Mortal Online 2 Reviews
A persistent sandbox world. No classes or levels. Train the skills you want for your own unique build. Player-driven trade, economy, and housing. Millions of crafting combinations. First-person immersive combat. Exploration. Bosses. Full loot, full PvP. The world of Nave is yours - who will you be?
App ID | 1170950 |
App Type | GAME |
Developers | Star Vault AB |
Publishers | Star Vault AB |
Categories | Steam Achievements, Steam Cloud, Multi-player, Steam Leaderboards, Stats, MMO |
Genres | Indie, Action, RPG, Massively Multiplayer |
Release Date | 25 Jan, 2022 |
Platforms | Windows |
Supported Languages | English, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Traditional Chinese, Russian, Czech, Polish, Swedish |
Age Restricted Content
This content is intended for mature audiences only.

12 943 Total Reviews
7 870 Positive Reviews
5 073 Negative Reviews
Mixed Score
Mortal Online 2 has garnered a total of 12 943 reviews, with 7 870 positive reviews and 5 073 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Mortal Online 2 over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
2914 minutes
I was good when it didn't have a monthly fee.
Now it has a monthly fee, and less than 1000 daily players.
It is dead.
👍 : 2 |
😃 : 0
Negative
Playtime:
3880 minutes
Besides the horrible optimization and loads of bugs i ran into a different issue one that made me vow to never play this game again. As you all know you get thirty days of free play time when you purchase the game and i went ahead and played past that and subscribed for another month because even though the game was having issues and wasn't running the best i was still willing to keep playing. Well, before my subscription was over probably two and a half weeks before i cancelled my subscription and said that i did not want to renew and deleted my card from whatever the name of that payment processor they use is and sure enough they charged me for another month. Luckily my bank notified me of the transaction and i called them and stopped the payment but charging someone who deleted their card from your service is ridiculous.
👍 : 7 |
😃 : 0
Negative
Playtime:
618 minutes
The game offers many interesting features, but there are also some drawbacks. Overall, it leaves a good inpression, however I want boats that in this game so let’s vote that next people.
👍 : 2 |
😃 : 0
Positive
Playtime:
28139 minutes
This game has, quite possibly, the highest potential out of any mmorpg ive seen, and I mean that. If you took this game away from these incompetent devs and handed it to some people with actual brains, motivation, care for the entire community, and understanding of how MMO's work, you'd have a decades long title with an actual player base. However, that's all this game is. Lost potential.
The devs, and i'll put this nicely, are not the smartest. They actively introduce things that make the game worse, combat abilities, subscription, fledgling system etc, regardless of what the majority of the player base wants. And they will do whatever it takes, it seems, to cater to the same 200 players that moved from MO1, even if that means the player base drops to just those 200. It's insanity. This could not have been better represented than with the fledgling system which, what I guess was, an attempt to pull in new players. For those new players who don't know what the fledgling system is, its a big yellow bullseye and doesn't actually do anything other than being easier to see than blue. People will see yellow and know you're an easy target. They don't seem to care that half of the already dwindling population, probably the same people that came from MO1, consists of sociopaths who camp new players, posts their heads in GWC and calls them slurs, which just further serves to dwindle the population of those new players the devs baited with a color change.
Ultimately, MO2 cannibalizes itself, and this is due to multiple factors, one of which is the game being an 80% empty sandbox. Meaning that, while these weirdos attacking yellows are definitely sociopaths, they aren't given much of a choice in the matter. The map is huge. Which is great and all, until you realize it's almost completely empty. Leaving most people with nothing to do other than sit in GWC talking shit while waiting for a naked to wander into a graveyard so they can rack up murder charges for 0 profit. But don't worry, gamers! They're adding ANOTHER empty continent which will be sure to pull in new players! Again, not the smartest devs.
I often see and hear the excuse of this game being "niche" or "not for everyone". Sure, so are souls game. Which have more than 600 concurrent players. The excuse of this game being "niche" is nothing more than an excuse for a subscription. These dev's actually force players to pay a sub on top of the probably multiple accounts many hardcore MO fans have already paid for. All in a last ditch effort to make another buck off an already dead game. Another great decision. I wish I could say this game is going to change for the better one day, I really do. But, it won't. I could list a 100 different ways to make this game appeal to both new and concurrent players, but the dev's can't seem to find one. So, my recommendation, don't Buy, let it die.
👍 : 6 |
😃 : 1
Negative
Playtime:
71883 minutes
Star Vault always disappoints. Yet again SV drops large patch disregarding player voting to wait and release combat abilities after polishing further. The patch introduced a horde of bugs as they usually do and the devs have been on vacations going on 2 months now. terrible company
👍 : 1 |
😃 : 0
Negative
Playtime:
8820 minutes
I did enjoy this for a time, but I always felt like the entire point of the game was to get zerged down by big groups of players.
Combat was not very good in my honest opinion and there are huge balancing issues when it comes to melee combat. Somebody with better gear can just keep trading you hits until the fight is over. There is no way to interrupt another player's swing like in most other melee sword fighting games.
The subscription model and territory control additions were not my cup of tea. You have to login to pay taxes on your buildings, which I really do not enjoy. Having to keep an active subscription to login and pay taxes killed the game for me. I like a game that I can put on pause for a time and come back with all of my possessions in tact.
