
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 | 4.4Kreviews | 84% | — | $1.7M |
| $14.99 | 257ratings | 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
Whoever thought to shove Hades and Vampire Survivors into a blender deserves a stern word, because what came out the other end is dangerously moreish. And I resent them for it. Well done. You monsters. Here's the pitch. You start a run, you kill things, you get XP, you level up, you pick upgrades. Standard roguelite dopamine drip. Except it plays like a proper ARPG shooter - WASD if you've got hands, click-to-move if you're the sort of person who still uses a mouse to scroll. They give you the option, which is more consideration than most games show you these days. Then it gets its hooks in. Loadouts of skills, trinkets, and gear you scavenge and buy as you go. Relics with affixes. Currencies to reroll and upgrade said affixes, because apparently just playing the game wasn't enough of a commitment and now I'm doing spreadsheets. There's a satisfying little RNG-and-optimisation loop where you convince yourself the next reroll is THE one. It never is. You do it anyway. Different damage types for you and the enemies too, so you can feel clever about resistances while you die. Now the caveats, because I'm not writing a press release. There are performance issues. The power curve wobbles in the campaign like a shopping trolley with one bad wheel. But name me one game that launched genuinely clean this decade and I'll name you someone who hasn't actually played it. Every game has that one person who hated it on principle, usually loudly, usually in all caps. And some games just aren't for some people. But that's a me problem. I don't march off and leave a one-star review because I'm bad at something and it hurt my feelings. Imagine being a grown adult doing that. (Some of you don't have to imagine.) There's loads left to break, and I regret nothing - well, I regret the sleep, but not the money. Got it on sale, you see. If you recognise yourself in any of this cautionary tale, I'd wholeheartedly recommend it, because the devs are doing the unthinkable and actually listening - rolling out community requests like vengeance mode for anyone the power curve chewed up. Developers who care. In this economy. I'd frame it, but I haven't got up from the chair in nine hours and I'm not about to risk the streak now.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
This is an unusual Brazilian game that attempts to blend a weak psuedo historical grasp of Brazilian 19th century warfare with fighting zombies/supernatural enemies, a progression system loosely ripped off from Vampire Survivors, no content at all (it's all procgen) and tiresome, repetitive, die and retry gameplay, all of which looks like it's straight from the Playstation 4, yet this is a PC exclusive. The game seems to have been designed purely to be the 8th game in an 8 game Humble Choice bundle. The game "works" and is modestly well polished, but there's a few overwhelmingly poor overarching game design decisions, not least of which is to remove proper level design for endless, samey RNG procgen, punctuated by weak RNG orientated upgrade mechanisms. And of course, you get the Vampire survivors "choose one of three" upgrades every now and then as you button mash waves of samey enemies. Think of this like Diablo 3 but with worse graphics, worse theme, and much less fun to play. And it costs more than Diablo 3. Whew. There's a gimmick where each run is timed (and wow, you do feel like your time is being stolen) but you can just turn this off without any penalties... so uh, what's the point of that? That's typical of a lot of the rather poor and confusing game design decisions here that make the game even less fun and it's clear the high level architecture for the game wasn't thought through very well. On the upside, the game does feature customisable controls and resolution, so at least some of the basic, minimum requirements have been met. Unfortunately there's a number of other technical defects and shortcomings which contribute to the game being difficult to recommend to gamers. This looks a lot like it was designed for consoles, but released on Steam instead by mistake. While this is on PC, it has all the hallmarks and deficiencies of a console game, from the clunkier than needed control scheme to the less than cutting edge graphics. There's 10's of thousands of PC games on Steam, and PC