
If war is the closest we get to hell on earth, it's because Earth harbours the worst of demons: humankind. In an isolated country ravaged by infighting, discover the secrets of your past and deal with the repercussions of a mysterious calamity.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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.
About
Hell is Us is a 3rd-person action-adventure game that combines intense melee combat with the thrill of exploration. Explore a semi-open world to find answers to your questions and face mysterious creatures all along your journey.
As well as the civil war dividing the country, the region is suffering from a mysterious calamity, which has given rise to supernatural creatures that no modern weapon can defeat. Your drone and sword from a different age are your faithful allies as you cut a path through lands infested with terrifying chimeras and try to unravel the mystery of their appearance.
No map, no compass, no quest markers: following your instincts is part of the adventure. Enjoy a unique experience that uses innovative writing and level design to let you make your own decisions and follow your instincts as you explore. Your discoveries are yours alone.
Swords, spears and axes: a wide range of weapons forged specially for fighting these supernatural creatures is available. You will need to learn how to fight these monsters and use your drone wisely to stay alive.
''The central theme of Hell is Us is that human violence is a perpetual cycle fueled by human emotions and passions.'' – Jonathan Jacques-Belletête, Creative Director
Genres
Sums Steam only; PlayStation, Xbox, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $27.99−60% | 4.3Kreviews | 84% | — | $2.7M |
| $59.99 | 9.4Kratings | 86% | — | not modelled | |
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 1112 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Starting off with the negative. - The combat is the weakest part of the game, bar none. It's not bad enough to ruin the experience, but it's also never particularly exciting. Considering how heavily story-focused the rest of the experience is, I honestly think a simpler cinematic approach. You can tell how I much prefer the story over this combat gameplay, which do be a significant part of the experience. - Combat also starts to become repetitive after a while. The lack of variety in enemy designs is not good. - The abruptness (I won't go into why, since it's too much of a massive spoiler, but yeah, abrupt) The meh: - The minimal HUD and refusal to constantly point you toward objectives work incredibly well sometimes and bad in other. Exploration feels natural, and it complements both the setting and the atmosphere instead of getting in the way. But the lack of direction can be extremely frustrating a few times, especially certain Good Deeds or some story progression required actions. The positives: - The story is phenomenal. This is one of those games where the story is the experience. It's a very intricate atsmopheric world that depicted really well a gritty war torn country. - The world is bleak, immersive, and does a fantastic job selling its themes. The ambience carries so much of the experience that simply wandering through the environments was enjoyable on its own. - Side quests actually matter in a setting purpose. There are consequences for ignoring them. The game isn't afraid to be brutal, and it uses that to make your choices feel meaningful. - Some really outstanding supporting characters. Remi himself as a protagonist is an acquired taste, me personally dig and analyse him a bit deeper so I end up really like him. The frustrating thing is that the story is so good that it only makes the average combat stand out even more. I give the game a 7.5 out of 10. With a better combat gameplay or a different focus in demonstrating this story-heavy narrative, I genuinely think this could've been pushing a 9 for me. As a side note: I love the reference and inspiration the game has to my favorite childhood classic novel: Sans Famille. Each respective Remi's journeys are really cool to experience. And it personally enhance my enjoyment a bit.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 7/day in the week to Aug 23 → 9.43/day in the week after.
Reviews, worldwide (the counter carries no country): 8.86/day in the week to Jul 22 → 10.13/day in the week after.
