the time you will find yourself quitting over and over. Is Mordheim worth buying and playing? Yeah. I just can't recommend it to anyone, because the pitch for it would be something along the lines of "XCOM, but it's not as fun." If you wanna try it, my advice is to look up some meta guide on how to make your warband overpowered, so that you can balance out the AI cheats. Follow that guide to the LETTER, otherwise you'll end up writing bitter reviews for this game like me.
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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, Polish, Russian*languages with full audio support
| $19.99 |
| 577ratings |
| 68% |
| — |
| not modelled |
| $1.99−90% | 273ratings | 66% | #196 | 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.
Hours played at review time, across 843 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Welcome! To Mordheim... City of the Damned. And, sadly, also the City of Unfulfilled Potential. The gameplay loop is genuinely fun. How quickly you could lose everything to a handful of bad rolls fills the slow inching forward of the matches themselves with a heavy blanket of foreboding. I enjoy every second of it... until I look down at the end of the mission and realize I've spent three hours on about as many experience points. Progression is so slow. That is the one thing I wish hadn't been taken from the tabletop game. You spend so long getting your warband where you want it only for it all to be dashed out by a single, disastrous mistake. And knowing that makes you play even slower, which again, is fun, until you realize how much is ahead of you and how little your effort's built. Mobility is another way Mordheim keeps things dragging. The campaign maps in particular are too large for a regular unit to move from one objective to the next in less than three turns. And this is after you've cleared out the initial warband and are only dealing with the randomly placed reinforcements spawning in every turn. The handful of objectives being placed at all corners of these huge maps could almost fool you into splitting up your warband. But I wouldn't do that unless you'd like to risk a surprise Bloodletter or Demoness and the restart, in worse standing mind you, that will likely result from such a discovery. The video game just does not have the narrative to support this slow play. You likely don't have your mates with you, making up stories along with you, and the game doesn't do enough with character customization or campaign mission introductions to facilitate that even if you did. One of the many missed opportunities was having the stories cross over, having a canon sequence of events that the game shows you after you've seen every mission with every warband. Instead, it's more the like non-campaign missions: the same maps remixed with different enemies and different objectives. Sometimes the names stay the same between different warband's compaigns, this is true, but those too are rearranged in such a way that implies you're learning no more about these people or artifacts. That is the tragic upshot here: with a little bit of polish, a little more care, maybe a few more warbands or models pulled from still fertile lists of the tabletop game, every action taking forever to execute would build that great, nail biting feeling over a particular outcome or what might be hiding around the corner, instead of the mind-numbing task of tiptoeing from one side of the map to the other only to earn the right to do it again later.
Not a very tactically rivetting game but doesnt deserve bad reviews because of the rng of some guy whining he lost a 90% roll. The problem is that the atmosphere is nice but the combat slogs on. And on top of that when 70% of your time is simply just moving the characters between item/warpstone pickups where you have to manually move each character of your massive warband every time singularly, slowly, watch the animations for dropping and climbing, watch the animation for it picking up the warpstone,then you have to watch the ai do the same thing times 20-30 each mission . The tedium of this game is extremely grating.
I went into this hoping for something that captured even a fraction of what makes Mordheim on the tabletop so compelling. Instead, I found a game that misunderstands its own source material at almost every level. Combat has very little depth. Positioning, clever plays, or long term planning barely matter when most encounters boil down to swarming a target in melee and rolling the dice until it collapses. There’s no real sense of tactics just numbers and luck. The AI doesn’t help matters either. Enemies frequently get stuck, charge headlong into danger, and continue fighting as if self-preservation isn’t a concept, even while their allies are being cut down right beside them. Certain mission types actively highlight these problems. Scenarios where your forces begin spread out are widely avoided for a reason they’re poorly designed and expose how brittle the underlying systems are. Visually, the game is deeply underwhelming. The environments and character models look flat and lifeless, as if they were built with mobile hardware in mind. Materials lack depth, lighting feels unfinished, and nothing really pops on screen. This is made worse by an overbearing interface. Menus are awkward to navigate, and the screen is constantly cluttered with text, icons, and UI elements that drown out whatever atmosphere the game might have had. The design decisions are just as baffling. Being forced to maintain multiple leaders, with no option for a capable hero to step in, feels arbitrary and restrictive. Losing a fight is punishing in all the wrong ways you can’t cut your losses early, so defeat snowballs into widespread injuries. On top of that, enemy warbands may as well be disposable. You never develop rivalries, never encounter familiar foes again, and none of the persistent narrative that defines the tabletop experience exists here. Everything moves at a glacial pace, stretching already thin mechanics far beyond their breaking point. By the end, it’s less frustrating to quit than to push through another turn. As a tactics game, it fails. As an adaptation, it misses the heart of what made Mordheim special in the first place. I’d honestly recommend skipping it entirely.