gamers deserve only the best. This might not appeal to many gamers due to the lack of PC-centric design. It's unclear why this never made it to the video game console appliances it seems to have been designed for. There's no English voice acting, it's all Portugese, but there's subtitles so you can work out what's going on. The graphics in this game are passable, but could be better. And while it's vital for any game to have impressive visuals (gaming is a visual medium, after all), there's more to a game than just the graphics. To be worth a gamers time and money, the game must match top tier visuals with top tier gameplay, and that's not happening here. The game features no proper level design or game/story flow/plot, as they opted to try to use samey repetitive procgen algorithms as a substitute for adding such content to the game, to avoid doing the important job of level/map design. As a result, the game doesn't actually have any content worth mentioning, just endless, boring, repetitive, soulless algorithmically generated sameyness. Developers must learn that procedural generation is not an acceptable substitute for content. These technical shortcomings push this game below minimum standards for any competently developed modern PC game. Despite not being listed as Early Access, this game comes across as unpolished/incomplete and probably should be in Early Access. Worth taking into account if you're considering putting your money into this. You're forced to sign a highly questionable yet legally unenforceable End User License Agreement... for such a relatively low effort, low quality game this comes across more as a delusion of grandeur than anything else. This agreement includes questionable requirements that may attempt to revoke consumer law protections that gamers expect to have, which is also highly problematic. Developers must learn they are here to serve gamers, not control them. I had my cat walk over the keyboard while the EULA was displaying, which fixed that problem for me. Let's look at the price and what kind of value this actually offers gamers. Should you buy this game? Is it one of the best of the 140,000+ games on Steam? Hell Clock has the insane price of $20 USD, for which you could easily get any number of older AAA games, but you also need to pay another $10 USD to unlock the full game, bringing the total cost up to ~AAA $30. This is not a triple-A game. For comparison, the $20 asking price for this game could get you games like "Detroit: Become Human", "Monster Hunter Rise" or "Stray". Quality, professionally made games like those are frequently on sale cheaper than this. Unfortunately Steam reviewers aren't presented with a "Maybe" option... if they did, that's what I'd choose. This isn't a completely bad game, but it's also not one of the best. As always, if you read my review and you can overlook the negatives I've called out, or they just aren't important to you, then by all means go ahead and buy this.
Como professor de história eu estou emocionado em poder vivenciar uma experiência como essa. O jogo tem riqueza e diversão condensadas. Ele valoriza a nossa história com um episódio muito triste retratado de uma forma muito bonita e de quebra ainda valoriza a nossa cultura de matriz africana, dando uma identidade única que faltava em jogos no geral. Quem perde são os estrangeiros que não vão entender muitas coisas feitas por esse jogo. Ele é singelo. Raramente comento ou faço análises, mas esse jogo me compeliu a fazê-la. Bom jogo pra geral!
Rogue Like + Diablo Like = Hell Clock Vous voulez perdre la notion du temps ? Vous voulez loucher devant des stats de compétences, items, artefacts, constellations ? Faire des synergies qui déboitent ? Vous voulez rusher les niveaux parce que vous avez pas l'temps ? Optimiser votre build parce que vous avez pas l'temps ? Mais relancer une run quand même parce que, en fait, vous avez encore un peu de temps ? Faut bosser demain ? Wé mais une dernière ... en vrai ... cha prend pas bcp de temps ... ... Si les lignes du dessus te parlent, fonces, fais toi plaisir ! Franchement, le jeu est pas cher, tu le prends avec le DLC, tu as de quoi t'amuser. Les lignes du dessus te parlent pas ? Qu'est ce que tu fous encore la ! Bon, moi j'y retourne ! J'ai des monstres à butter, des builds à optimiser, et hypothétiquement, faudrait que j'aille me coucher...
В Hell Clock даже время летит в тартарары, а смерть - просто перерыв на перекур с перезагрузкой.
