This Mordhau Successor Just Dropped Its First Devblog and the Combat Looks Brutally Satisfying

Ad Mortem just dropped its first developer blog on November 30, 2025, and if you’ve been craving a proper successor to Mordhau with modern visuals and expanded gameplay modes, this might be exactly what you’ve been waiting for. Developed by Head On Studios and led by GIRU, one of Mordhau’s most skilled and recognizable players, the devblog provides an eight-minute deep dive into the pre-alpha combat system that blends familiar mechanics with fresh innovations designed to address issues that plagued previous melee slashers.

The game is being built on Unreal Engine 5 and features competitive 5v5 ranked PvP, casual 10v10 battles, 1v1 dueling, and a co-op PvE mode where up to four players descend into deity domains fighting waves of enemies. The Kickstarter campaign is currently live after reaching over 100% funding in under 33 hours, proving there’s massive appetite for a mechanically deep medieval combat game that learns from Mordhau and Chivalry’s strengths while fixing their weaknesses.

Gaming controller with dramatic colorful RGB lighting on dark surface

Real-Time Physics-Based Combat

The core of Ad Mortem’s combat system revolves around real-time weapon collision detection without phantom hitboxes. When your blade connects with an enemy, it’s because the weapon model physically struck them in real-time rather than triggering an invisible damage zone. This creates tactical depth where skilled players can manipulate swing trajectories to bypass defenses or exploit positioning errors.

Attacks can be comboed together with unique properties depending on which strikes you chain and what weapons you’re wielding. The devblog shows smooth transitions between horizontal slashes, overhead strikes, and thrusts that flow naturally rather than feeling like discrete button presses. The goal is making combat feel meaty and impactful where every connection delivers satisfying weight.

Defense works through active blocking rather than automatic parrying. Players must time their blocks correctly and position their weapons to intercept incoming attacks. Successful blocks create opportunities for ripostes, fast counterattacks that punish opponents who overcommit to aggression. The risk-reward balance encourages reading your opponent rather than spamming attacks hoping something lands.

Movement and Positioning Matters

Ad Mortem features a full torso movement system with sprinting, jumping, crouching, and independent upper body rotation controlled by mouse movement. This creates opportunities for skilled players to duck under horizontal swings, jump over low strikes, or matrix-dodge attacks through precise timing and spacing awareness.

Each class has unique movement tuning affecting walk speed, sprint speed, acceleration, ground friction, and numerous other parameters. Lighter classes move more agilely with faster acceleration and tighter turning, while heavier classes trade mobility for survivability and hitting power. This reinforces class identity beyond just weapon differences.

The ability to weave in and out of attack range creates a spacing meta similar to fighting games where footsies and positioning become as important as reading your opponent’s attacks. Good players will use movement to bait whiffs and create punish windows rather than facetanking damage and hoping their DPS wins.

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Feints, Morphs, and Mind Games

Attacks can be cancelled or feinted using the Q key by default, allowing players to bait blocks or parries before committing to real attacks. If your opponent falls for the feint by blocking early or repositioning poorly, you need to capitalize quickly with precise follow-up strikes. This creates psychological warfare where reading your opponent’s habits becomes crucial.

Morphing takes feinting further by canceling one attack and immediately transitioning into a different strike. You might start an overhead chop, morph into a thrust, then morph again into a horizontal slash, constantly changing your attack patterns to keep opponents guessing. Mastering morphs separates skilled players from button mashers who can’t adapt to unpredictable offense.

The universal bash mechanic provides a fast, low-damage interrupt for punishing poor offense or catching defensive players off-guard. Bashes can break block attempts, interrupt wind-ups, or create openings when opponents turtle too much. This prevents matches from becoming passive staring contests where nobody wants to attack first.

The Rage System and Power Moves

Every weapon and class features unique rage mechanics layered over the core combat. Rage creates snowball potential and enhances weapon and class identity through brutal power moves and intricate utilities rewarding high-skill execution. These aren’t I-win buttons or ultimate abilities that auto-kill opponents, but they provide significant advantages when used correctly.

Some rage abilities have unique properties when comboed with specific attacks or used as ripostes after successful blocks. The integration into the core combat loop makes them feel like extensions of your moveset rather than separate systems. In co-op mode, rage abilities can be upgraded to unnaturally powerful levels for clearing waves of enemies.

The devblog emphasizes that rage mechanics differ significantly between weapons and classes. A heavy weapon might gain devastating charged attacks that can break through multiple enemies, while a lighter weapon could unlock rapid multi-hit combos or enhanced mobility. This variety encourages experimenting with different loadouts rather than settling on one optimal build.

Esports gaming arena with colorful LED stage lighting and professional competitive setup

Why GIRU Leading Development Matters

GIRU is one of Mordhau’s most skilled and recognizable competitive players, known for tournament victories and gameplay videos showcasing high-level techniques that casual players couldn’t replicate. Having someone with his competitive pedigree leading Ad Mortem’s combat design suggests the team understands what separates good melee combat from great melee combat at the highest skill levels.

