"Best-in-class sword duels, sabotaged at the login screen"
About
Gloria Victis is a free-to-play medieval MMORPG built around skill-based directional combat, the kind of mouse-driven swing-and-block fighting familiar from Mount & Blade rather than tab-target clicking. You pick one of three warring nations and fight over territory in open-world PvP, from one-on-one duels to castle sieges with dozens of players. Away from the front line, a player-driven economy runs on layered crafting: gather raw materials, level professions, and supply armies as a logistician or smith if combat isn't your thing. A starter island handles the tutorial before you reach the contested mainland. This is a 2025 relaunch under publisher Gamigo, with a battle pass and purchasable XP boosts attached.
Verdict
There's a better game buried in Gloria Victis than the one you actually boot up. The directional fighting and the genuinely player-run economy give it a backbone most free MMORPGs lack, and the siege battles can be the best thing it does. But the 2025 relaunch shipped with the same wounds it has always carried: hits that don't register, servers that lag through the big moments, login errors that keep people out for days, and a store that sells real advantage. Worth a look if the combat alone pulls you in, but go in knowing how much you'll fight the game itself before you fight anyone in it.
You'll like it if …
- +You came for Mount & Blade swordplay inside a persistent world and will forgive rough edges to get it
- +You enjoy logistics and crafting as a vocation, not a chore between fights
- +Large-scale faction PvP and siege politics are the whole appeal for you
You'll dislike it if …
- −Dropped inputs and rubberbanding in combat are dealbreakers, not quirks
- −You expect to log in and play without firewall and authentication detours
- −Paid XP boosts and a functional battle pass read as pay-to-win to you
Breakdown
- +Directional melee combat that long-time players rate among the best in any MMORPG, with real reading and timing in duels
- +Castle sieges and faction warfare turn into large battles that carry genuine tactical weight
- −Hits pass through blocks and fail to register, which guts the combat it builds everything on
- −Lag and rubberbanding wreck the timing the melee system depends on
- −Animations feel clunky enough that swings don't always read as landing
- −Ranger balance and a steep power curve leave a level 30 outmatched against level 70 with little recourse
- +Crafting runs from gathering through weapon and armor tiers, deep enough to play purely as a crafter or supply runner
- +The player-driven economy is genuinely player-supplied, not a token system
- +Territory control and skill trees give PvP-focused players a reason to keep building
- −Crafting demands an absurd time investment even before any paid shortcut enters the picture
- −Early progression drags before you reach the content that actually justifies it
- +The medieval war setting carries some atmosphere when the battles fill out
- −The starter island plays like a separate, duller game and explains almost nothing about what comes after
- −No meaningful characters or worldbuilding to speak of
- +Defenders accept the visuals at an indie scale, and the world holds together at a distance
- −Textures and animations look dated and clunky against any modern MMO
- −Server performance buckles in the big fights the game is sold on, with rubberbanding through sieges
- −Sound design barely registers in any review
- +When login holds and the server isn't full, the systems do connect into a working whole
- −Firewall and Steam Authentication errors lock players out for days, and the response has been silence
- −Server queues, crash-on-disconnect, characters getting stuck, items with missing descriptions
- −Onboarding hides basics: where crafting materials come from, what quests want, none of it is explained
- −The battle pass and store sell items with high functional value, which sours the free-to-play framing
score