Changelog:
- Fixed the bug that causes portrait duplication when you create a character using a default portrait after one created with a custom portrait
- Fixed custom portrait position in the exploration menu
- Added some corrections for the French localization
Hotfix: fixed the issue with the Inventory
Changelog:
- Added French localization
- Fix: Physical DMG dealt by spells is now modified by Spell Power Mod as intended
- Fix: buff/debuffs icons are now shown as intended over character portraits
- Fixed some errors for the Italian localization
Changelog:
- New portraits: I've replaced the old ones so I've removed any AI generated images left in the game
- Active Temple Blessings are now shown in the exploration menu
- Increased power of bosses
- The last bosses are even stronger
- Extra Info in combat available as option (right now this option shows ToHit dice rolls, let me know if you want more in-depth info)
- New music for the last boss fight
- Increased the ATK value obtained leveling up combat Masteries
- Increased the DMG dealt by high-level enemies
- Increased duration of negative effects caused by the "Exhausted" status
- Increased the variety of enemies encountered in the Provocationem Fati
- Fixed the bug for items in the last inventory page
Hotfix: Passive Skills page is now shown as intended
Changelog
- Increased the power of many of the active skills
- Fixed wining streak bug that caused problems with loot not being collectible
- Changed name of active skill "Faster than light" to "Quicksilver" (there was another passive skill with the same name)
- "No Mercy", "Focused Block" and "Demon Hunter" passive skills now increase their power with character level
- "Lack of Focus" passive skill depends on enemy level
- Increased morale reduction when missing the enemy
- Increased champions' power
- Increased "Defense" action effects for enemies: they now gain +20 def (instead of +15) and a 5% bonus to parry chance
- Enemies will use special skills more often
- Changed the "Trap Expert" exploration skill: now disarms the trap and grants some XP
- If the enemy is "Shocked" it does not increase its "special charge" even if he uses "Defense"
- Increased critical chance for all enemies
- Added a couple of decorative effects in the dungeons
- Added enhanced versions of the "Armor Breaker" and "Poison Flask" skills
- Fixed display of custom portraits on the inventory page
- Slightly increased HP for all enemies (and XP given on death)
- Added a new animation for "Rain of Arrows"
- Removed the terms "Round order mod" and "Encumbrance" and replaced them with "Initiative"
Changelog:
- Fixed the error that causes an expedition to wrongfully considered as "Abandoned" if you press the "Leave Dungeon" icon too fast
- Fix: now you can't walk over rotating pillars
- Fix: the secret wall in the Catacomb ad Septem Palumbas now triggers the notification as intended
- Increased Saving Throws for bosses
- Fix: Dies Irae can't go over 100%
- Fixed Exploration Skills using the gamepad / Steam Deck
- Fixed the layout of enemies info to allow more lines to be shown in Large Font mode.
Changelog:
- Fixed chest contents in dungeon 21
Changelog:
- Fix: correct the number of Action Points if you have passed your previous turn with at least 3 AP
- Fix: Stryx's death SFX volume and stereo pan
- Fix: "Mass Magic Armor" spell now works as intended
- Increased difficulty for Trial III
- Reduced the chance of obtaining rations of food after a combat
Version 1.0.0 of Ludus Mortis is now available. Thank you again for these months of feedback and suggestions. I will continue to update and upgrade the game during the next weeks and months, and I will continue to listen to your opinions. Changelog:
- Fixed Armor Durability value when you equip/unequip gear modified by the "Unarmored" Mastery
- You can now see how many door locks you have opened in every catacomb in the dungeon selection screen (note for Early Access users: you have to enter the catacomb once to fix the count)
Changelog:
- 3 new dungeons + 3 Post-game "Trials"
- Bleeding now has a cap of 5% Max HP / Round and every charge add 0.5% instead of 1%
- Poison DMG increased to 1d6 instead of 1d4 per charge
- New upgrades available for the Divine Potion
- Improved performances during the dungeon exploration
- Fix: male/female voice sfx
- Fix: deleting a character will no longer mess with the equipment of other gladiators
- Added a Unique Passive Skill for the Strix
- Balanced the ATK/DEF and other values for different enemies
Ludus Mortis version 1.0 will be published on March 6, 2024.