Reddit discussions about the devblog highlighted excitement specifically because GIRU is involved. Players recalled watching him navigate through opponents effortlessly when Mordhau launched, exploiting game mechanics and demonstrating what’s possible when skill ceiling meets proper execution. His involvement suggests Ad Mortem will avoid the animation exploitation issues that plagued Mordhau’s competitive scene.

The concern is whether having top-tier competitive players design combat creates systems that feel miserable for casual audiences. Mordhau suffered from this problem where the skill gap became so vast that new players got destroyed instantly and quit. GIRU and the team need to balance mechanical depth with accessibility so average players can enjoy themselves even when losing to better opponents.

The PvE Co-Op Hook

Ad Mortem’s co-op mode might be its secret weapon for player retention. Up to four players descend into deity domains, cutting through minions and eluding shadows hunting your party. You must survive and escape before losing your sanity, creating tension beyond just killing enemies. The mode includes loot, character progression, and increasingly challenging dungeons designed for extended play sessions.

Reddit users expressed particular enthusiasm for the PvE component as a solution to Mordhau’s retention problems. Competitive melee games are niche by nature, and brutal skill curves push casual players away quickly. Having a co-op option where you fight AI enemies alongside friends provides a lower-stress environment for learning mechanics without getting stomped by veterans every match.

The rage system apparently works differently in co-op, allowing upgrades to unnaturally powerful levels for clearing massive enemy waves. This suggests the PvE mode embraces power fantasy rather than demanding the same precision as PvP. Players can experiment with builds, practice techniques, and enjoy meaty combat without the psychological pressure of losing to other humans repeatedly.

Gaming tournament stage with dramatic lighting and professional competitive gaming setup

Fixing Mordhau’s Mistakes

Head On Studios formed specifically because the team shared frustrations with how Mordhau and Chivalry handled post-launch support. Mordhau’s developers failed to address critical issues around animation exploitation, new player retention, and content updates that kept communities engaged. Chivalry 2 focused heavily on scenario-based fights and spectacle but sacrificed the combat precision that competitive players craved.

The big question is whether Ad Mortem can make melee combat enjoyable for less-skilled players while maintaining the depth that hardcore fans demand. One Reddit comment captured this concern perfectly: melee games are challenging to sell commercially, and creating environments where players enjoy themselves even when losing is crucial for sustainable populations.

The PvE mode directly addresses this by providing a space where skill development happens organically through cooperation rather than getting demolished in PvP over and over. The casual 10v10 mode offers chaotic fun where individual performance matters less than in competitive 5v5 ranked matches. Community servers support various game modes including team deathmatch, free-for-all, and 1v1 dueling, catering to different playstyles.

The Visual Upgrade

Being built on Unreal Engine 5 gives Ad Mortem a significant visual advantage over Mordhau’s dated graphics. The devblog footage shows detailed character models, fluid animations, and environmental effects that match modern standards rather than looking like a budget indie title. This matters more than it should because visual presentation affects perceived value and attracts casual audiences who might overlook mechanically solid games that look rough.

The art style blends medieval authenticity with dark fantasy elements fitting the lore about corrupted deities and eternal Vessels unable to pass into the afterlife. The world of Contrara is divided between the Palisadean faction and the Hantrii outcasts who manipulate entropy itself through forbidden research. This narrative framework justifies the co-op dungeons and provides context beyond just stabbing people for fun.

Reddit comments specifically mentioned that Ad Mortem looks like Mordhau and Chivalry 2 with updated graphics and contemporary art style. For players who loved those games mechanically but wished they looked better, that’s exactly the pitch they wanted to hear. The UE5 foundation also enables future graphical improvements as the engine evolves without requiring complete rebuilds.

Gaming PC setup with RGB lighting and mechanical keyboard displaying competitive game

The Kickstarter Success

Ad Mortem’s Kickstarter launched and hit over 100% of the initial funding goal in under 33 hours, demonstrating strong community interest. The campaign remains active as the team pushes for stretch goals that enable more ambitious features and potentially allow some developers to work full-time rather than squeezing development into nights and weekends around day jobs.

The rapid funding success validates that an audience exists for mechanically deep melee slashers when they’re executed properly. Mordhau sold over 2 million copies, proving the market is real despite being niche. Chivalry 2 moved substantial units across multiple platforms. Players want these experiences but have been underserved as both previous titles struggled with post-launch support.

Head On Studios is a small indie team rather than an established studio with AAA resources. This creates both opportunities and risks. Small teams can move quickly, implement feedback rapidly, and maintain direct community engagement. They also face resource constraints, longer development timelines, and risks of running out of money before finishing the product. The Kickstarter helps mitigate financial pressure but success depends on efficient execution.

Community Concerns and Questions

Reddit discussions about the devblog raised several legitimate questions. One HEMA practitioner asked if you can cancel swings mid-motion since real combat allows halting attacks. The answer is yes through the feint and morph systems, though you can’t cancel during the active damage frames when the weapon is actually striking, similar to Chivalry 2 and Mordhau.

