
The Ultimate Gladiator Simulator. Fight & strategize through spectacles and arenas. Rise from slave to Champion and earn your freedom or... die trying. This Gladiator RPG Roguelite features in-depth career management and unique physics simulated combat. Those who are about to die, I salute you!
Most likely between $4.3M and $12.1M. How we estimate →
Checked against 8 developer-reported games
Cheapest copy: ≈ $9.49 on Steam · Russia (−57%). Compare 15 prices in 15 markets →
Reviews
Themes across 850 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1]Rome Wasn’t Built in a Day, But My Kneecaps Were Removed in About Twelve Seconds[/h1] [h2]Welcome to the Meat Audition[/h2] We Who Are About To Die is a gladiator roguelite where your job is simple: survive long enough to become famous, rich, respected, and ideally not shaped like a dropped lasagna. You start as some unfortunate idiot with a backstory, a dream, and the coordination of a drunk wardrobe, then slowly claw your way through pit fights, arena brawls, tournaments, bets, injuries, equipment management, training and crowd-pleasing violence. It scratches a very specific itch, the [i]"I miss Colosseum: Road to Freedom and apparently nobody else has been brave enough to make a proper modern gladiator career sim"[/i] itch. This is absolutely the closest thing I've played to that old PS2 fever dream, except with more physics, more blood, and more moments where my sword swing looks less like ancient combat and more like I’m trying to swat a wasp with a curtain rod. [h2]Looks Like Blood, Debt, and Bad Decisions[/h2] Visually it's not some AAA marble statue flexing under 4K sunlight, but it has a strong identity. The arenas feel dusty, brutal, and theatrical. Armor pieces are readable, weapons look satisfying, and the whole thing has that slightly exaggerated gladiator poster energy without turning into cartoon nonsense. The character models and animations can look a bit awkward at times, especially when the physics decide the human body is more of a suggestion than a rule. But honestly, half the charm is watching a fight go from [i]"honorable duel"[/i] to [i]"two exhausted men slapping metal at each other while the crowd screams for more"[/i]. It's not always pretty, but it sells the grime. [h2]The Crowd Wants Blood, The Sound Gives Them Soup[/h2] The sound design does a lot of good work, and it does it quietly. Weapon impacts have enough crunch to make a good hit feel earned, the crowd noise gives fights a proper arena mood, and the general audio presentation helps sell the chaos. It's not a soundtrack I'll be listening to while paying taxes or pretending to be productive at work, but in the moment it works. The best sound in the game is still that beautiful little confirmation that you actually landed a clean hit instead of politely air-conditioning your opponent’s shoulder. [h2]Physics Based Combat: Elegant, Stupid, and Absolutely Brilliant[/h2] The combat is the reason to play this. It's weird, demanding, and initially makes you feel like your gladiator was assembled by committee. You don't just press “attack” and watch a canned animation solve your problems. Direction, distance, stamina, weapon type, timing, momentum, and body positioning all matter. A clean strike feels amazing because you know you made it happen. A terrible strike feels amazing too, because sometimes you accidentally bonk a man into retirement while trying to backpedal. The roguelite structure fits the theme perfectly. Every run is one career. You train, buy gear, choose matches, gamble on objectives, manage injuries, repair equipment, and try not to get greedy. Greed is how this game kills you. Confidence is also how this game kills you. [b]Existing near a spear is how this game kills you[/b]. The weapon variety is a big part of the fun. Different weapon classes really do change how you approach fights, and the equipment system gives the game a satisfying “just one more match” rhythm. Do I spend money on better armor? Repair my battered helmet? Train stamina? Bribe for match info? Take the risky fight because the reward looks juicy? Yes, obviously, and then I die because I am an intellectual. The weak link, for me, is the patron system. I get what it is trying to do, add politics, long term pressure, and extra career management. In practice, it often feels like unnecessary accounting stapled onto an already strong loop. Alluora, Mazza, Valerius, Joridus, it's a cool idea, but the system either needs to become more meaningful and reactive, or be simplified hard. Right now it sometimes feels like four rich weirdos throwing bureaucracy at me while I’m just trying to not have my ribs rearranged. There's also still jank. Some fights, especially bigger messy group encounters, can become a camera-and-collision soup. AI balance has improved, but it can still feel like the enemy occasionally attended a different school of stamina management than you did. Bugs are not constant, but the Early Access smell is still in the room. Not unbearable. Just noticeable. Like a senator with garlic breath. [h2]Story? You