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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish*languages with full audio support
| $59.99 |
| 2.2Kratings |
| 80% |
| — |
| not modelled |
| $49.99 | — | 90% | — | not modelled |
| $59.99 | — | — | — | 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h3]Зеркало души[/h3] [i]Это очень тяжёлая игра. Того, что я в ней увидел, не было ни в одной другой.[/i] В детстве нас пугали адом — местом, куда попадает человек за свои плохие поступки. Но эти небылицы на самом деле были не так далеки от истины. Любой плохой поступок отпечатывается внутри и влечёт за собой катастрофические последствия для каждого из нас, потому что мы все связаны друг с другом. Мы живём в мире, который является нашим отражением и отражением тех, кто был до нас. Большая трагедия для человека — потерять себя среди этих отражений. Именно потеря себя становится причиной страшных преступлений. Когда человек не знает, кто он, и отказывается это выяснять, то внутренняя пустота начинает заполняться ложными отражениями, которые формируют мышление, слова и поступки. В этой игре практически весь мир — отражение худшего, что совершали люди. И когда я смотрю на мальчика, который остался без рук просто потому, что родился «не на той стороне», мне становится очень плохо. К сожалению, я понимаю, что такое может произойти не только в мире игры, но и в нашем тоже. Часть зеркала потускнела и больше не пропускает свет. Это сбивает ориентиры тех, кто ищет себя через отражения. Но отчаиваться не стоит, потому что вы именно тот человек, который может протереть зеркало, чтобы лучше рассмотреть себя и не потерять. Придут новые люди, они будут тянуться к подлинному отражению, находить его и снова наполнять всё светом. Будьте этим отражением, прошу вас. https://steamcommunity.com/sharedfiles/filedetails/?id=3792201815
Great game, definitely not for everyone. - Graphics: great - Art Direction: good - Music: it's there - Sound design: OK - Gameplay: 60% puzzles, 40% fighting - Story: interesting
For the first few hours, Hell Is Us felt exactly like my kind of game. The atmosphere is fantastic, the graphics and world design are beautiful, and I loved exploring without quest markers. I took my time, read everything and tried to discover as much as possible. I'm someone who likes to complete games, so this felt perfect for me. Then one of my Good Deeds suddenly failed because I had completed another quest first. There was no warning and nothing that suggested I was making a choice with permanent consequences. With no way to load an earlier save, fixing it would have meant starting over. That was the moment the magic was gone for me. I still had dozens of hours ahead, but already knew I couldn't complete the run. I started reading less, clicking through dialogue and caring less about exploring. I kept playing, hoping that feeling would pass. Then the exact same thing happened again in another area while simply following the quests I was given. That's where I quit after around 12 hours. I don't mind choices having consequences. But I need to know I'm actually making a choice. A game that encourages you to explore and figure things out without a guide shouldn't punish you for doing quests in an order you couldn't reasonably know was wrong. It's a real shame, because the atmosphere, graphics and world are fantastic. I started out wanting to discover everything. In the end, I didn't even want to finish the game. **EDIT:** I managed to recover an older save and will continue playing. If you run into the same problem, it may be worth checking the save folder under: `C:\Users\YOURNAME\AppData\Local\HellIsUs\Saved\SaveGames` Right-click the `SaveGames` folder and check **Properties → Previous Versions**. In my case, Windows still had an older version from several hours earlier. I copied that save out, loaded it through another save slot, and was able to continue from before the failed Good Deed instead of restarting the entire game. I'll give the game another chance now, but I'll be using a guide specifically to avoid missable Good Deeds and hidden points of no return. My original criticism still stands, though. Having to recover an old Windows backup outside the game because of a consequence I had no reasonable way of anticipating is still a major flaw for me. But at least this may help someone else who ends up in the same situation.
[b]Hell is Us[/b] es una aventura en tercera persona desarrollada por niveles (la mayoría amplios y abiertos) para un jugador. Si eres de aquellos que corren de un lado a otro, utilizan viaje rápido constantemente y se aburren cuando un personaje habla de más, no te gustará. Si eres de los que prefieren caminar, explorar y empaparte de lo mostrado y escrito, lo disfrutarás mucho ya que, aunque el combate es un poco simple y se echa en falta algo más en forma de combos, movimientos o variedad de enemigos, en el tema visual, artístico, sonoro y el mundo creado en general, está a un nivel altísimo. Una de las mejores experiencias del 2025 y de las aventuras en general. [h1]Los pecados de las emociones[/h1] 1993, han pasado unos años desde la muerte del presidente que había mantenido el país de Hadea sumido a base de mano dura. Con la soga rota, ha estallado una terrible guerra civil entre sabinistas y palomistas por diferencias religiosas y un odio centenario. Nuestro protagonista se cuela en esta zona en decadencia en busca de respuestas sobre su pasado, ignorante de las extrañas criaturas que han empezado a surgir, la calamidad que consigo traen y el futuro que le espera. Viene con voces