Others noted that swing speeds looked inconsistent in footage, sometimes appearing sluggish and other times reasonably quick. This relates to the acceleration mechanic where body rotation affects strike speed. Swinging left-to-right while turning your torso right speeds up the attack, a technique carried over from Mordhau that rewards understanding the system.

Some veterans worried about whether Ad Mortem will avoid becoming a pure dueling game catering exclusively to hardcore 1v1 players. The developers explicitly designed multiple modes including team-based objectives, casual 10v10 chaos, and co-op PvE to serve broader audiences. Whether execution matches intentions remains to be seen after launch when player populations naturally gravitate toward preferred modes.

Release Timeline and Platform Plans

Ad Mortem is currently in pre-alpha development with no confirmed release date beyond eventually launching on PC via Steam. The Kickstarter campaign mentioned alpha access for backers, suggesting playable builds exist internally but aren’t ready for public consumption. Based on typical indie development cycles, expecting a 2026 or 2027 release seems reasonable barring major complications.

The game will launch on PC initially with controller support, though keyboard and mouse will likely remain the competitive standard for precision aiming and rapid camera control. Console versions haven’t been announced but could come post-launch if the PC release succeeds commercially. Cross-platform play between PC and consoles faces technical and balance challenges in skill-based melee games.

Community server support and modding tools have been mentioned, suggesting the developers want to enable grassroots content creation rather than controlling everything centrally. This aligns with Mordhau’s successful community server ecosystem that kept players engaged long after official support waned. Dedicated servers and custom game modes extend longevity dramatically for niche multiplayer titles.

FAQs

Who is developing Ad Mortem?

Head On Studios, a small indie team led by GIRU, one of Mordhau’s most skilled competitive players. The team formed through their shared passion for melee slasher games and frustrations with how previous titles handled post-launch support.

What engine is Ad Mortem built on?

Unreal Engine 5, giving it modern graphical capabilities and visual fidelity that surpass older titles like Mordhau. The engine choice enables detailed character models, fluid animations, and environmental effects matching current generation standards.

What game modes does Ad Mortem include?

Competitive 5v5 ranked PvP with objectives, casual 10v10 battles, 1v1 dueling in the Duelyard, 4-player co-op PvE dungeons, and community servers supporting various custom modes including team deathmatch and free-for-all.

How does the rage system work?

Every weapon and class has unique rage mechanics that provide powerful abilities rewarding skilled execution. These aren’t ultimate abilities but integrate into the core combat through special properties when comboed or used as ripostes. In co-op, rage abilities can be upgraded to extremely powerful levels.

Can you cancel attacks in Ad Mortem?

Yes, through feinting (Q key by default) and morphing systems. You can cancel attacks during wind-up and recovery phases but not during active damage frames when the weapon is striking. This matches Chivalry 2 and Mordhau’s mechanics.

When does Ad Mortem release?

No confirmed release date yet. The game is in pre-alpha development with a Kickstarter campaign currently active. Backers will receive alpha access, but general release likely won’t happen until 2026 or 2027 based on typical indie development timelines.

Is Ad Mortem coming to consoles?

PC via Steam is confirmed with controller support. Console versions haven’t been announced but could come after PC launch if the game succeeds commercially. Cross-platform play faces balance and technical challenges in skill-based melee games.

How is Ad Mortem different from Mordhau?

Built on Unreal Engine 5 for modern visuals, includes 4-player co-op PvE dungeons alongside PvP modes, features a rage system for powerful abilities, and is being designed by competitive players who understand high-level mechanics while trying to improve accessibility for casual audiences.

Conclusion

Ad Mortem’s first devblog demonstrates that Head On Studios understands what made Mordhau and Chivalry special while recognizing where both titles fell short. The real-time physics-based combat with proper hit detection, deep feinting and morphing systems, class-specific movement tuning, and rage mechanics layered over the core loop all point toward mechanical depth that rewards mastery without requiring hundreds of hours before you can enjoy yourself. Having GIRU lead combat design provides credibility with competitive players who demand precision and skill expression, though the real test is whether the team can simultaneously satisfy hardcore duelists and casual players who just want to swing swords with friends. The co-op PvE mode might be the secret weapon that solves retention problems plaguing previous melee slashers by providing a lower-stress environment for learning mechanics while still delivering satisfying combat. Building on Unreal Engine 5 gives Ad Mortem the visual polish to compete with modern titles rather than looking like a budget throwback, which matters tremendously for attracting players beyond the hardcore niche that already loves this genre. The Kickstarter hitting 100% funding in under 33 hours proves demand exists, but execution during the long development road ahead will determine whether Ad Mortem becomes the definitive melee slasher or just another promising project that couldn’t quite deliver. For now, the devblog shows exactly what fans wanted to see – brutal, satisfying medieval combat with enough depth to stay engaging for years while maintaining accessibility through multiple modes catering to different skill levels and playstyle preferences.

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