This will be just the beginning: in the coming months the game will continue to be updated with new content, new dungeons and much more.
Thank you again for your feedback and suggestions received during the Early Access period.
Hi, The Early Access period is coming to an end. Since the EA release (late September 2023), Ludus Mortis has improved in every way: now it has a better User Interface, more contents, and the gameplay is more balanced. I've released 20+ version of the game in the last 4 months with more than 300 improvements, fixes and new features, so thank you for every precious feedback you gave me. I will release another update with all the remaining 3 dungeons; this will complete the story arc and bring to conclusion the journey of the gladiators. After this update I will announce the Full release date, that is now really close. At the same time, I'm probably going to remove the demo from the store: it's really outdated and I think that it doesn't represent anymore the experience of the game (and I honestly I don't have time to update the demo, sorry!) Thank you again for all your comments and feedback: I think that Ludus Mortis has improved a lot during this period thanks to the community, so please continue to give me your opinion and suggestions, here on the Steam Community HUB or on my Discord Server.
Changelog:
- Added 2 new dungeons
- New Unique Passive Skills for most of the enemies: these skills grant some special powers in specific conditions and are unique for each type of enemy.
- You can now upgrade equipped items as well
- The max number of Action Points has been raised to 12
- Fix: now Action Points can't be higher than the Max number of AP for that character
- Events in dungeons (the big floating question marks) have been removed
- Fix: the "Spell Power Mod" do not modify any more the duration of buffs/debuffs
- Fix: "Dies Irae" is not modified anymore by the "Spell Power Mod"
- Fix: "Holy Ray" dmg now is correctly modified by "Spell Power Mod"
- Fix: the "Lockpick bar" was slightly imprecise
- Fix: missing key added in the catacomb of Basileo
- The Guardian of "Provocationem Fati" is chosen from a list of specific enemies (no more Fauns as dungeon boss!)
- "Provocationem Fati" is now unlocked after Catacomb of Zoticus
- Fix: common enemies will no longer drop Spiritus in the "Provocationem Fati"
- Increased to 15,000 the XP gained by consuming Spiritus
- Fix: "Counterattack" is no longer activated if the enemy is not targeting the character with the passive skill
- Fix: "Herbal Medicine" is no longer considered a spell (and so is no longer modified by "Spell Power Mod")
- "Moving Enemies" are now a little stronger than common enemies
- Fix: Crit Multiplier now is shown correctly in the character status screen
- Fix: if enemies find you when you are searching while hiding, you will lose the "hidden" status
- Fix: "Search" option is no longer grayed out if you still have enough Stamina
Changelog:
- One new dungeon available
- One new enemy type added to some of the previous dungeons
- New setting: remove gamepad vibration
- More customization options for portrait and voice in the character creation
- Fixed "Herbal Medicine" skill
- "Holy Ray" now deals fire damage as intended instead of physical damage
- Fixed "Constructor" and "Deus" achievements
- "Spell Power Mod" is now shown in the skill description
- "Corrosion" now can stack like bleeding and poison
- Fixed "currently equipped" description for shields
- Fixed "No mercy" skill effect
- Fixed locks in catacomb ad Saturninum
- Gymnasium is now unlocked when you collect the first scroll of Gaius Appuleius Diocles
- Fixed virtual keyboard error in the character creation screen
- Selected traits are now correctly shown
- Fixed "Burning Weapons" skill
- Fixed hints in catacomb of Basileo
Changelog
- Added a new dungeon
- Fixed "Spell Power Mod" for high level of INT
- Attributes limit is now 40 and you can increase them up to 25 using XP
- Reduced the cost of XP for increasing Attributes, modified the cost of skills and experience levels
- Reduced the amount of HP for high level enemies
- Changed some blessings available in the Templum
- Increased the effects of Morale
- If the average level of your party is higher than the dungeon level, you start the battle with higher Morale
- "Dominion of Terror" can't be activated in the first 30 days and is now limited to +3 lvl instead of +5
- Fixed "Dimachaerus" hit chance that could go over 90%
- New sfx for some enemies
- Fixed "Increased Ambrosia" event that wrongfully increased the enemies level as well
- Fixed "Solid Parry" effect
- Fixed the level of gladiators that wasn't correctly displayed in the roster page when you leveled up a character
- "Finesse" only works if the character doesn't equip a shield
- Fixed the secrets count in the Catacomb of Balbina
- Increased the dmg bonus of "fists-fighter"
- Elemental damage now correctly scales with the enemies level
- The level of "Provocationem Fati" now depends on the average level of the current party
- You can increase the level of "Provocationem Fati" to obtain more rewards during your exploration
- Chests in "Provocationem Fati" are initially "cursed" and cannot be open until you have a certain amount of "Provocationem points"
- Balanced the effect and cost of "Backstab"
- Increased to 30% the lowest chance of hitting an enemy
Changelog:
- New feature: the Faber Ferrarius can now upgrade your equipment using materials obtained by dismantling unwanted items.
