
Forge powerful builds with endless loot in this relentless combination of Roguelike and ARPG. Blast through dungeons and unleash inhuman powers in a dark fantasy twist on Brazil’s War of Canudos.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 5.43/day in the week to Sep 3 → 7.86/day in the week after.
About

In the 19th century, Canudos became a refuge for thousands. When its people defied the new Republic, they faced brutal retaliation, leaving 25,000 dead.
Play as Pajeú, a warrior fighting to rescue the soul of The Counselor, his fallen mentor. With each descent, time warps, and your power grows as you confront the dark forces that claimed his head and trapped his soul.

Every second counts as you battle the undead forces of your oppressors. Risk delving deeper for powerful loot and face the nightmarish incarnations of those who sought to bury the truth.

Hunt down ancient Relics infused with the strength of resistance. Create devastating combinations that channel Canudos's unbreakable spirit into unstoppable power.

Master a diverse selection of devastating abilities born from righteous fury. Dance through hordes with lightning-fast knife strikes, smash enemies with Canudos' great bell, or rain rapid-fire death from your trusty sidearm.

Each descent brings new chances to right historical wrongs. Discover unique combinations of Blessings to evolve your build as you face the demons of Brazil's dark past, present, and future.

Whether you seek a brutal test against history's oppressors or a thoughtful journey of justice, Hell Clock adapts to your path. Remove all time pressure with Relaxed Mode, or push your limits in Hardcore mode.

Experience a complete three-act story campaign and start a new journey through our Endgame Ascension system! Climb through Hell Mode, craft challenges with Penances, and complete heavenly Promises in exchange for the godly power of the Constellations.

Take your builds to the next level by Imbuing Relics with Tools to increase their power and add new effects. Or take the risk for greater rewards by Corrupting your Relics, with equal chances for blessing or bane.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam + Google Play only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 3.5Kreviews | 83% | — | $1.7M |
| $14.99 | 254ratings | 64% | — | $205.3K | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 523 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game has an interesting concept, but the balance often makes it more annoying than fun. For me the gameplay is enjoyable occasionally, but not consistently. That's why I have mixed feelings about it. The gameplay loop goes something like this: you run through floor after floor, gunning down everything in your path. The first 10–15 floors can feel almost like a formality, and then suddenly you encounter an enemy or boss with an absurd amount of health and damage. You either get destroyed, or you kill the boss only to run out of time shortly afterwards and die anyway. At times it almost feels like the game is saying, "You've made enough progress, please stop". Then you go back, upgrade your character and repeat essentially the same sequence again. The problem is that the earlier parts of each run don't feel particularly interesting after you've seen them a few times. There isn't enough enemy or level variety to make repeating the same floors feel rewarding, so the game starts to feel like you're simply running through the same hallways over and over until you eventually become strong enough to overcome the next difficulty spike. The game also has a tendency to stop your progress for reasons that don't always feel connected to your performance. For example, I managed to get through the first act by eventually becoming strong enough to cut through most enemies with ease, only to discover that I was missing a key needed to open a gate in the second act and had to backtrack again. It often feels like there's always some reason to return to previously explored areas, even when you're clearly strong enough to continue. This makes the progression feel more restrictive than genuinely challenging. There are also moments where the game forces you into awkward situations. I died in one Nightmare Portal because an enemy regenerated health almost as quickly as my repeater could deal damage. The only realistic option was to stand close and spam attacks as fast as possible, which made it easy to lose track of my own health and die. Encounters like this feel less like a test of skill and more like a test of whether your build can outscale the enemy's mechanics. The progression systems do become much more enjoyable after the first few hours. I think the skill and upgrade systems generally respect the player's time, and the upgrades feel more meaningful than in many other dungeon crawlers or roguelikes. I found that investing skill points into useful abilities and recycling equipment to afford relic upgrades had a much bigger impact on my progress than simply finding stronger weapons or optimizing