I like a game where I can play many different types of characters and this game does not offer it. You can have two characters per account currently which is better than before, but it limits you severely on trying different play styles. There is also the massive grind to obtain resources. I found that most of my time was spent mining to keep my metal stores up, which can be difficult to do, because gear doesn't last very long and you generally die and lose it before you can break higher quality items anyway. I feel like if they added a way to fix your gear, it would feel better.
I wanted to like this game, but it feels unfinished in it's current state, and unless you can dedicate half you life to it, you can't really be competitive.
👍 : 7 |
😃 : 0
Negative
Playtime:
6075 minutes
I would only play this game without a subscription. Asking us to pay with no NA servers is absurd, DO NOT BUY THIS GAME! I wanted to love it, I get it. But you will regret the purchase.
👍 : 14 |
😃 : 0
Negative
Playtime:
13479 minutes
Overall, I like this game. This will be a fairly long review, so here's the TLDR: It's an open-world simulation game set in a (reasonably) realistic fantasy world. With recent PVP changes, it's highly accessible. However, the world can feel dead at times, and it requires a time sink in order to progress.
How I personally feel the game should be played: Treat it like a simulation game, not an MMORPG. It's much more like DayZ than WoW. Arguably, it's more like DayZ than it is EVE, it's most cited competitor. The game wants you to be considering logistics, managing risk vs reward, experimenting with different gameplay routes, and engaging in a split between PVE, PVP, crafting, trading, exploration, and of course, keeping an eye over your shoulder 24/7 because anyone can and might try to kill you. You don't start off as a hero, you start off as a literal peasant, scraping by for gold, skills, spells, and more. After putting in a long time (of which, I'm barely there yet), you'll naturally both get better in terms of skill, gear, mechanics, and new late-game mechanics like Mastery. Fortunately, after a certain point, the bonuses become extremely incremental. Someone with an extra thousand hours may deal 5% more damage than you, but realistically, you can out-skill anyone (the dueling pits taught me that playtime =/= skill).
What I like:
The combat is pretty fun, albiet slower-paced than something like Chivalry.
The crafting system, housing system, territory owning, and simplistic optional quests are all pretty good. Like every system in every game, it could be improved, but what's there is great. My only real complaint is a lack of even minor teraforming tools. You see great bridges built by npcs all over the world, but there's no way to really build one. I'm not saying I'd want free-form Wurm-style teraforming, but I'd certainly like more options for leaving a mark on the world in an immersive way.
The PVP system, particularly if they continue going in the direction they are, is really fun. They recently implemented fairly harsh penalties for KOS inside friendly territories. While there are still ways to grief, it's caused an immediate and very noticeable decrease in new player gank squads. PVP is very much active in the wilderness, in dueling pits, via guild wars, territory control, and the occasional bandit player. However, it's significantly less intrusive and can be avoided for the most part. I mentioned them, but dueling pits in major cities are an excellent way to safely learn PVP. Not only that, but you'll become better than most of the casual bandit players pretty quickly.
The exploration is pretty fun, but with the caveat that the incredibly static world holds it back a lot.
Finally, character building has a TON of depth and there's freedom to change your build as you go, rather than needing to make a whole new character.
What I dislike:
The world is incredibly static and feels unlived in most of the time. Every NPC stands perfectly still or makes the exact same route up and down a road forever. Any town or city that isn't filled to the brim with players is a dead zone. Even simple things, like a few NPCs who travel the town , holding a bread basket, a few lines of dialogue between merchants, or a few purposeless NPCs who visibly mine, farm, transport cargo, etc. would make the world feel infinitely more alive. The world itself needs wandering mobs and travelling NPCs, random world events, or something to make it feel like people actually live in the world. They have a new regional invasion event, and randomly spawning low-level bandits to jump you, so it's heading in the right direction, at least. This is where minor teraforming tools, like bridges, custom roads, farmlands, animal pens, town walls, etc. would also make the world itself feel like a real world. It just confuses me that you're supposed to be as immersed as possible, but only the static NPCs can build stuff, but never on-screen. They just built these massive mighty structures while everyone was looking the other way, I guess.
Finally, the community is a mixed bag. I've personally had far more positive experiences than negative, but this game can also attract the truly worst people in the world. I've seen them out there, but after the PVP changes, they mostly just cry in general chat and occasionally lash out by attacking people's horses. Find the cool people, make fun of the rest, treat the game more like DayZ than WoW, and you'll have a good time.
👍 : 7 |
😃 : 1
Positive
Playtime:
1207 minutes
Feels like the entire game is designed to benefit massive guilds. They dominate spawns, control resources, and always seem to be in the right place at the right time for rare loot. Small guilds and solo players don’t stand a chance unless they want to be punching bags. The game talks about “risk vs reward,” but right now it’s just “numbers = reward.”
👍 : 19 |
😃 : 1
Negative
Playtime:
27337 minutes
This game had a decent community when it first launched, yes it dropped off, and no having a subscription won't increase or maintain the current population of the game, the game was already having some issues maintaining players, and now you want to get rid of those who would stay by telling them to pay up, try dlcs, or try cosmetics, this is not the way.
👍 : 23 |
😃 : 1
Negative