
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.
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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/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 844 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3][b]Introduction[/b][/h3] Mordheim is a bit of a conundrum on first glance, in that it mixes elements of 3rd person RPG and tactical strategy genres and is not a 1:1 digital translation of the board game formerly produced by Games-Workshop. (Although support for that board game still exists for free at Broheim and other places. Yes, you should at least give it a look.) After initially getting frustrated with the video game, I came back to it after several years, and I'm glad that I did. Let's explore some of Mordheim: City of the Damned together. [h3][b]Setting[/b][/h3] The game is set in the titular Stirland province city of Mordheim, a huge cosmopolitan city flush with wealth, power and decadence. As of the Warhammer universe's year 1999 the city was hit by a twin-tailed comet and turned into a Renaissance version of the Chernobyl exclusion zone. One of the by-products of the catastrophe is the presence of Wyrdstone, an other-worldly mineral ore that contains Chaos essence that can change the very fabric of reality: resurrection of the dead, transmutation of lead into gold, etc. As the player, you take leadership of a warband to claim as much of this wyrdstone for your patron: an Empire noble, the Chaos Shadowlord, the name and dignity of Sigmar, the Skaven (rat-men) horde, the Vampire Counts of Sylvania, or the fiery Witch Hunters. [h3][b]Gameplay[/b][/h3] The game is split into two halves: management and skirmish. The management side of things focuses on the strategic goals of your patron and yourself: acquire Wyrdstone to ship to your patron for gold and perks (or other local encampments for gold and alternative perks) and keep your warband going. Each shipment to your patron is given a time requirement in days, and should not be ignored as there are penalties for missed deadlines. There is a shop where you can better equip your warband, though its stock is inconsistent at first and can even be plundered by bandits depending on the week! There is also a place to manage your warband's characters and group characteristics. As they complete objectives and slay foes, each of your characters gain experience and increases in their base stats, skills, and magic (if applicable.) Keep in mind that skills and magic take both time and money to acquire, while base stats increase simply by playing the game. Also as you complete broader objectives, you can purchase perks for your warband overall, such as lower cost for healing or upkeep, a random chance to receive various item types per day, additional days to complete shipments, etc. In terms of skirmish mode, you have two options: Campaign missions or...well...skirmish online with other players, at least in theory. (There aren't many people doing this in 2025.) In either case, taking on one of these mission types takes up one in-game day, and you can only engage in 1 mission type per day. Skirmish mode does offer you the benefit of either a practice battle or a "play for keeps" mode in which if your warriors are knocked out they run the risk of death or dismemberment, and any items stolen from their bodies is [i]gone[/i]. M:CotD has a unique spin on the tactical turn-based RPG formula: third-person [i]area[/i] movement. Rather than a traditional square based movement system like you'd find in a game such as X-Com or Final Fantasy Tactics, each of your characters has a radius that they can move within before using up a Strategic Point, which is used both for movement and certain skill types to provide bonuses or debuffs. Certain stances like Dodge, Parry, etc. can be used to end your turn and give a defensive bonus but use Strategic Points too. This invites you to maintain a balance of caution and aggression, as perma-death is always enforced, and there is no easy mode or save-scumming. This is a roguelike campaign through-and-through. The second half of character actions takes up Attack Points, which can be consumed through ambush stances, spells, or various types of melee attacks. These are important to think through on how you manage them. For example, say you have a character that is engaged in combat. You've leveled him up enough for him to have 5 Attack points and some special attacks. Do you do one Standard Attack and follow it up with a Strong Attack for more damage and use up all 5 Attack points, or do you do 2 standard attacks and leave 1 attack point for a counter-attack? There are a number of areas that the video game differs from the board game, most notably the addition of new hero types, an increase in limits on some types of heroes, and the actual dice mechanics. In terms of the actual gameplay, the system is based off of D100 checks and tables instead of D6, making it more akin to Warhammer Fantasy Roleplay 2nd Edition. I personally prefer this, but Grognards of Mordheim may not like this change. [h3][b]The Good[/b][/h3] - The setting is very atmospheric, from the oozing flesh growing up the sides of buildings, the decay, the dust and glowing larvae, you can tell the developers poured a lot of love into making Mordheim [i]feel[/i] unsettling and dangerous. This, combined with the eerie soundtrack lay the groundwork for this unique setting. - While difficult on purpose, it almost always feels fair. I can normally point to one or two key decisions that led to defeat or a character being lost. - Your warriors can suffer fates more annoying than death, and this makes for interesting decisions. Do you fire the warrior who has been with you since the beginning because he has a severed arm, or do you try to pivot and have him fulfill more of a support role now? You may be able