- Fixed the "Search" action that could freeze the game
- Fixed the "Remove equipped items for gladiators not in the current party" action that could exclude some items
- Fixed the description of the catacomb of Saturninum
- Fixed the number of secrets shown in the map screen
- Increased the durability of armors of higher quality
Changelog:
- 2 new dungeons
- You can now transform resources in the Faber Ferrarius screen
- From the inventory screen you can now unequip every item from any gladiator that is not in your current party
- Increased the Intelligence effect on Spell Power Mod (0.15 per point instead of 0.10), so every spell is now more powerful
- New mechanic for "Provocationem Fati" (randomly-generated dungeons): now you have to collect "Provocationem Points" by killing enemies, collecting items and exploring the dungeon. Once you have enough points you can summon the Guardian of the dungeon for a battle. Also, you can now find Spiritus and unique Artifacts in the Provocationem Fati.
- New tutorials in the "Rethor" page: "Provocationem Fati", "Search" and "Spiritus"
- Reduced the Stamina cost of the "search" action
- You can now see on the mini-map if you have already used the "search" action in a square
- Fixed some text when the "Larger font size" option is enabled
- Bonuses obtained from the skills "Bow Expert" and "Fist-fighter" are now correctly shown in attack description in combat and counted for the average damage
Changelog:
- You can now respec the Divine Potion
- Increased the power of the Divine Potion (respec and ridistribuite points to update it)
- Modified a couple of status effects: "Mighty" now adds 50% physical DMG and "Weak" subtracts 50% physical DMG (melee AND ranged)
- Increased the effectiveness of "Defend" in combat: now you obtain +10 DEF, +10% Parry chance, DMG reduction x2 and reduces the chance of being targeted by the enemies
- 2 new achievements
- New mechanics on catacombs of Apronianus, Basileo, Ad Duas Lauros.
- Fixed text align (if the font is large) in the map screen.
- Modified the balance of the lockpicking
Quick Announcement: Ludus Mortis has earned the Verified tag for the Steam Deck. After a few weeks of optimization, the game has been updated and now the interface, texts and all functions are perfectly enjoyable using the Steam Deck.
