
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
Easy to pick up and play, but a lot of fun in the build variety. Really dig the lore and solid execution overall.
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.
Media

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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
สนุกมาก แรกๆอาจจะงงๆ แต่พอมัน unlock พวก อะไรต่างๆสนุก อารมณ์แบบเล่น poe diablo อะแต่คราฟง่าย ชิวๆ แนะนำสำหรับคนที่อยากเล่น จัดบิ้ว อัพเกรด คนเดียวเพลินๆ
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!
😎HELL CLOCK - RESENHA: 👍PONTOS POSITIVOS ✅Jogo BRASILEIRO Completamente localizado em PT-BR com a dublagem no melhor do sotaque NORDESTINO. (Só tem CABA BOM na dublagem) ✅O jogo tem o MODO RELÓGIO, mas você pode jogar removendo essa opção de tempo, fazendo com que a exploração fique mais ampla e divertida, vira quase um DIABLO ou em português "DIACHO". ✅A montagem e opções de BUILDS do jogo são um SHOW a parte, fácil de aprender e funcional na gameplay. ✅A gameplay do jogo é viciante tanto em relação a combate, quanto a exploração, fazendo com que cada RUN seja um verdadeiro passeio divertido. ✅A trilha sonora também é MUITO BOA! ✅Apesar de ser ROGUE LITE o jogo não fica repetitivo e frustrante, mas eu joguei no modo SEM TEMPO, sem relógio, não posso falar se a experiência é igual. ✅Vários PODERES e Magias diferentes para montar builds. 👎PONTOS NEGATIVOS ❌Aparentemente, algumas conquistas são perdíveis... são aquelas de derrotar um inimigo antes de X rodadas, não perdi nenhuma ainda, mas acredito que sejam perdíveis caso você falhe na quantidade de rodadas necessárias. ⚠️CONSIDERAÇÕES FINAIS: 👍HELL CLOCK é um jogo muito divertido e eu fortemente recomendo para quem gosta de roguelite ou de DIABLO, minha nota para o jogo é 10/10. Para quem quiser saber mais detalhes do jogo tenho um vídeo falando mais sobre como ele funciona aqui: https://youtu.be/2HFjdQZKNS8?si=DcFpxdwPEF5l0dNz
纯数值游戏,打不过一定是因为数值不够,而且太肝了。
Хорошая смесь рогалика и ARPG, есть заимствования из PoE и Grim Dawn. Но инди, локаций и боссов немного. Вариативность билдов отличная, можно собрать билд, убивающий FPS в 0, всё как положено. Очень неудобный сундук на базе. Прошёл всю сюжетку на трёх сложностях-ветеране, есть ещё эндгейм и отдельный очень рогаликовый режим, но это уже не хочется.
En cuanto a jugabilidad es muy bueno, aunque no tiene ideas propias y son copiadas, como el sistema de constelaciones, que es un calco del mismo sistema de un juego mas viejo, Grim Dawn. Lo bueno es que al menos están bien logrados, mas allá de ser mecánicas robadas. Lo malo, y la razón por la que no lo recomiendo, es la cantidad de connotaciones políticas, deshumanización y alteración de hechos históricos en pos de seguir una agenda política. Yo juego juegos para distraerme de la mierda diaria de la vida real, nunca voy a tolerar que me traigan eso a estas plataformas.
Alter.... ich hatte tatsächlich mega Spaß an dem Spiel... ABER WARUM soll ich bitte DEN GLEICHEN PREIS "NOCHMAL" bezahlen?? Für eine Erweiterung sollte man nicht Doppelt zahlen müssen!! Ich finde es absolut okay für einen "DLC" in einem "Indie-Game" 3-5 Euro zu zahlen, aber ganz sicherlich nicht nochmals den gleichen Preis, den ich zuvor schon für das "eigentliche Spiel" ausgegeben habe! Hiermit macht man sein eigenes Game kaputt und noch viel schlimmer: man verliert hierdurch seine Playerbase, die wirklich verdammt BOCK auf dieses Spiel hat und ein Faktor sein könnten andere Spieler auf das Game aufmerksam zu machen. Ich bin wahnsinnig enttäuscht von den Entwicklern und kann daher leider KEINEN Kauf empfehlen!
Brilliant.
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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