my skill set. Once I started focusing on relics that matched my playstyle and upgrading them consistently, the game became noticeably more enjoyable. I also noticed that the equipment available improved significantly in Act 2. Despite its flaws, the game does have a satisfying sense of progression. Runs don't always play out exactly the same, and it's easy to notice how much stronger your character becomes if you consistently invest in skills, relics and equipment. The upgrade systems are honestly one of the strongest parts of the game, although the overall progression can still feel like a bit of a grind. But some of the game's skills and systems don't always behave as consistently as I would expect. For example, I used a skill called Phantom Marksmen that is supposed to summon rifles to help me in combat. The skill consumes mana, so I naturally expected the rifles to appear and contribute damage. But in some boss fights the rifles simply didn't appear at all or spawned outside the map. I couldn't tell whether this was an intentional restriction or a bug. It's particularly frustrating because boss fights are exactly where I would expect additional sources of damage to be most useful. When a skill you have invested in and spent mana on simply doesn't work in certain encounters without any explanation, it makes the already complicated progression systems feel even more inconsistent. Act 2 felt noticeably easier than the first act, which made the overall difficulty curve feel inconsistent. After struggling with several brutal difficulty spikes early on, I was surprised by how much more manageable the enemies became later. However, Acts 2 and 3 also turned into a matter of waiting for a DPS increase. Even after turning my repeater into a machine gun with endlessly regenerating mana, the Minister of War could still tank more damage than I was capable of dealing during my first runs. This pattern repeated with each boss fight. Either you can't deal enough damage or you die due to lack of resistances. Bosses have large health bars in many roguelike games, but in this game it sometimes feels like you're literally fighting the health bar itself. I also agree with many other reviewers that the Hell Clock timer often makes the gameplay worse instead of more exciting. It frequently ends your run before it feels like you've reached the most interesting part. Red portals that let the player skip floors also seem to exist because even the developers know that repeating 20-something floors before getting another chance to fight a boss will eventually tire many players. I'm not even sure if it's possible to complete all the floors in the later parts of the game without using them or investing heavily in speed upgrades. Would I recommend this game? Probably not. While Hell Clock has enjoyable combat, responsive controls, excellent visuals and a surprisingly satisfying progression system, I don't think they're enough to compensate for the repetitive runs, inconsistent difficulty and the many mechanics that artificially interrupt your progress. There are many systems, like conviction, that are not explained to the player until you start putting skill points to it. Many boss fights are just standstills where both are shooting at each other, unable to kill the other. So you just spend like 10 minutes doing nothing but shooting the boss for absolutely no reason or finish the run prematurely like you should. There's a good game underneath, but I spent too much time feeling like the game was preventing me from having fun.
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil*, French, German, Japanese, Polish, Russian, Simplified Chinese, Spanish - Latin America, Ukrainian*languages with full audio support
| $24.99 |
| 197ratings |
| 89% |
| — |
| not modelled |
| $24.99 | 110ratings | 90% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 524 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
给的是中评,因为觉得没那么差。看是Rouge类型的游戏入的,玩起来其实是小哈迪斯+小暗黑破坏神4的感觉,实质是个刷子割草游戏,赏味期大概在5H以内。构筑方面比较匮乏,装备升级也不是很平滑,优化很一般,打个两轮之后画面会卡顿。历史背景做得还不错,end。
Hell Clock is an addictive roguelite ARPG that masterfully blends high-speed intensity with deep build-crafting. The ticking timer forces you to prioritize efficient combat, creating a thrilling risk-reward loop that keeps every run tense. The combat feels responsive, and the freedom to experiment with skills, relics, and gear combinations allows for a wide variety of powerful builds. Overall, it's a highly recommended experience for fans of fast‑paced roguelite ARPGs.
I like the game but it's horribly buggy and unbalanced. There's like 4 skills that are genuinely decent and the rest are underwhelming. The Ascension mechanic at higher levels is basically pure RNG and right now you can't even complete it at 100 because it bugs out on wave spawns.
Nossa cultura entrega verdadeiras obras-primas, e este jogo é uma delas. Dublagem excelente, história envolvente e uma gameplay simplesmente impecável. 10/10. Se você curte Path of Exile , Diablo ou Hades, pode jogar sem medo. Vale cada minuto!
