
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% | 6.8Kreviews | 85% | — | $7.2M |
| $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 1122 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Душная херня
你想讲故事就好好讲故事,碎片化叙事是什么时尚单品吗?拆得七零八落的谁想看你讲了什么。外面还套了一层魂like,但战斗内容又少得可怜,一整个不伦不类,钱花在刀柄上
Nice souls like, with impressive graphics.
Media

Related
Related
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 |
| 2.3Kratings |
| 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
It is shameful that you haven't added Arabic to the game. I suppose even something as simple as that is too difficult for you to include in an update—it's absolutely laughable.
Great game
7.5/10 Great game. A story so intricate, sad and filled with hedious acts that will make you question who really are the bad guys. However, too much walking to finish quests and get rewards. Still a great game with very good combat and graphics
This game is really really good forget all the people complaining about the combat it is fine it is nothing like souls I would say it is easy. The exploration and the puzzles are not for the average player. You have to really think read all the evidence to figure out a puzzle reminds me of when games were hard unlike today.
A must play if you like intricately detailed and strange fantasy, with a side of genocide and other assorted war crimes. This game is profoundly weird and profoundly horrifying and its only really let down by middling combat, but if you look past it you will love everything else about it.
It's not a bad game, but the lore is difficult to follow, combat and combat animations are a bit off and in general, I simply got bored...
The narrative, world, and lore are excellent. The detective-style investigation is one of the game's greatest strengths. I also appreciated the lack of objective markers and the trust the game places in the player to figure things out. However, the game isn't always consistent in how it expects the player to operate, and that inconsistency became increasingly fatiguing over time. 1. The combat felt awkward to me. It took me a long time—and ultimately a custom control scheme—to become comfortable with it. a) Attack directions are dependent on the direction your character is facing, not the direction of the camera. That would be fine, except while exploring (which you do a lot), your flashlight follows the camera instead of your character. This creates two different control paradigms for exploration and combat. In practice, you can be looking directly at an enemy but still attack in a different direction because your character isn't facing the same way. A soft-targeting system would go a long way here. I also found the lock-on system to be more of a hindrance than a help. b) Inputs for combat are a commitment. The game is very dedicated to finishing the animation and this leads you to do a lot more slow-paced and intentional combat as opposed to hack-and-slashing. Combat is less about stats and more about committing to each action. It's not inherently bad but it does make the combat feel awkward and takes some getting used to. c) Even with a controller (as recommended), I found the combat to be too reliant on timing and modifiers. I found the difficulty wasn't dealing with incoming damage, but managing all of the required inputs simultaneously. Ironically, switching from a controller to my Logitech G600 MMO mouse + keyboard dramatically improved combat for me because I could map every action directly and use a modifier without sacrificing movement. Had I not changed control schemes, I'm honestly not sure I would have finished the game. 2. The game asks the player to do a lot of traversal. I don't mind exploration—I actually enjoyed figuring things out without objective markers—but too often I found myself walking long distances simply to locate the clue that would allow me to solve the actual puzzle. The puzzle solving wasn't the problem. The travel between meaningful moments was. 3. There's a momentum loss in the flow of the game. The first half of the game is excellent because almost every step forward reveals something new about Hadea and its history. By the later acts, however, the game becomes increasingly reliant on long dungeons, repeated traversal, and backtracking. I found myself wanting to see where the story went, but increasingly frustrated by the amount of traversal and backtracking between major revelations. Then the final act of the game ends very shortly after the previous act, which was a bit of a gut punch since I was invested in the story only to get no real closure on it. Despite these criticisms, I'm still glad I played it because the world and mystery were compelling enough to carry me to the end. The world-building was truly excellent. I initially set out to complete everything. By the end, though, I was fatigued enough by the traversal and inconsistencies that I chose to finish the story and move on. Finishing the remainder of objectives felt too much like a grind at that point, which is a shame, because the world itself deserved my curiosity all the way to 100%.
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 |
|---|---|---|---|---|
| $7.2M | 13.3K | 73% | $29.99 | |
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| $7.2M | 6.2K | 86% | $27.99 |
Related
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|---|---|---|---|---|
| $43.5M | 106.2K | 57% | $34.99 | |
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| 90% |
| $59.99 |
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