en inglés y textos en español. El mundo creado en el juego es realmente interesante, las distintas zonas, visualmente excitantes y variadas, el estilo artístico, los personajes, detalles, música, etcétera, todo está muy bien recreado. Hay una localización, el Templo de los Caídos, que me ha parecido espectacular, lo que representa, lo acontecido y la música del jefe de esa zona. Eso sí, al elegir una guerra civil como trasfondo y no cortarse, existen muchas escenas bastante cruentas, desde lo que se muestra a lo que se dice. Fosas comunes, torturas, suicidios, parques y colegios rodeados de pequeños cuerpos, soldados que se jactan de su crueldad... No es para los más sensibles, pero a su vez, cada que llegamos a una nueva zona la curiosidad podrá con nosotros, como aquellas escenas que sabes que no tendrías que mirar pero no puedes apartar la mirada. Ya desde el principio se nos advierte del tono del juego, con la falta de mapa o indicadores de cualquier tipo, únicamente disponemos de una brújula. El juego se desarrolla por niveles, algunos más amplios y abiertos que otros entre los que nos podremos mover con libertad. Al menos contamos con una tableta donde quedará registrada la información que vayamos recabando y debo decir que no ha habido ningún momento de la campaña principal donde no supiese dónde ir o qué hacer. En algunas localizaciones interiores la cosa cambia un poco, demasiados túneles y puertas que resultaban un poco laberínticas, mi única neurona sufrió un poco a la hora de orientarme. Eso sí, por mucho que exploremos no podremos completar ninguna zona en nuestra primera visita, no siempre será que no sepamos resolver el puzle de turno sino que nos faltarán objetos de otra zona o que se produzca algún evento concreto. La exploración y la experiencia que ello conlleva es el eje central del título, dejando el combate en segundo plano. Tendremos acceso a cuatro tipos de armas, cada una con su velocidad de ataque pero sin combos, movimientos complicados ni una gran variedad de enemigos. La resistencia rige cada acción, pero no es tan restrictiva como en otros juegos del estilo. Además, el máximo de resistencia depende de nuestra vida, cuando recibamos daño perderemos resistencia. Para contrarrestar esto tenemos acceso a un Pulso de Sanación. Al atacar acumularemos energía que se materializará a nuestro alrededor al parar, si en ese momento pulsamos la tecla correspondiente, recuperaremos vida y, por tanto, también resistencia. Esto permite jugar de forma bastante agresiva. La progresión viene dada por el equipo. Las armas suben de nivel al utilizarlas y podemos mejorarlas para que aumente su grado y con ello su nivel máximo. También tendremos un par de piezas de equipo defensivo y dos reliquias, una pasiva y otra activa, junto con distintos consumibles y un dron en el que colocar distintos módulos de soporte. Podremos imbuir las armas con una [i]Esfera Límbica[/i] (ira, pesar, terror o éxtasis), lo que nos permitirá colocarle hasta tres [i]Signos[/i] (habilidades de armas) distintos. No hay comercio en el juego, pero encontraremos suficientes armas si exploramos bien para probar distintas combinaciones. Además de las misiones principales, cada zona tiene un buen número de extras que podemos completar, como Buenas Obras, ayudando a los necesitados que se han visto atrapados en la guerra, o resolver misterios, generalmente encontrar la forma de abrir puertas o cofres. Incluso es posible eliminar a los enemigos de una zona de manera definitiva si encontramos la forma y objetos necesarios. En el aspecto jugable hay un par de cosas que querría destacar. Aunque los datos recabados de las misiones principales quedan bien reflejados, esto no ocurre con el contenido secundario. Es necesario estar muy atento a las conversaciones y documentos encontrados, e incluso apuntar información en lápiz y papel o hacer uso de las notas de Steam. La interfaz no es muy ágil a la hora de buscar algo concreto y no toda la información queda reflejada. En cuanto al combate, aunque es un poco simple resulta entretenido. Si mantenemos nuestro equipo actualizado no tendremos muchos problemas, pero tenemos la opción de cambiar la dificultad entre indulgente, equilibrada e implacable. Además, por defecto, al morir no reaparecen enemigos ni perdemos experiencia de arma, aunque lo podemos activar. Me he encontrado con un par de [i]bugs[/i], visuales y sonoros, solucionados tras salir y cargar partida. Eso sí, hay una localización, llamada Talju, que tiene una humareda amarillenta constante que interfiere un poco con el rendimiento debido a los efectos añadidos. El resto funciona sorprendentemente bien para estar hecho con UE5. La campaña rondará las 15-18 horas. Una vez terminada podremos continuar desde justo antes del final para completar el resto del contenido (únicamente hay alguna que otra Buena Obra que se puede perder con el avance de la historia). Si queremos completar todo el contenido secundario nos iremos a las 35-40 horas. Una curiosidad para finalizar. Teniendo su fecha de salida ya cimentada desde hacía tiempo, el juego se encontró con que dos semanas antes de su lanzamiento, un título llamado [i]Hollow Knight: Silksong[/i] compartiría fecha a un precio inferior, menos de la mitad. Está claro dónde se fueron la inmensa mayoría de las ventas esas primeras semanas de septiembre. Por un lado, no está mal porque me ha permitido comprar el juego barato sin haber pasado ni un año desde su lanzamiento, pero por otro es una pena que no mucha gente le haya dado la oportunidad que merece porque ofrece una experiencia distinta.