And here we are, stumbling through the gate Like a snake, we are eating our own tail Шведская рок-группа Self Deception написала песню «TicToc (Brace for impact)» о неотвратимости… Время вышло, пора начинать сначала. Война Канудус — крупный вооружённый конфликт, произошедший в 1896—1897 годах между властями Бразилии и группой из 25—30 тысяч поселенцев, которые основали собственное поселение… Время вышло, пора начинать сначала. Жанр диаблоподобных arpg пребывает в кризисе. Grinding Gear Games со своей супер-успешной Path of Exile открыла ящик Пандоры. Игроки стали требовать от всех новинок обязательного контента, доступного после завершения сюжета, и событий, ограниченных по времени, чтобы… Время вышло, пора начинать сначала. А впрочем, дадим течению времени немного замедлиться. «Постой и послушай», — сказал Декард Каин в легендарной Diablo 2. Бразильская студия Rogue Snail, выпуская Hell Clock, решила нарушить очевидные жанровые стандарты. Креативный директор Марк Вентурелли поставил перед собой цель добиться максимально агрессивного и динамичного геймплея. Он задался вопросом: «Как бы выглядели целый сезон Diablo или лига Path of Exile, если бы надо было сжать их до 20 минут?» После отмены в Бразилии рабства в 1888 году на пустующие земли северо-востока провинции Баия стали стекаться толпы освобождённых рабов, безземельных крестьян, бедных индейцев, преступников и прочих маргиналов. Ими было основано поселение Канудус, ставшее центром своеобразной крестьянской общины. Самоназванным лидером и защитником общины выступил мистик Антониу Масиэл по прозвищу Консельейру. Какое отношение эта справка имеет к arpg про истребление толп монстров? Все дело в том, что Rogue Snail использовали в качестве сеттинга настоящий исторический эпизод. Бразильские чудища вроде Безголовых Мулов и Курупиро соседствуют с самыми обыкновенными солдатами в изодранной униформе. Символичные багровые реки впечатляют, но сильнее выбивает из колеи холерное поле боя, изрытое окопами. Пушка A matadeira пострашнее любых монстров, сверкающих клыками в темноте, потому что она реальна, и добыча ее – разорванные тела боевых товарищей. «Люди любят выдумывать страшилищ и страхи. Тогда сами себе они кажутся не столь уродливыми и ужасными. Напиваясь до белой горячки, обманывая, воруя, исхлестывая жен вожжами, моря голодом старую бабку, четвертуя топорами пойманную в курятнике лису или осыпая стрелами последнего оставшегося на свете единорога, они любят думать, что ужаснее и безобразнее их все-таки привидение, которое ходит на заре по хатам. Тогда у них легчает на душе. И им проще жить.». Сапковский хорошо понимал, о чем писал. И Марк Вентурелли понимает это не хуже, поэтому и боссы в игре – люди, пусть и визуально искаженные своими грехами. Спускаясь в мрачный подвал, как в персональное чистилище, протагонист найдет в конце пути не страшного демона-Мясника, а коммерсанта, действия которого привели к массовой гибели людей. Палач, доктор-расист и другие бессовестные дельцы играют чужими жизнями, будто фигурками на доске настольной игры, как неумолимые Мойры обрезают нити судеб. Не будет никакого процветания в этой стране, пока не произойдет избавления от нежелательных элементов. Удивительным образом, затрагивая безусловную трагедию, авторам удается не скатиться в морализаторство и агитацию. Федеральное правительство и его агенты – безусловно сволочи, ответственные за немыслимую бойню, но и жители Канудуса не выставлены святыми мучениками, это опасные озлобленные люди, решающие все вопросы насилием. Что и говорить, такие темы нечасто затрагиваются в играх вообще, а уж тем более в играх, где во главе угла стоит геймплей. Пришло время вспомнить и об игровом процессе. Диаблоподобные rpg – игры с простейшим циклом. Знай себе убивай монстров, добывая с них снаряжение, и расти в уровнях. И все для того, чтобы убивать еще более сильных чудищ в погоне за вещами все мощнее и мощнее прежнего. Прекрасный Уроборос крепко держит зубами свой собственный хвост. «Под бурдюком прятались револьверы. Его револьверы, что как влитые ложились в руку. Они перешли к нему от отца, который был ниже ростом и не таким крупным, и их пришлось утяжелить металлическими пластинами. Пара ремней, перекрещиваясь, опоясывала его бедра. Две кобуры были промаслены так, что не растрескались даже от жара этого беспощадного солнца.» Наш благородный дикарь Пажеу – не Кинговский Роланд. Но его револьверы ничуть не хуже. И им предстоит поработать на