I come back to this game so many times because of the pure enjoyment of having a real tactical game with decisions that have to be made for the good of the squad.Sometimes you have to fire your best character you have built due to an injury that destroys all the work you have put into them. My chief complaint is there are only 6 factions when there should be so many more,how i would love a real sequal to this game and i would buy it in an instant.This is a game that reaches the heights of what i want but sadly was never expanded upon correctly.I have played thousands of games in my 73 years of life but this will always be in my top 5. Highly recomended if you want a true tactical game in the rogue style in the Warhammer sigmar world
The game was fun but cheating A.Is have ruined the game. They always landed at least 7-9 stun-crit hits per battle, while my team only landed 0-2 hits every battle. Same thing happened to dodge chance. My units had 91% chance to hit but still missed 3 hits in a row. I'm ok if it happens sometimes, but this obviously happens too many times that makes so sick of playing this game!
Literally one of the worst games I've ever played. A faithless adaptation of the table top game, the RNG is wild, most of the warbands are missing things from the Table-top that helped with their balance (No warhounds for With Hunters, no slings for Skaven or Sisters, etc). The maps are repetitive, and gathering Wyrdstone as a part of gameplay ends up falling to the wayside because you HAVE to focus on combat. The AI doesn't need to worry about taking risks because their warbands are not consistent; getting regenerated every time that they play. Just to be clear, I tried both MM and Paranoia to see if they helped the balance. I also did a fix where you actually go into the code and turn off the Tyche RNG and replace with Unity's Native RNG, and even THAT didn't make the game playable. I'm also an avid fan of the TT version and was really hoping to see that but in video game format. I cannot understand why the devs didn't just take Mordheim, add a few of the balance fixes from the community, and make it digital. This game would have killed if they did that.
I have now clocked +1000 hours over the past 6 years and have completed the story quest with all 6 warbands, so I feel that I am now ready to comment on the game... First of all, this is difficult, until you learn the mechanics. My first warband was Sisters of Sigmar, and they were torn apparat in must skirmishes. I had to recruit new nuns often, and still then once I fielded were missing arms and legs. If you have ever played the tabletop game, it has a quite similar feel. However, I stuck with it and learned the mechanics. Today, I rarely loos a team member with any of my warbands, and find the game rather easy. Then most common reason for loosing a team member is a spellcaster being taken out by a backlash of their own magic. This game has given me many good hours of past time, and a good deal of gray hairs in the early days, but I can highly recommend it for anyone who enjoys a challenge. The real challenge is to solve the game mechanics, which will make this game very manageable.
They should call this 'Missheim'. As all you do is cycle through your units missing the enemy ones. Every turn takes an age and the AI also cheats in extraordinary ways. It's just a miserable experience and I don't know who this is meant to be fun for.
Behind a misleading exterior, Mordheim is a brilliantly designed game. Normally, when a game designer wants to scale difficulty, they introduce difficulty modes. Difficulty modes are usually unrelated to rewards. There is no risk/reward when deciding between easy or hard mode. Mordheim allows player to dynamically set their difficulty, constantly weighing risk and reward. Initially it appears that the player is under tremendous pressure. But that pressure is an illusion. There is no pressure. As long as the player is cautious and avoids taking chances, the player will always be safe and prosper. That sounds boring, right? If a player can dynamically set their difficulty, why won't they always choose the easy route? Because FOMO. Mordheim dangles tempting rewards, praises daring successes, and offers subtle chastisement for lost opportunities. While there is no technical pressure to live dangerously, there is emotional pressure to do so, and Mordheim excels at that. At first I thought Mordheim was slow and grindy, but once I better understood the game and settled into its flow, I didn't mind the pace because I realized I want this game to last a very long time.
Active players
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