สนุกมาก แรกๆอาจจะงงๆ แต่พอมัน unlock พวก อะไรต่างๆสนุก อารมณ์แบบเล่น poe diablo อะแต่คราฟง่าย ชิวๆ แนะนำสำหรับคนที่อยากเล่น จัดบิ้ว อัพเกรด คนเดียวเพลินๆ
Easy to pick up and play, but a lot of fun in the build variety. Really dig the lore and solid execution overall.
game had ridiculous ♥♥♥♥♥♥♥ potential. But the balance is sooooooooo wrong. Why are ALL THE BOSSES BASED AROUND LINGERING DEGEN GROUNDS THAT MEAN YOU CAN'T STAY IN MELEE? Legit game is so beautiful heartfelt moments and quite fun! But there has to be something done to make ranged not the only way to do ANY boss!
My 12.6 hours of playtime happened in a single session without me even realizing it. The game completely sucked me in. The core loop is extremely satisfying. Finding a strong interaction between relics, getting an important upgrade, and then completely deleting an area that previously gave you trouble feels great. It is easy to create builds with absurd movement speed, attack speed, leech, and damage, and watching those builds come together provides a constant dopamine rush. Unlike some other reviewers, I like the idea behind the clock system, but its implementation needs work. In theory, running out of time suggests that your build is too weak for the content or that you are playing too cautiously, so the timer encourages faster and riskier play. In practice, a timeout is treated no differently from dying, which limits its impact. Death should be more punishing, while persistent rewards should scale more meaningfully with how far you progress. Unfortunately, the game is also very rough around the edges and feels incomplete in several areas. The biggest problem is Act III. The game establishes an immediately interesting setting, then suddenly abandons it for a modern environment. It feels disconnected from what came before. The enemies could also have been themed more strongly around the setting instead of relying on so many generic fantasy monsters. Act III represents a noticeable drop in quality across almost every area. The art, voice acting, balance, encounter design, and general polish all feel worse. The music would sometimes stop playing for large portions of the act, and several bosses felt unfinished or poorly tested. I nearly stopped playing at this point. Thankfully, I pushed through it because the endgame is very enjoyable. Inventory management, especially relic management, is another major problem. Relics found during runs are automatically dumped into your stash. There is no way to star favorites, rename stash tabs, or lock certain tabs to prevent new items from being placed there. As a result, you quickly end up with pages of poorly organized relics, with valuable items mixed together with trash. A simple option to disenchant or star relics from the run completion screen would partially solve this. It would save players from having to search through the stash after every run. It would also help if the relic selection screen showed the relic's tier and indicated whether you already owned a copy. The game's stat scaling creates balance problems as well. Attacking a million times per second and moving at absurd speed feels great when you are deleting content, but much worse when tougher enemies simply absorb it all. A build can look overwhelmingly powerful while still being weak for the content, which makes combat feel spongy rather than demanding. These extreme stats should be harder to achieve or depend more on luck during a run. That would preserve the dopamine rush of occasionally creating a broken build, while weaker runs would feel appropriately slower and force more reactive play. The game encourages experimentation through relic sets, but the rest of your progression is not saved in the same way. There are no equivalent loadouts for constellations, skill points, and other systems. Because changing everything is inconvenient, I ended up pushing the same build and ignoring many potentially interesting rewards. A mode where relics can break after runs could address both problems. It would stop players from relying on one permanently optimized setup, make extreme builds less consistent, and force more adaptation and experimentation. To be fair, ascension mode in endgame does give opportunity for build experimentation, and I haven't played that mode too much yet since I prefer the idea of long term progression and nightmare dungeons over a roguelike mode and repeating acts. The story and writing are weak. The game introduces a novel setting, then quickly moves away from it without making good use of its potential. However, the music is excellent, and I enjoyed the overall art direction outside of the weaker sections. Overall, the game is satisfying, addictive, and built around a very enjoyable core loop. At the same time, it feels more like an open beta than a finished game that should have expansions and DLC. There are numerous UX and balance issues that need to be addressed, and Act III in particular lacks polish. Despite those problems, the endgame was strong enough to keep me playing, and the basic experience of creating an overpowered build remains extremely fun.
Para mim, particularmente, é maravilhoso jogar jogos brasileiros. Curti muito a história, a dublagem está incrível e achei o jogo muito viciante! Super recomendo!
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.
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