славу. Hell Clock, не стесняясь, берет идеи у лучших представителей жанра. Боевая система ощущается такой же динамичной, как в свое время в Torchlight 2, удары и выстрелы сочные, экран приятно трясет от взрывов. В игре есть огромное дерево пассивных навыков, напоминающее о Path of Exile. А дополнительный слой развития в виде созвездий явно позаимствован у Grim Dawn. Новые навыки персонажа становятся доступны при продвижении по сюжету. Помимо стандартной экипировки, мы будем коллекционировать особый тип снаряжения – реликвии. Эти предметы не только повышают базовые параметры, но и меняют действие боевых умений. Приятно сбросить на толпу противников огромный колокол, но еще приятнее, когда этот колокол призывает отряд призраков с винтовками, поддержка никогда не помешает. Чем же игра выделяется на фоне конкурентов? Авторы рискнули добавить нестандартный элемент – таймер. Те самые адские часы из названия громко тикают на поясе, отсчитывая время до нашего поражения, останавливаясь лишь в комнатах с наступающими волнами противников или боссами, уж там-то можно позволить себе взорваться насилием, не боясь опоздать. Таймеры всегда являются спорным элементом, зачастую раздражая игроков, но только не здесь. Весь игровой процесс выстроен так, чтобы игрок не потерял ни единой секунды. Вещи и деньги автоматически притягиваются в инвентарь, переодеться можно будет только в городе, где действие часов останавливается. Новые уровни выдаются практически мгновенно, предлагая на выбор улучшения для выбранных заранее умений, чем-то это напоминает прокачку в Vampire Survivors. Движения героя стремительны, а атаки смертоносны, если приходится возиться с рядовым противником больше нескольких секунд, значит что-то пошло не так. Адские часы заботливо отбросят Пажеу в город, дав новый шанс набраться сил. Несмотря на легкие roguelike-элементы, это все же не «рогалик», а полноценный «диаблоид». При поражении игрок теряет усиление навыков и деньги, но накопленные вещи остаются с ним навсегда. Игра делится на четыре акта, и каждый из них достаточно пройти лишь раз, поражение не заставит снова и снова штурмовать все локации. А если таймер совсем уж не по душе, то сами авторы советуют его отключить и играть в своем темпе. Интерфейс практически идеален. Копаться в инвентаре совершенно не надоедает. Навыки помечены россыпью тегов, чтобы легче было понять, на какой из параметров будут действовать реликвии. Есть и модная схема управления с помощью WSAD, и перекаты. Графика стильная и запоминающаяся, а музыкальное сопровождение отлично передает ощущение хаоса и безумия. Единственный более-менее серьезный недостаток игры вытекает, как ни странно, из ее же достоинств. Roguelike-элементов тут маловато, а как диаблоид Hell Clock теряет в реиграбельности из-за того, что персонаж у нас прописанный и всего один. Из Пажеу можно вылепить подобие бойца или мага, но он неспроста вооружен двумя револьверами, быть стрелком ему идет куда сильнее. Здесь есть дополнительные режимы с бесконечными испытаниями, открывающиеся после прохождения кампании, но это скорее добавка к основному блюду, не более того. Впрочем, и кампании хватит с лихвой. В остальном же это превосходный представитель жанра. Глоток свежего воздуха в застоявшемся болоте. Если вам, как и мне, надоел обязательный онлайн и сезонная возня, стоит обратить свое внимание на Hell… Время вышло, пора начинать сначала.
O jogo me ganhou fácil por ser brasileiro, se passar no Nordeste (a nordestina aqui amou <3), alguns anos após a Guerra de Canudos e, associado à estética e ao fato de ser um roguelite, que eu particularmente amo, foi o suficiente para me fazer comprar o jogo. Ambientado no sertão nordestino e misturado com uma fantasia sombria, traz um cenário único para o jogo. O combate é extremamente satisfatório: é rápido, frenético e, quando você começa a montar sua build, fica melhor ainda. Tem uma boa variedade de armas, relíquias, bênçãos e habilidades que permitem combinações variadas, te deixando livre para fazer como achar melhor. Mas, como nem tudo são flores, temos o TEMPO, que vai ser o seu maior inimigo e vai colocar pressão em você. Você vai ter que decidir entre lootear (os zé lootinhos choram, eu choro) ou seguir em frente. Esse sistema é interessante: você vai correr o risco ou prefere seguir em frente? Tudo isso sendo escrito após quase 3h de gameplay, que era para ser apenas um teste rápido para ver se eu iria gostar do jogo. E eu gostei muito.