to replace them, but it will cost you either coin or time. - There are plenty of skills and unique aspects of each warband type to keep things interesting. - You have the ability to give each of your warriors a back-story. I suggest you do this, as it will draw you in further and give extra meaning to unit sacrifices and close calls. - Having an in-game tactical map and the ability to put waypoints is very helpful. - Mordheim allows you to have some pretty spectacular battle stories. - The bulk of the achievements are unlockable in single player and dedication. - The opening comments of the narrator when you boot up the game are very flavorful and a nice touch! [h3][b]The Bad[/b][/h3] - Enemy pathfinding and logic is poor. I have seen enemy units on multiple occasions run into a corner then end their turn in Ambush stance after going exactly nowhere. Alternatively, I've seen enemy units refuse to jump down from one level of a building to get into a fight or block off an avenue of attack. Also, the AI rarely seems to try and achieve secondary objectives, which means you can predict with a large degree of accuracy what their approach will be. - Poor skills explanation. Skills are explained in the character screen when you're looking to train, or when the effects have been applied to one of your warriors. However, you can temporarily have a unit for story missions but initially have no clue on how to use their skills effectively if they're not listed. - Map repetition. Repetition. Repetition. - Non-story missions have no varying primary objectives. It's always "Kill all foes or force them to flee." [h3][b]The Ugly[/b][/h3] - Let's not mince words: this game is not winning any beauty awards. - While you may not have purchased the DLC initially, the DLC warbands will be there to fight against you. Rude! - Certain story missions can absolutely break your build. Re-spec or re-think them. All told, I think the atmosphere, struggle for survival, balance of greed and warrior survival, and the stories that come out of your desperate battles make the game well worth it [b]on sale[/b]. If you want this for multiplayer, I highly suggest you convince a friend to get a copy as well. Good hunting!
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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 846 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
For 95% of you, this game is a 2/5 game, but if you're willing to invest time to learn a strategy game like me, this game is an imperfect 5/5. I've been stuck on this game for seven years on both Xbox and PC. What is Mordhiem? Mordhiem is a tabletop game released and updated in the 90's, about a coming apocalypse in the history of WarHammer fantasy. It's a grimdark parody of Y2K fears. The video game, released in 2016 follows almost none of the tabletop mechanics, thankfully. After the city is destroyed, six factions and their mirror matches battle to collect wrydstone and survive. A campaign lasts until you die, kinda more roguelite than X-Com. You have eight story missions to play, different for each faction, for a total of 32, plus 16 more in the DLC. Unlike tabletop WarHammer or most X-Com variants, a mission swaps between teams according to initiative value. So the quick Skaven go before the slow humans, but more fairly than the tabletop. Unlike X-Com, you choose when to take on a mission; each day offers three or more. Every mission risks death and injuries of your favorite pieces. Every couple of weeks, your 'boss' will demand greater and greater amounts of wyrdstone. Fail four deliveries and you're dead! However, there is an overall experience tracker to give you a few buffs. The four factions in the main game are: Sisters of Sigmar: A group of Nuns dedicated to the God-Emperor. They can't use ranged weapons and are slow in their heavy armor, but can cast the best spells in the game. They also have the single best unit, and they hit hard in melee. They collect the wyrdstone, so it can be stored safely. I love my Sisters army, and they play unlike the other factions. Human Mercenaries: The normal, desperate people trying to make coin. They have some of the best shooting, and are otherwise, a good all-around army. They'll fill you with holes before you get close. They may be survivors of the apocalypse or smugglers. There's a compelling narrative about struggling to make money while also living after the end. The Skaven: Quick and agile ratfolk, using wrydstone to power their warp tech and poisons. They have the highest initiative, so they go first, and they move further than and faster than the other factions. They work best if they can use their speed to isolate and surround individual enemies. on the other hand, they have low health and armor. This makes every mission high tension fun, as you outmaneuver the enemy, but a single mistake can lead to a cascade of injuries. Skaven also have a few fun animations, and great character. Chaos undivided is a random and difficult to master warband. Your heroes gain random mutations as they level up. Some mutations can be very useful, but others can ruin a character (don't try making a ranged hero) Chaos has a great leader and spellcaster, and some of the best henchmen. The possible mutations will have you rerolling characters over and over again to beat the story missions. It's honestly kinda frustrating, and would be my biggest flaw with the game. Do Chaos last, once you have some meta-experience from the other factions. In addition, there's two DLC warbands, witch hunters, and undead. You'll encounter both groups, giving a good variety to the enemies. On story missions and the higher difficulty missions, you'll also encounter wandering demons. Lure the demons into your enemies for an advantage! Mordhiem is a game that gives back everything you put into into it, but it's not for everyone. For me, it's a 5/5.
