
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.
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): 6.43/day in the week to Sep 18 → 7/day in the week after.
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, Nintendo, Epic 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% | — | $7.3M |
| $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
As someone who enjoys Zelda-like puzzles and Souls-like combat I thought this game was a no brainer. But unfortunately this game doesn't really hold up to either of those standards. Combat is very one dimensional, enemy types are quite limited and get old fast and the puzzles will go from: "well, that was easy." to: "How in the hell was I suppose to read your mind?!". The story is semi interesting and the visuals are well done, but the real killer for me was the pacing of the game itself. It's unexpectedly slow and that pairing with the pretty consistently unrewarding experience made me move on to better games. If you're looking for a decent story game, sure. Otherwise you're better off elsewhere.
TL;DR: Please, don't let the initial disclaimer turn you off of this game. It's a lot easier than it makes you believe. This is the absolute platinum standard of game design and it not winning the GOTY 2025 was a literal crime. ---------------------------------------------------------------------------------------------------------------- Ok, so... The whole thing feels like a souls-like for people who dislike souls-likes: It's way more focused on the story than on the combat, it has a difficulty selection and even sliders to adjust enemy health and damage to create your own difficulty, death is little more than a slap on the wrist: enemies [b]don't[/b] respawn, items remain collected, basically you lose no progress (there's an option to disable all that for people who'd like to, though), and it's even possible (and encouraged) to get rid of enemies permanently, but how you do it is spoiler territory. The initial warning about the game not having a map or waypoints is kinda unwarranted. What do I mean by that? Well, lots of games have no map or waypoints, and basically all of them are wa(aaaaaaaaaaaaa)y more cryptic than this one. Think of souls-likes for instance. A better disclaimer would be: "This game follows some rules of souls-likes, in that it doesn't have a map or waypoints, and a few side quests can fail without warning, but it also makes an herculean effort to guide you with very clear directions given through dialogue". The main quest doesn't complete itself only because you need to move your character. If you pay attention to dialogue instead of just pressing "skip" all the time, then it's a pretty easy game. Now, that's [b]not[/b] a knock against the game at all, it's the exact opposite. Here's some real examples of what I wanna say: Exhibit 1: An NPC says you need to find the village's blacksmith and gives you directions: 1 - you can follow his directions; 2- you can look around a little and see a 10-meter tall pole with a giant anvil symbol on top,; 3- you can wander around and eventually stumble across a building with "Blacksmith" written on a plaque above the door; Exhibit 2: NPC: "I saw a truck that seems to be in good shape. If only I could find the keys, me and the others could flee from here." Me: [finds a vehicle key]. I wonder what I should do now. So mystery. Much unsolvable. In all seriousness though, the game still manages to make you feel smart about it. It's all diegetic and coherent, nothing ever takes you [i]out[/i] of the game. Everything you need will be given to you [i]in-game[/i]. That's an art in itself. That's game design in its best possible form. The world-building and story are simply amazing. I can't talk about any of it without spoiling something, so you'll have to take my word for it, but I genuinely loved both. Combat is fine. It's not bad at all, but it's clearly not the focus. It's also very easy. I played on normal and I died 2, maybe 3 times, all of them because I decided I could fight 10 high-level enemies at once. Let those who never got stuck between a mob of enemies and a wall throw the first rock... LOL. Oh, you also can literally parry by accident. Only certain attacks, but the timing is [b]extremely[/b] forgiving. Also, something that's not talked about often, but that genuinely impressed me: animations and environment design. It's one of those things that, if it's working correctly, you're not supposed to [i]think[/i] about. But this game here? This level of animation quality is what we all dreamed only in our wildest dreams back in the 90's or the early 2000's. I frequently caught myself just think about how good the animation is. And how good the environment design in this game is. The environment design is what every game should strive to achieve: coherent, believable, functions as environmental storytelling AND even transmits information to the player: who to talk to, which symbols are most likely to part of a combination given its location, possible clues about a puzzle. It's fan-f'ing-tastic. That's what I mean by saying "this is the absolute platinum standard of game design". The only negative nitpicks I can think of are: 1- The enemy variety. It's not super bad, but you only have 5 "core" designs (the white enemies), so you'll see them [i]a lot[/i]. That being said, each of them can have a level between 1 and 3, with each level adding one or more attacks to their moveset, and they also can have one (and in rare cases even 2) of 4 types of so-called "hazes", which are enemies "attached" to the "main" enemy, and those have 3 variations each, so that's 5 enemies (+ level variations) + 20 combinations of enemy + haze. So you [i]will[/i] see the same designs a lot, but the encounter variation is actually pretty good. 2- Facial animations specifically are sometimes not the best. I know I just praised the animations, but it's only the facial animations, which arguably is one of the hardest to get right, and only sometimes. That's it. I wouldn't recommend this game if, and only if you're not interested in the story and wants action and only action, 'cause then you're not the target audience. If you are the target audience, though... This here made into my "favorites" list.
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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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 |
| $59.99 | — | — | — | not modelled |
| $49.99 | — | 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
love it
Definitely better than i expected, its fun to keep it a bit old school with a note pad and what not. is it perfect? no. it seems like lots of dialogue and boring but htey have a good system for that, its not too bad and i hate dialogue. Fighting can get repetitive yea but its fine, at least its well done and has some good systems. They give you 100x weapon skills and 20 drone skills but i never used em. Meh, give it a go on sale
The main story and world is in my opinion the best part. If you like riddles you would heave a lot of fun.
gg
Danm good game
Četl jsem spoustu negativních recenzí, ale mě tato hra docela bavila. Obtížné bylo jenom mít pořád na paměti co, kde, kdy a komu dát jaký předmět. Hádanky docela v pohodě. Indicie byly dohledatelný. Asi doporučuji si ukládat save, protože mi párkrát někdo umřel, že jsem nedal předmět včas a podobně a musel jsem tu hru hrát několikrát od začátku. Hlavně ten konec v muzeu (přepínání barev dveří :)). Jediné negativum je přepínání zaměřování enemáku. Občas jsem se nemohl odtargetovat a zezadu jsem pak dostával klepec od jiného. Příběh je docela drsný, prostě ze života. Lidi dokážou být krutý a křivdy minulosti se nikdy nezapomínají. To můžeme sami vidět i v reálným světě. Takže za mě doporučuji.
Its alright, dry combat but a pretty engaging world. puzzles can be hit or miss too. wait for a sale.
Hell is the friends we made along the way.
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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