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Mortal Glory similar games & best alternatives

Mortal Glory

PC (Microsoft Windows) • 2020

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Quick resume

Mortal Glory is a fantasy-themed tactical roguelike game about recruiting a team of gladiators and pitting them against brutal competition in a blood-soaked tournament. Train your gladiators, find a legendary sword, learn ancient spells, recruit a celebrity, cheat - do whatever it takes to bring glory to your name!

Global score

87/100

Genres

Indie, Role-playing (RPG), Simulator, Strategy, Adventure, Turn-based strategy (TBS)

Similar games

    Pros

    • Addictive tactical combat loop
    • Meaningful team customization and progression
    • Good replayability with unlockable challenges
    • Active and responsive developer
    • Fair price and value

    Cons

    • High rng can be frustrating
    • Limited environment and visual variety
    • Lack of multiplayer or social features
    • Ui could be improved for quality of life
    • Some difficulty spikes and balance issues

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have extensive control over character builds, gear customization, skill selection, and team management, allowing for personal freedom and strategic decision-making."

      Capsule for Lootun Lootun

      "Players freely choose and customize their team composition, equipment, and strategies each run, with meaningful decisions on upgrades and tactics."

    • Competence

      Game with the same Competence vibe

      4

      "The game offers challenging combat, tactical depth, and skill-based progression; players feel rewarded for mastering mechanics and overcoming difficult encounters."

      Capsule for Moonring Moonring

      "The game offers strategic depth, skill-based turn-based combat, and meaningful progression, rewarding player mastery and min-maxing."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on solo roguelike runs and personal progression without direct player-vs-player competition or leaderboards."

      Capsule for Commander Quest Commander Quest

      "Focus is on personal progression through roguelike runs rather than direct player-vs-player competition or leaderboards."

    • Continuation

      Game with the same Continuation vibe

      4

      "High replayability with addictive progression loops, encouraging many hours of habitual play and repeated runs."

      Capsule for Deadzone: Rogue Deadzone: Rogue

      "High replayability with many runs, unlockable challenges, and addictive gameplay loops encourage habitual play."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay centers on managing own gladiator guild and battles; no cooperative or multiplayer modes currently."

      Capsule for Gladiator Guild Manager: Prologue Gladiator Guild Manager: Prologue

      "Gameplay centers on managing a personal team of gladiators with no multiplayer or cooperative modes."

    • Creativity

      Game with the same Creativity vibe

      3

      "Players customize and develop characters, choose equipment and tactics, and experiment with builds and strategies."

      Capsule for Battle Brothers Battle Brothers

      "Players customize team builds, equipment, and skills, experimenting with different combinations and strategies."

    • Domination

      Game with the same Domination vibe

      -4

      "Interactions are single-player focused with no evidence of exerting control or superiority over other players."

      Capsule for Warhammer 40,000: Chaos Gate - Daemonhunters Warhammer 40,000: Chaos Gate - Daemonhunters

      "Interactions are single-player focused with no evidence of exerting control or superiority over other players."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as an intense, immersive escape into gladiatorial combat and progression."

      Capsule for We Who Are About To Die We Who Are About To Die

      "Players use the game as a fun, engaging distraction with immersive fantasy gladiator battles and progression."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily for enjoyment and challenge, with no indication of obligation or external pressure."

      Capsule for Defense Grid: The Awakening Defense Grid: The Awakening

      "Players engage voluntarily for enjoyment and challenge, with no indication of obligation or external pressure."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "The game encourages trying different strategies, unit builds, and tactical approaches to overcome challenges."

      Capsule for The Great Villainess: Strategy of Lily The Great Villainess: Strategy of Lily

      "The game encourages trying new team builds, equipment setups, and tactical approaches each run."

    • Exploration

      Game with the same Exploration vibe

      -2

      "Gameplay focuses on arena battles rather than exploration of new areas."

      Capsule for Wheelchair Wizards Wheelchair Wizards

      "The game has limited environment variety and focuses on repeated arena battles rather than exploration."

    • Expression

      Game with the same Expression vibe

      3

      "Players express themselves through customized inventory layouts and build styles, though visual customization is limited."

      Capsule for God Of Weapons God Of Weapons

      "Players express themselves through team composition, equipment choices, and skill builds, though visual customization is limited."

    • Fantasy

      Game with the same Fantasy vibe

      4

      "Set in a fantasy world with heroes, magic cards, and mythical races, providing imaginative fiction."

