
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 1137 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
갓오브워에 감명받은 문과가 만든 게임같음 퍼즐과 액션, 강력한 스토리텔링으로 밀고싶었던것 같지만 뭔가 아쉬움을 감출수는 없다. 근데 스토리의 흡입력은 이 미스테리한 세계관과 궁합이 너무 좋아서 게임은 답답해 죽겠으면서도 스토리에 몰입 하게됨 그래서 탐험을 자연스레 이어가게 됨 ui 등등 불편한 요소들이 있지만 이 개같은 퍼즐을 맞추다보면 모든게 선녀로 보임 게임에 존재하는 모든게 퍼즐이고 맵, 스토리, 잡템, 중요템 등등등 전부가 퍼즐 그 자체라서 중간에 놓치면 영영 알수없는 퍼즐들도 많음 그정도로 퍼즐 난이도가 미쳐버려서 성공했을때 돌아오는 쾌감에 미쳐버릴것같아 끝까지 해버림 다른 리뷰들만 봐도 악명이 높고 플레이 한 사람들도 많이 없어서 제대로된 스토리 설명 영상도 없음 내가 풀지못한 퍼즐은 영영 미스테리인게 아쉬움 중간에 놓친것들이 아쉽고 너무 궁금하지만 다시 해볼 엄두는 안남 액션은 좀 엉성한데 꽤나 타격감이 좋고 디자인도 꽤 준수하지만 처형 모션에서는 경악을 금치 못했음... 잘 다듬었으면 액션으로도 좋은 평가 받았을듯 그렇다고 액션이 없었으면 좋았겠다? 이거엔 동의 못하는게 저딴것들한테 쫓기고 숨으면서 퍼즐 푸는거 난 쫄려서 못함
Не погана гра, гарний візуал, нормальна історія, нормальна бойовка, не погана задумка. З мінусів - купа бектрекінгу якщо хочеш пройти гру з усіма досягненнями. Є моменти які можна пропустити чи запороти, як "добрі справи", і вони не очевидні. Пропустив одну добру справу, довелось грати ще раз, НГ+ немає, тому з ноля. В цілому, мені сподобалась.
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 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
O jogo é bom, tem sim seus vários defeitos mas conseguir trazer essa ideia de sem mapa, sem tinta amarela pra guiar e se manter firme a isso do começo ao fim é sim interessante. Em questão e variedade de inimigos e câmera na hora de um combate realmente isso pesa e muito.
I found Hell is Us to be a pretty fantastic game that has some seriously frustrating parts to it for gamers like me. To start, the good things about the game. The engine is solid, animations are solid, effects are solid, sound and music all solid. The story isn't genre breaking or unique but takes us through the horrors of war in a detailed and historic way that I found intriguing. The game, much like its title, highlights that even though there are monsters in the world, the true monsters are us and what we do to each other. The first thing I found really frustrating was how the game handled information. While I actually appreciated that the game didn't use any "Quest markers" and "quest trackers" like a lot of modern games and relied on the player to pay attention, examine, read and remember items and notes they pick up, I feel like the game steers too far away from any sort of system that helps users. This is a big enough game and areas are big enough that you can easily forget the you found a door or chest you couldn't open or that you had a key you found hours ago that you didn't know what it opened. Or maybe you had started something of a quest but the next day, or end of the week, after working hard and having a family life and you pick up the game again but you can't remember what this "quest" was about. If you didn't write detailed notes... well, I guess you have to search it online. The game will notify you that you started a "Mystery" or a "Good Deed" but there is zero information on anything about it. You have to research, REMEMBER, deduce, or "cheat". I failed a series of "Good Deeds" all because I didn't realize I had to give an item to some people. I recall the game telling me I had to find the people but honestly, I don't recall the game mentioning giving them an item. That was super frustrating. The combat in the game was a real love-hate relationship for me. At it's core, the combat was fun for me. And I suppose if you're the type that likes to strategize, change up your loadout/skills and useable items before every fight, are competent or better at knowing when to dodge or parry, then I guess you'll have no issues with the combat. On the otherhand, if you're like me and you don't want to switch things out for a fight (or are just trying to level up another weapon because you're not sure but you think you need a variety of them), tend to button mash, forget to use ALL of your skills, and hoard your consumables, then combat might get frustrating for you. Truthfully, by the time I was more than halfway through Act 2, I was getting better at many of those aspects of combat that I wasn't having as many issues as before. I still rushed into fights and bullishly used whatever skills I had equipped but I was better at actually using the skills to try to control the fight better. And by the time I was into Act 3, I was actually pretty competent at it, and at using my consumables more often and then things were much more fun. Overall, I definitely recommend this game to other players especially if you're not adverse to looking things up on the internet and if you're not a button masher in combat like me. If you play like me, you can still really enjoy the game - just prepare to get really annoyed sometimes.
Половина часу на відкриття дверей, друга половина для того щоб до них добігти. Заєбісь!
Juego espectacular infravaloradísimo, enfoque principal a los puzzles y la atmosfera, recomendado al 100%
Great game, only wish it was longer. Play it.
Don't get this for the combat. Get this for the bleak atmosphere and worldbuilding of a war ridden country, the exploration without any handholding, the great soundtrack, the puzzles that sometimes really make you take notes and also get it for the story. Great game!
Очень красивая игра. Ненапряжный souls-like геймплей, не принуждающий к хардкорной игре. Понравилось, что игра больше заточена под изучение мира, нежели под боевку: необходимо самостоятельно изучать лор, читать записки, находить связи, внимательно слушая и читая диалоги. Игра произвела на меня очень приятное впечатление. В частности своим стилем.
电波对上了就是很好玩的沉浸式探索解谜游戏,18小时一直都在flow里 + 顶尖的环境塑造和配乐,很多场景都像是对ConceptArt的直接还原, UE就该这么用 + 独特且沉重的题材设定 + 对探索的鼓励和有趣的解谜过程(大部分) + 箱庭关卡里的环境/物品叙事 - 战斗可以接受,但没有做出多样化也不是那么有趣 - 从第一幕到第二幕的转换极佳,显得第三幕有些草率 还是挺希望有续作的,毕竟提供的体验相当独一无二
Selling now
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.
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