So much wasted potential. Hell Clock feels great to play, it's very snappy and responsive, and the performance is smooth. I liked most of the skills and how they can be modified by the "relics" that drop from bosses/chests. Unfortunately that's where my praise ends. The main problem with this is the ARPG/Roguelite hybrid - it doesn't do either genre particularly well and just feels like a 6/10 ARPG, and a 6/10 Roguelite. ARPG - The loot is boring and barely has any difference in stats. There's no real character customisation so you basically end up with a different coloured hat or jacket depending on the tier of gear you equip. The skills are the same ones you've seen in 100 other ARPGs. Skill upgrades are +X% damage/area/cooldown, so it's just a case of stacking whatever stat your build relies upon most. Roguelite - There's not enough randomness between runs. Maps have the same layout, same enemy types, "elites" spawn in the same area every run. Bosses are the same every run. You need 1 resource to unlock every type of upgrade so you're best off rushing +% soul gem gain ASAP. There are 3 short acts, separated into 3 zones with 7 floors (so 21 floors per act). Hardly any variation between floors, sometimes you'll get one where it's 3 waves of enemies but 90% of the time it's just "kill everything and rush to the exit". It's lacking the seasonal mechanics/randomness of games like Path of Exile or Diablo. It literally feels like running the same 9 PoE maps on repeat (minus the fun league mechanics). Acts 1 and 2 are great design-wise, but Act 3 jumps forward to present day and feels really out of place. --- Basically it's lacking in content and direction, and feels like it should still be in Early Access. They're now adding paid DLCs which I feel should have been included for free, given the lack of content. I 100% would have refunded this if I bought it outside of Humble Choice. Tons of balance issues - some skills feel overpowered, others feel useless. I also got stuck inside chests a few times, and the body bags in Act 3. Maybe come back in a year or 2 if they're still supporting the game. As of now there's ~7 hours of content (not counting endgame).
Yeah, self proclaimed expert in the ARPG department specifically Path Of Exile. Multi mirror builds in both poe 1 & 2 https://poe.ninja/poe1/profile/Vanta-1592 link for proof. Now that we got that cleared out of the way from the very beginning the game sets you in a campaign mode and then eventually towards their "endgame". From clearing the campaign so far the challenge is very easy, even setting the difficult to veteran. Nothing wrong with that maybe we'll see how end game is. I've cleared all the way to their "t16s" and haven't really found much challenge at all. Once again there's nothing wrong with that but there doesn't seem to be any more challenge. It's just farm for endgame pieces with their rare "community relics" and endgame "uber relics". Rinse repeat with nothing else challenging you really, well the thought of farming for endgame pieces isn't really a problem the problem comes with nothing to power you character for. Next with the crafting, while a cut and dumbed down version of POE, we have chaos orbs, transmutes, regals, a spammable fracture, and three versions to add an implicit, and then finally corruption and divines. While I think this system works it doesn't provide a satisfying feeling it just seems tedious for farming hours. Keep in mind that you can't craft on your gear, you have to craft on these relics. While I think this game has potential especially for the price, I would hold out onto further updates, unless these options are okay with you. PS campaign cut scene animation funny, and mexican propaganda i turned trhat ♥♥♥♥ off made it english ASAP. Also since I'm an arpg expert ELON HIT ME UP PLEASE I CAN PILOT FOR U, I MEAN I CAN GUIDE U ON POE. also this game doesn't make me really horny, if there were more ankle from women i think i would be into it
Great concept and good execution. Plays well, interesting abilities that can be combined in cool ways. A bunch of progression systems, interacting with each other. Unique setting and plot. The story content is a bit short, but for people wanting to play more theres a lot of progression to do after beating the story (not me though). I recommend this game to rogue-lite fans.
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See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $47.1M | 109.8K | 93% | $24.99 | |
| $704.5K | 1.4K | 70% | $18.99 | |
| $308.7K | 1K | 85% | $14.99 | |
| $38.7K | 163 | 66% | $9.99 | |
| $8K | 37 | 65% | $10.99 | |
| $7.3K | 21 | 95% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.7M | 5.1K | 94% | $16.99 | |
| $1.7M | 4.7K | 89% | $14.99 | |
| $1.7M | 10.4K | 86% | $9.99 | |
| $1.7M | 1.9K | 91% | $39.99 | |
| $1.7M | 28.2K | 87% | $2.99 | |
| $1.7M | 2.8K | 84% | $29.99 |