Давно я не испытывал такого ощущения от игры, чтобы не хотелось вылезать из неё по 8-10 часов в день. Уже и не помню, когда я в последний раз так глубоко упарывался игрой. Причем ничего нового и необычного в ней нет, никакого грандиозного сюжета, ошелмляющей графики или особого стиля. Просто хорошая игра, которые сегодня будто уже не стараются делать. Игра не пытается прыгнуть выше головы, не кричит на каждом углу о своей уникальности, она просто есть и она хороша. Атмосферные локации, музыка, интересный лор, лаконично встроенные и переплетенные механики. В это действительно приятно играть. По сути соулслайк, из которого вырезали всю духоту и основную сложность, перенеся акцент с боев на изучение мира и раскрытие истории, которая здесь подаётся чётко и без излишних тайнств. Крайне рекомендую всем любителям порыться в каждой помойке и потыкаться в каждый угол. 9/10
К сожалению, недооцененная игра. Очень мало где можно встретить настолько дотошно прописанный мир, где все продумано до мельчайших деталей. Боевка простая и достаточно приятная, но одеяло на себя не перетягивает, основу геймплея составляет исследование локаций и решение загадок, которых очень много, что для меня является жирным плюсом. Эта игра не про мободроч, где ты убиваешь нарисованных человечков лишь для того, чтобы убить самого главного нарисованного человечка в конце локации (передаю привет Бабадзаки). Она именно про нарратив, где ты внимательно слушаешь нпс, читаешь очередную записку и разглядываешь окружение, ведь оно не от балды сделано, все фрески, статуи, подземелья и храмы имеют за собой прописанную историю, а разглядывая локации и интерьеры некоторых домов, можно реконструировать недавно произошедшие события. Главной наградой за доп квесты является раскрытие истории нпс, которая дополняет общую картину, а не какой нибудь айтем, хотя такая награда тоже присутствует. Одной из интереснейших частей игры для меня было чтение статей внутри игры в которых весь лор предельно понятно объясняется. Доступ к некоторым местам, которые ты обнаружил в начале игры, открывается только ближе к концу, а многие побочные квесты закрыть сразу не получится из за чего приходится держать в голове довольно много информации, ведь ни карты, ни меток, ни журнала со списком, где находится тот сундук или нпс, которого ты видел 10 часов назад, просто нет, что не является минусом, скорее наоборот, ведь самостоятельно исследовать и запоминать банально интереснее без вездесущей руки разраба, который всегда подскажет куда идти и что делать. Понятно почему она не была замечена, все таки среднему геймеру нужно, чтобы все было понятно сразу, чтобы нужный маршрут был нарисован на экране, чтобы все квесты были отмечены на карте. Подобные игры выходят очень редко и поэтому я их ценю. Игра и вправду не для всех и далеко не безупречна, но те вещи, на которых сконцентрировано внимание сделаны действительно хорошо.
I've been out of gaming for some time, years infact. Picked this up after browsing souls-likes and other bits and pieces. After a long stint of bouncing games I just settle on one, and settled on this. DAM! What a shot, absolutely loved it. A couple nit picks but honestly, over all. 10/10 I love the no 'hand holding' no map, no hints, just you and your brain. Brings me back to old games like Riven and Myst series. The combat, as repetitive as it can get was still fun. Swap some weapons round, focus on clearing loops and its no big deal. World? I would find myself just walking through zones or pausing to take it in. The moments of beauty between the moment of warish reality is perfect. First boss? ♥♥♥♥ yes! I was so pumped after that. What a fight, the set up and music. Amazing. Honestly, its worth the full price. I have thoroughly enjoyed my play through. I'm a little sad on how it ended. I realised I was close but not that close and was playing in like 20min stints. Really wish I had left Act 3 for a full sit down play through rather than shot stints. Wouldve hit with more weight. Anyways, the bad: Couple bugs - enemys getting stuck (happened twice) weapon skills not firing (changed it out in the end) but overall, can't complain too much. A great return to casual gaming. Can't wait for more stories and worlds like this.