Поиграл я тут немного Как на вторую работу ходишь только денег не получаешь Всего 2 параметра которые могут вас спасти: ловкость и владения оружием ближнего боя больше половины пассивных навыков мусор Прошёл пока что только за наёмников Давайте КАЖДОМУ наёмнику оружие дальнего боя во второй слот Парирование хорошо работает если вы ловкие и ближнеоружебойные, это шанс полностью избегать урона Шанс 95 на парирование и уклонение показывается до подсчёта модификаторов точности/силы/оружия ближнего боя противника. если у него копьё или кинжал, и сила в 2 раза больше то шанс вашего парирования/уклонения ни 95 ни разу учитывайте это. по этому отыгрывая бойцом на парировании и уклонении есть смысл ставить эти параметры для персоонажа больше 100. Нельзя парировать всё, большая часть хаоса и пара крыс имеют атаки которые невозможо парировать, только уклониться. Много выносливости и брони не значит что вы не получите урон, значит что вы будете получать его дольше чем противник, возможно. Невероятно, но в тяжёлой броне вам нужно ещё больше ловкости чем без неё, что бы нивелировать дебаф тяжёлой брони XD Игра не будет делать невозможного, противники не будут слишком сильными, у них не будет умений не доступных вам или не вписывающихся в возможности другого отряда, всех можно победить, нет имбовых персоонажей (ну только если вампиры с ужасом, но у них так себе оруженосцы). Единственное что нужно что бы выигрывать: не допускать ошибок. И всё ^_^ Ошибки всего 2: разбежаться во все стороны, как будто вы на городском празднике мороженное ищите, а не в мордхейме прОклятые камни, но это 2е 1е неверно собрать навыки и оружие своим бойцам. 80% успеха зависит не от ваших сражений, а от тех перков которые вы выбирете. Взяли вместо понижения противнику навыка защиты в ближнем бою + к передвижению по мордхейм- позучай п@зды. Взяли вместо навка уклонения защиту от яда - получай п@зды, взяли вместо навыка уменьшающего шанс уклонения противника повышения бдительности - ну вы вкурсе) И не тащите с собой калек. Но есть нюанс. Подбитый глаз для лучника это увольнение, а вот щитнику который просто держит урон и не даёт пройти подбитый глаз не мешает, он из-за щита всё равно не видит. Фильтруйтте травмы по назначению бойцов. Есть травмы которые делают вашего бойца непригодным( ну лично для меня) перелом черепа( не прошёл проверку на глупость-пропустил ход), отрезанная рука, нога, невозможность совершать некоторые действия. Выбирайте своё бОльшее зло) Что могу сказать в конце - огр очень ситуативный персоонаж да он крут, но не может ничего: лазить, использовать расходники, собирать камень + у противника всегда будет свой "огр" Просто не будет ни в одном моменте Ах да, за камнем искажения либо идите всем отрядом, либо забейтесь в удобный угол и просто выживете и победите, в конце катки немножко камня и трофеев вам всё равно дадут в случае победы + противник тоже их собирает и сам вам принесёт, только победите) Лучше ходить на обычные миссии в 4, тогда всем можно будет располагаться в одном месте и миссия быстрее по времени(меньше народу, меньше ходишь) А в миссии компании берите всех, в боях противник всегда будет вашего уровня, а компания фиксированная, лучше быть по прокаченнее. В прокачке отряда у важной персоны 2 столбца, один с задачами, а вот во втором вы можете тратить очки которые получили за прокачку отряда на улучшения условий содержания отряда. Не забудьте)
Ignore all the other negative reviews. The game is Brutal on purpose. And like other reviews other say its a learning curve... You will fail and lose your first few warbands. Then you will slowly get better understand the mechanics better and enjoy the game more. Its brutal on purpose
Жена сказала, что если на этом обзоре наберётся 10 лайков и 5 наград, то она подарит ящик пива. Мужики, выручайте!