- You can save/load party formations from the "Roster and Party" menu
- Fixed: custom portraits didn't work correctly in the exploration menu and inventory
- Increased XP obtained in battle and as reward when you complete a dungeon
Changelog:
- 2 new dungeons
- New enemies
- Improved Steam Deck and gamepad compatibility
- Improved the UI
- Increased the power of high level enemies
- You can now obtain 25% of the reward of HS and XP if you complete a quest after the first time
- Improved performances when the game is running full screen
- Fixed the calculation of the expedition cost: now is based on the number of quest completed by the party members, not by their XP level
- Fixed the winning streak that didn't reset when you leave the dungeon
- Fixed the amount of Ambrosia that you can find in a jar: now is based only on the "Jars of Tantalus" bonus, as intended
- Fixed a bug that caused the game to freeze if the entire party was "scared"
- Increased the "sickness" duration when you step on a trap/puddle
- Fixed a bug causing the game to slow down in the "Roster and Party" page
- You can now enter a custom gladiator's name using the gamepad/Steam Deck
Hi, Just a little update on the development of Ludus Mortis. I've slowed down a little the creation of new dungeons to prioritize gameplay balance, user interface optimization and bug fix. Nevertheless, in the next update you will find one or two new dungeons. Right now, I want is to further optimize the game for the Steam Deck New game mechanics and new enemies are ready: they will be distributed in the 10/12 dungeons that I still have to add to the game. The upcoming update will add the Gymnasium facility, that will allow to develop characters that are not in your active party; also, it will give you the opportunity to temporary boost gladiators stats. I'm planning to release the update in the next few days ;)
Changelog:
- Changed the autosave frequency and conditions: this should prevent stuttering and FPS drop
- Changed "Greater Dual Wielder" penalty from -5 ATK to 0
Changelog:
- New interface for the skill tree (skills are now arranged by mastery)
- New option: remove blood
- Reduced the amount of XP needed to increase Masteries and to buy Skills; increased the amount of XP needed to level up characters
- Fixed a bug that froze the combat if a character died when he/she was the last to act in the combat round
- Reduced the cost to craft Rare items
- High level enemies have new skills
- Increased the power of enemies skills
- Reduced the chance to find food rations in the dungeon
- Fixed the bug that prevent some "kill every fixed enemy" quests to be competed
- Fixed a bug that reduced damage dealt to enemies when they have few armor points left
- Added an hint during combats to show buffs and debuffs effects
- Fire/Ice/Thunder weapons buff now scale with the character level
- Added 4 new skills
Changelog:
- A new dungeon available
- Increased the power of every Active Skill
- New "Party Skill" available (see video below)
- New facility in the Architectus page (used to buy and upgrade the Party Skill)
- Increased the attributes cap to 30
- You can now change the character in the Skill and Masteries page (starting from the Roster page)
- Fixed Artifact images
- You can now unlock the Taberna (by beating the new dungeon)
- Challenge mode: visit the Taberna to accept a Challenge (revisit an old dungeon with new rules to increase the difficulty)
Changelog:
- New lockpicking mechanics. Now you have 3 options: using lockpicks, using Thraex's skill or charging the chest (see video)
- Fixed the chests containing artifacts bug
- Fixed armor text becoming too large
- You can now reroll a single attribute once during the character creation phase (for the dice rolls method)
- Increased the number of creation points to 45 (for the points distribution method)
Changelog:
- Fixed the "Catacomb of Abdon and Sennen" map
- Unused supplies are now saved when you leave the game
- In the roster management screen, you can now see what benefits you get when you upgrade an attribute
- Increased DMG dealt by traps. On "Very Hard" and "Extreme" spiked traps can now inflict wounds.
Changelog:
- Fixed Level 10 skill for Provocator
- Unused supplies are now saved if you complete the dungeon (you lose 75% supplies if you escape from the dungeon and 100% supplies if your party is destroyed)
- Added a cap for the number of supplies that you can have
- Fixed the secrets count for every dungeon
- Fixed the "scared" status
- Fixed mass healing effects
- Added an alert for general status effects (like Magic Vision or Sickness) that are about to expire
- Gladiators selling price is now based on how many quests they have completed instead of their level
- Increased the delay after a Sentinel see the party before it starts seeking again
- Fixed Turn undead effect
- Fixed auto-recycle for magic items
- Improved memory management to reduce memory leak
- Fixed durability that didn't increase with the mastery level
- The grid for the Masteries now is divided in groups of 4 instead of 5 (because you actually obtain upgrades every 4 levels)
Changelog:
- Added Custom portraits (shown everywhere except Roster, Skill selection and Mastery pages)
- Removed a chest in dungeon 8 that prevent a button to be pressed
- Fixed the starting number of potions
- Achievements are now shown in the Stage Clear page too
- Combats do not start anymore in the square occupied by an Event
- Multiple attacks at the same time (pressing mouse+keyboard) are not permitted anymore
- Fixed the count of items in the inventory after a loaded game
- Fixed the name of the character that's equipping an item in the inventory screen (for older saved game: please remove and re-equip the item to show the correct name)
- Added the portrait of the character that's equipping an item in the inventory screen (for older saved game: please remove and re-equip the item to show the correct portrait)
Changelog:
- Fixed the excessive memory usage bug
Changelog:
- Hotfix: hud stays on screen when you collect an item
- Small improvements for memory usage
Changelog:
- You can now create characters using points distribution
- Fixed the number of secrets of the catacomb of Callixtus
- You can now click on a portrait to select a character in the Roster management page
- Hotfix: removed invisible walls on Dungeon 4
Ludus Mortis is available right now in Early Access! You can play through the first 10 dungeons (+ infinite randomly generated levels): more content will be added in the next few weeks. Meanwhile, I need your feedback: join my discord server here https://discord.gg/RfUNc8w or use the community hub on Steam. Tell me what you think about the game, especially about user interface, characters development and difficulty balance.