      Capsule for Legends of Callasia Legends of Callasia

      "Set in a fantasy gladiator world with races, magic, and mythical elements, providing imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      -4

      "The game is single-player with minimal social connection or community interaction described."

      Capsule for NEOVERSE NEOVERSE

      "The game is single-player with minimal social connection or community interaction described."

    • Growth

      Game with the same Growth vibe

      4

      "Players develop skills, knowledge, and strategies over time; characters level up and improve."

      Capsule for Darkest Dungeon® Darkest Dungeon®

      "Players develop skills in strategy and team management, and characters grow through leveling and equipment."

    • Health

      Game with the same Health vibe

      -4

      "The game involves sedentary play with no physical activity or health-related features."

      Capsule for Devil May Cry 5 Devil May Cry 5

      "The game involves sedentary play with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention for tactical combat and management; not suited for passive or background play."

      Capsule for Siralim 2 Siralim 2

      "Requires focused attention during tactical combat and management, not suited for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "No evidence of forming close relationships or emotional social interactions within the game."

      Capsule for Superliminal Superliminal

      "No evidence of forming close relationships or emotional social interactions within the game."

    • Leadership

      Game with the same Leadership vibe

      3

      "Players lead and manage a guild of gladiators, making strategic decisions and directing team composition."

      Capsule for Gladiator Guild Manager Gladiator Guild Manager

      "Players lead and manage a team of gladiators, making strategic decisions and guiding their development."

    • Progression

      Game with the same Progression vibe

      5

      "Strong emphasis on accumulating items, upgrades, skills, and character power through runs."

      Capsule for Rogue Fable III Rogue Fable III

      "Strong emphasis on accumulating items, upgrades, and character growth through repeated runs and battles."

    • Relaxation

      Game with the same Relaxation vibe

      2

      "Gameplay balances challenge and flow, providing satisfying tension release."

      Capsule for Total War: NAPOLEON – Definitive Edition Total War: NAPOLEON – Definitive Edition

      "Gameplay balances challenge and flow, providing satisfying tension release but can be punishing at times."

    • Sensation

      Game with the same Sensation vibe

      2

      "Enjoyable sound effects and visuals provide sensory stimulation, though graphics are moderate."

      Capsule for Beach Invasion 1944 Beach Invasion 1944

      "Enjoyable sound effects and visual feedback enhance the sensory experience, though graphics are simple."

    • Status

      Game with the same Status vibe

      -3

      "No social status or recognition systems; achievements are personal and not socially visible."

      Capsule for Metro Sim Hustle Metro Sim Hustle

      "No social status or recognition systems; achievements are personal and not publicly visible."

    • Story

      Game with the same Story vibe

      -2

      "Minimal narrative or lore; gameplay focuses on action and progression rather than story immersion."

      Capsule for StarBreak StarBreak

      "Minimal narrative or lore; gameplay focuses on tactical battles and progression rather than story immersion."

    • Strategy

      Game with the same Strategy vibe

      5

      "Core gameplay revolves around tactical turn-based combat and strategic army management."

      Capsule for King's Bounty: Armored Princess King's Bounty: Armored Princess

      "Core gameplay revolves around tactical turn-based combat and strategic team and resource management."

    • Thrill

      Game with the same Thrill vibe

      3

      "Competitive matches and RNG elements create suspense and excitement."

      Capsule for Alpha League Alpha League

      "Random events and RNG elements create suspense and excitement during matches."

    • Value

      Game with the same Value vibe

      4

      "Players report high enjoyment and replayability for the price, considering it a good value."

      Capsule for DICEOMANCER DICEOMANCER

      "Players report high enjoyment and replayability for the price, considering it a good value purchase."

    • Violence

      Game with the same Violence vibe

      4

      "Combat involves gladiatorial fighting and defeating opponents, with cartoonish violence."

      Capsule for Swords and Sandals Classic Collection Swords and Sandals Classic Collection

      "Combat involves fighting, knocking out, and defeating opponents in gladiatorial battles."

    • Survival

      Game with the same Survival vibe

      4

      "Players manage risk and resource allocation to keep gladiators alive and progress through challenges."

      Capsule for Gladiator Guild Manager Gladiator Guild Manager

      "Players must manage health, injuries, and resources to keep their gladiators alive through challenging fights."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Violence. It leans lower than usual among comparable games on Story, Exploration.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026