Still great great, many years, may kill kill and fun fun!!!
Watch a lets play and find a 95% sale. Otherwise don't bother. Like many users who downvoted this game I found the same issues. - not many players online - CPU "cheats", you'll get surrounded and anihilated by bots - no real campaign, just series of vs BOT skirmishes - painfully slow XP gain especially when you get murdered by bots in most games - and of course we are : RNG is broken
The Mordhiem experience Start the first level get jumped by five enemies at once after spending 5 minutes of not seeing any You leader missed a 95% chance to hit twice The enemy fails a terror and all alone test and get to use their turn and hit you twice Your leader goes down You fail the route test You lose You no longer want to play Mordhiem. Still stand by this review you can beat an absolutely BUSTED story mission only for you maxed out and maxed kitted out characters to get molly whopped because the AI gets all the high roles and GODLY RNG.
[b]Mordheim: City of the Damned – A Unique Yet Flawed Warhammer Experience[/b] [i]Overall Impression:[/i] It's not a bad game per se, but I can't say I’d recommend it. Once celebrated for its intense online battles, Mordheim now suffers from a dwindling community. As a result, the game has effectively shifted into a single-player extraction roguelike that rarely justifies the long hours required. [i]Gameplay and Pace:[/i] The pace is excruciatingly slow. Most of your time is spent waiting for enemy turns, leaving you staring at a static screen. While a speed hack via Cheat Engine can help by assigning hotkeys to speed things up, it's disappointing that the game lacks any native option to quicken the flow. [i]Progression and Rewards:[/i] Progression feels just as sluggish. Early battles yield meager rewards, and building up and equipping your hero is a far grueling process—sometimes feeling even more challenging than taking a fatal hit. You could easily invest hours without perceiving any tangible progress aside from learning the basic mechanics. [i]Randomness and Tactical Options:[/i] The randomness is extreme. Imagine having a 70% chance to hit, yet missing repeatedly, or enduring consecutive hits despite a 50% dodge chance. Unlike titles like XCOM, where diverse tactical options and positional play help offset such luck factors, Mordheim’s encounters devolve into relentless, overwhelming wall-to-wall skirmishes with adversaries who are consistently stronger. [i]Combat and Hero Development:[/i] In combat, success is almost solely determined by numbers. The game rarely offers satisfying duels or meaningful moments of hero development. Even after numerous battles, a level 10 fighter might only boast roughly a 20% increase in combat power over a beginner. Although equipment can slightly influence the balance, the rewards are disappointingly trivial—often minor stat bonuses that hardly justify the effort. [i]Magic and Class Dynamics:[/i] Mages, who should ideally deliver powerful spells, end up playing roles more akin to archers or even tanks until an elusive threshold is reached. And when that moment finally comes, the odds of casting a decisive spell remain as slim as tempting divine retribution against yourself. [i]Final Thoughts:[/i] Mordheim demands hundreds of hours to reveal its secrets and allow any meaningful progress, a perplexing format for a single-player session game. With no substantial narrative, evolution, or truly engaging tactical variety—only an unrelenting grind—the game might only appeal to those who thrive on hardcore challenge. I strongly recommend watching some let's plays before purchasing to decide if this demanding, repetitive journey is for you. [b]Conclusion:[/b] Not a bad game, but not one I'd recommend for anyone seeking dynamic, rewarding progression.
I don't know ♥♥♥♥ about warhammer, I just like growing attached to my RAT army. I love the injury system in this game. Had this one rat unit that ended up with one eye, one leg (other was a pegleg) and one arm after so much use. I regulated him to a scout that would just do a little trolling behind enemy lines. By far my most used unit, that disabled rat could do so much more than some of my uninjured units. Even if your strongest warrior suffers an injury that makes them worthless in their preferred method of combat? They are by no means worthless or "cannon fodder". Never would've thought this game was pro-disability, but it is.
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