Are the Story, Usually a Short One[/h2] There isn't a traditional story here, and that's fine. The narrative is the career: the nobody who becomes terrifying, the expensive armor you swear will save you, the humiliating death to a man with a stick, the one run where everything clicks and you start believing. Dangerous thing, belief. The backstories and victory goals give each gladiator enough flavor to make runs feel different, even if the writing and event structure can be a bit mechanical. The worldbuilding is more “arena career simulator” than grand Roman epic, but the atmosphere works. You are not here for Shakespeare. You are here because some man named “The Butcher” has a hammer and the game thinks that’s your problem to solve now. [h2]A Beautiful Mess With a Sword in Its Teeth[/h2] The biggest strength is that We Who Are About To Die feels genuinely different. Not [i]“our crafting system has three kinds of wood”[/i] different. Actually different. The combat has a learning curve, the career systems create tension, and the whole thing has a brutal identity that most games are too polished and cowardly to attempt. The flaws are real though. It can be repetitive, the patron system needs work, some UI and balance choices still feel fussy, and the physics can occasionally turn a serious duel into slapstick murder yoga. But the core loop is strong enough that can keep you coming back. It has that rare quality where even losing can produce a story worth telling, usually beginning with [i]“so I thought I had him…”[/i] [h2]Verdict[/h2] [b]Graphics:[/b] [u]7.5/10[/u] Not exactly Rome rebuilt in Unreal Engine, but the grime, armor, and arena mood do the job. [b]Sound:[/b] [u]7.5/10[/u] Good hits sound meaty, crowds sell the spectacle, and nobody needed a flute solo while I’m bleeding. [b]Gameplay:[/b] [u]8.5/10[/u] Janky, brutal, addictive physics combat with real career tension. Also occasionally a tax form with sandals. [b]Story:[/b] [u]6.5/10[/u] Not much plot, but the run-based career drama works. Your obituary does most of the writing. [b][u]Overall: 7.5/10[/u][/b] I recommend it, especially if you have been starving for a proper gladiator career game since Colosseum: Road to Freedom (which is actually a really long time). It's not clean, smooth, or perfectly balanced, but it has personality, ambition, and a combat system that makes every good hit feel like you earned it with your own two sweaty idiot hands. A tip for the devs in case they actually read this review: rework the patron system, keep polishing the jank, and this could become the definitive “rise from nobody to arena legend” game. As it stands, it's already very good, just occasionally buried under its own sandals.
I like melee combat games like Chivalry 2, Kingdom Come: Deliverance and Mount & Blade... and I like this game too! The combat is different from those games but fun in it's own right. The main types of weapons all feel different to each other & you'll need to think about weapon range, speed & animations as well as armour locations and types all while managing your stamina and trying to dodge or parry your opponents blows. It has 3 difficulty levels, so you can select the level of challenge you want. And it's even got a Sandbox mode where you can adjust all the settings like your HP, enemy HP, weapons, armour, traits, damage dealt etc... pretty much everything it seems! I've had great fun with it so far. :-)
Very interesting ideas and a lot of depth for career mode, there are tons of stats and options to play with. However, the combat mechanic is worse than Mount And Blade and since it's the core of the game, it's not a good sign... It's junky and really basic. You don't feel any impact at all.
steam只有推荐与不推荐,我的结论是: 你的意思是,在一个带着肉鸽元素,局外成长要靠游玩过程中的选项升级的游戏,这些积累会因为开局刷新角色而全部清零? 那是真的牛皮,都不知道制作组怎么想的,怕是脑子装的全是屎 而且开局刷人物真的恶心,出生、特性、装备些全随机,但凡出生可以选择都不至于那么操蛋,每次死亡都要花费大量时间刷出一个能玩的角色 还有就是那逼耐力系统,高了低了没什么区别,反正就是挥几下就空了,根本没有体现出技能提高带来的提升 部分出生的技能真的纯纯幽默,提升完全无法提供与出生缺陷相抵消,除了受训角斗士以外,每个角色都是一等一的残疾 说到残疾,断手断脚的特性贼他妈容易刷到,断手还加单手武器技能,勉强能玩,而断脚则是纯纯傻逼 哦,对了,也不知道为啥,反正这游戏没汉化全,至少三分之一的特性没有汉化,这更恶心了
Really excellent experience. Lots of variety based on character traits and weapon skills, and the draft mode is a great addition to mix up the gameplay. Each of the victory conditions presents its own challenge. Very satisfying but not overly complex combat system, feels very weighty and the additional throwing mechanic is good. Huge variety of armour and customisation with a relevant but not overbearing durability system. More accessible than Exanima. Good game.
I wish the controls were less jank and more guaranteed. Everytime I swing it feels like it might hit
I LIKE IT I BETRAYED EVERYONE ELSE FOR PURPLE LADY PURPLE LADY GOOD GREEN LADY CURSED ME IT MATTERS NOT, GREEN TW@ PURPLE LADY
this is 5x more buggy then the demo ever was wtf are you doing????
How does the combat get harder and worse? Loved the rest of the updates, but rag doll hits and thrashing is what this game has devolved into? Miss the old combat system :(
C'est quoi cette maj de merde qui rend le jeu vraiment plus dur pour rien ?