Ludus Mortis will be available in Early Access starting from September 29, 2023.
The Early Access version will features every game mechanics and the first 10 dungeons to explore. I will add new dungeons constantly during the Early Access period.
I need your feedback to balance and improve the game for the final release. You can check the Store Page of the game to read the further details about the Early Access.
So, save the date: September 29, 2023 ;)
Hi, I've probably found an "easy" way to manage translations (and I do not mean using automated translations!), so I've decided to add a couple of languages to the game. The first one is the Italian language, because it's easier for me. As for the second one - according to the experience with my previous games - I will probably go for French or German, but I'm open to suggestions. What language would you like the game to be translated into? (not Latin please :D) I hope to have the translations ready for the launch of the game or at least in the weeks immediately after it.
Hi, It's been a while since the last update, sorry! I'm currently working on new game mechanics and now Ludus Mortis is even deeper and more rich of contents. This means that the development is taking a little bit longer than expected, but my goal is still to release the game this summer. I've taken notes on your feedbacks about the demo, and these are some changes that you will find in the complete game:
Context menu
Click the middle mouse button anywhere on the screen to view a context menu and perform quick actions during the exploration
Faster Combat
You can select the "Fast Combat" option in the setting menu to increase the speed of enemies
Faster Loading Times
You can already experience faster loading times in the last demo update, but I've reduced other loading times as well for the final game. Also, there are a lot of other improvements and plenty of new contents. So...Stay tuned, bye ;)
Ludus Mortis
68k Studios
68k Studios
2023-09-29
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 38
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Very Positive
(60 reviews)
https://store.steampowered.com/app/2197650 
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STORY
Rome, 4th Century AD. Over the last few decades the Senate has become corrupt and has progressively lost power and influence, while the Emperor Diocletian and his army ruled unchallenged outside the eternal city.
Seeking to return to a dominant position, the members of the Roman Senate decide to use necromancy to increase their power, creating an army of undead and demons to fight against imperial soldiers.
By waging war on its own emperor, the Senate has caused a rift in the Roman population, which slowly began to live in fear.
Year after year the armies of undead summoned by the Senate have taken over, imposing themselves on the senators and enslaving the Roman population.
In this climate of chaos, an ancient gladiatorial school continued to train soldiers for the games. But the purpose of these gladiators is now different: to rid the city of the undead and invaders...to allow Rome to return to its former glory.
GAMEPLAY
Ludus Mortis is a Grid-Based First Person Dungeon Crawler inspired by classic cRPG from the 80s and 90s.
It's a party-based RPG ("blobber") with turn-based combat.
KEY FEATURES
- Create your characters choosing from 14 classes
- Manage and develop you Ludus (Gladiator School) by improving facilities, acquiring gladiators, crafting new equipment.
- Explore catacombs and dungeons.
- Manage your party changing formation, equipment and skills: you can try different combinations for every different dungeon.
- Turn-based combat: think carefully and use your Action Points wisely.
- Randomly-generated loot with thousands and thousands of different combinations
ABOUT THE DEVELOPER
68k Studio is based in Rome, Italy. We have been developing games for more than 10 years drawing inspiration from classic old-school cRPGs.- Processor: Intel Core2 Quad Q9400 @ 2.66GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: ATI Radeon HD 5700 series or better
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