pros: the game looks great , the fighting is fun and the story is interesting from what ive heard so far. cons: the lack of quest markers or maps is not " organic exploration". it is just tedious. the game silently locks you out of all side quests and mysteries the moment you progress the main storyline, giving you zero warning beforehand. if you dont use a guide, you will permanently miss half the game. verdict: uninstalled
90% 할인해도 추천하지 않음 이 게임은 “불친절함”과 “미스터리함”을 착각한 게임임 지도가 없는 것까지는 이해할 수 있음. 탐험을 유도하고, 플레이어가 직접 길을 익히게 만드는 의도라고 볼 수 있으니까 문제는 그다음임. 이 게임은 퍼즐을 끝없이 던져놓고, 그 퍼즐을 지금 풀 수 있는지조차 알려주지 않음 지금 주운 단서가 지금 지역에서 쓰이는 건지, 다음 지역에서 쓰이는 건지, 아니면 훨씬 뒤에 가서야 필요한 건지 아무런 감이 없음 반대로 지금 보고 있는 퍼즐이 지금 해결 가능한 퍼즐인지, 아니면 몇 스테이지 뒤에서 단서를 얻어와야 풀 수 있는 것인지도 알 수 없음ㅋㅋ 시Xㅋㅋ 그런데 그런 식으로 설계된 퍼즐이 실제로 존재하니, 플레이어는 매 순간 “내가 뭘 놓친 건가?”라는 스트레스를 계속 받게 됨 이건 몰입이 아니라 피로 그 자체임 하루 안에 집중해서 플레이해도 헷갈릴 정도인데, 평일에 못 하고 주말에 다시 하면 이 단서가 어디서 나온 건지, 무엇과 연결되는 건지 기억하기가 거의 어려움. 게임이 플레이어에게 세계를 탐험하게 만드는 게 아니라, 디렉터가 머릿속에 만들어놓은 복잡한 연결망을 억지로 추적하게 만듦 “오묘한 세계관을 가진 미스터리한 게임을 만들겠다.” “모든 맵이 유기적으로 연결되게 하겠다.” 아마 이런 의도였겠지만, 결과물은 유기적인 세계가 아니라 불친절하고 산만한 퍼즐 창고임 그냥 인벤토리 UI도 최악임 이미 사용한 단서나 아이템을 정리해주지도 않고, 먹는 대로 전부 쌓임 나중에는 이 아이템을 어디서 얻었는지, 어디에 쓰는 건지, 이미 쓸모가 끝난 건지 구분하기 어려움 아이콘도 비슷비슷해서 시각적으로도 구분이 잘 안 됨. 퍼즐 중심 게임이라면 최소한 단서 관리와 인벤토리 정리는 플레이어가 이해할 수 있게 해줘야 하는데, 이 게임은 그 기본조차 제대로 되어 있지 않음 전투는 더 심각함 왜 넣었는지 모르겠음 스테이지가 바뀌어도 몹은 거의 복붙이고, 패턴이 새로워지는 것도 아니며, 인상적인 보스전 같은 것도 없음~ 장비에는 분노니 비탄이니 색깔 놀이하면서 업그레이드하고 그런 시스템은 시발 왜 만든건지 그래서 그거로 업그레이드하면 뭐가 좋아지는 건지 포켓몬스터처럼 상성놀이를 생각하고 만든 건지 디렉터 그렇게~~~~~~~~좋아하는 시발 단서라도 어디 하나 뿌리던지 전투가 재미있지도 않고, 긴장감을 주지도 않고, 성장감을 주지도 않음. 이미 퍼즐 때문에 스트레스를 받고 있는데, 그 사이사이에 재미없는 전투를 끼워 넣어서 플레이 경험을 더 지치게 만듦 결국 이 게임은 퍼즐도 불친절하고, 전투도 재미없고, UI도 불편함 미스터리한 분위기와 독특한 세계관을 만들고 싶었던 의도는 알겠지만, 플레이어가 실제로 겪는 경험은 흥미로운 수수께끼가 아니라 짜증 나는 방치에 가까움 하면서 불쾌함만 드는 게임 불친절함으로 유명한 프롬 소프트를 어설프게 따라하다 가랑이 찢어진 뱁새같은 병신 같은 게임 개인적으로는 90% 할인해도 사지 말라고 말하고 싶다 아 시발 내 돈 내 시간
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