
Hell is a turn-based tactical skirmish strategy game developed by award winning developer Hunted Cow in partnership with Slitherine.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Sep 7 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 23 → 0/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.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The ONLY reason to get this game is Skirmish mode (since, by all accounts, campaign mode is impossible). Hoo boy. You set a custom level in which both sides are supposed to have even forces (because the default is that the A.I. has about 110% of your starting points). The game frequently doesn't give you a force mix in which you can use your full army point allotment; you wind up with 15-20 points left over, meaning that the A.I. still gets that 10% bonus. The units you're allowed to pick tend to be the weakest in the game while the A.I. winds up with numerous units which can immobilize and attack your units from a distance. It's like playing a WWII game in which your best weapon is a bayonet and the A.I. is armed with Panzer Vs. (You also need to factor in that you're handicapped by "fog of war" but the A.I. always knows EXACTLY where your troops are located and acts accordingly). Even if you manage to destroy the A.I.'s entire army, there'll be some far-flung objective square (often in a corner behind difficult or impassible terrain) that you failed to capture, so the game scores the result as a failed mission. The graphics, however, are very nice. The game's beautiful. So was my ex-wife and, like this game, she was also an unbalanced pain in the ass who wasn't worth $29.99. Save yourself some aggro and give this game a pass. It would be more fun to just try bashing your pinky with a claw hammer instead. It's cheaper and you at least have a CHANCE to win by yanking your hand away in the nick of time.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I had MASSIVE enthusiasm for this game but it was a let down in all departments.
Tur bazlı, düşmanın gereksiz güçlü yada zayıf olduğu, oyunun aşırı yavaş ve görünmesede bazen kapandığında ne olduğu belli olmayan hata kodları verebilen ve çok aşırı yüksek fiyatlı bir oyun.
Bread-and-Butter Turn Based Tactical Skirmish Game. Has all the basic elements you expect from this kind of games: ranged vs. melee, tactical positioning, support, flanking, cover in buildings, terrain, etc. etc. Uses slightly more units than other games in this genre. However - the unit capabilities seem rather limited, there is limited rock-paper-scissors type strength/weakness matching. A hex-layout would have been more suitable than square-based, and pacing seems pretty slow. Thus it feels like a tablet/mobile port, or some basic tabletop skirmish game ported to PC. Pre-battle setup customisation is very limited and unit experience does not carry over between matches. Also, crashed on me about 100 Minutes into the game. Personally, I think there are better games of similar type around (but also much worse). I will refund this as it is to generic for my taste, without really unique points that would set it apart. I would rate it 6 out of 10. It's by no means a bad game, and if there were a "meh" rating I'd use that. However, if you like those type of games it may still be OK for you.
Hell uses the basic mechanics of several other Sliterine Games. It works from World War II, Ancient and Warhammer among others. I generally don't like campaigns as they tend to be scripted too much for my taste. That said I tend to enjoy cooking up my own Skirmish scenarios with the parameters that interest me. Most games are pretty interesting that result from them. I tend to like meeting engagements as the situation that results from that choice is usually dymnamic. Recommended when purchased on sale. It is engaging.
Excellent Game. I have just been playing the multiplayer which acts as hotseat for another person sat with you at your computer. Because you can offer a challenge and then accept the challenge with the same account. PBEM works very well here and there is no delay. I love games like this where you can Skirmish in hotseat or multiplayer. I love games like this where you have a points allowance to buy the troops for your army before the game begins. I love the two teams good and evil and that they are very different in units and play style. IMO Good have the better infantry and ranged. Whilst evil has some unique creatures, i love the spider and the 30 point monster that charges and blows flames. I wish you could play good vs good or evil vs evil but you cannot. Good selection of Multiplayer maps although the points cost for those battles are set in stone and some maps have the full selection off units to choose whilst overs do not. Overall its a great game and I have had lots of fun. Maybe one day I will try the campaign. Well worth the buy
Ta gra to jakaś pomyłka. Miałem w jakimś pakiecie na Humble, gdyby nie to, to bym chyba robił zwrot. Tu w ogóle nie ma treści.
Le jeu a un sérieux problème de "balance" , il est tout simplement infaisable de faire la campagne du bien car dés le premier scénario , il est virtuellement impossible de gagner a moins d'avoir une chance de cocu en touchant a tous ses jets de dés ( qui varie entre 30 à 40% de réussite pour toucher ) . Dans ces conditions impossible le recommander positivement .
Hell is a turn-based tactical strategy game developed by Hunted Cow Studios and published by Slitherine Ltd. that places players in the middle of a brutal fantasy conflict between the forces of light and the armies of the underworld. Set in the fictional realm of Gilrand, the game tells the story of a world under siege as demonic entities pour into the land, threatening to overwhelm its defenders. Unlike large-scale strategy games that focus on empire building or economic management, Hell concentrates on small-scale tactical battles where the outcome of each encounter depends on careful positioning, thoughtful planning, and the intelligent use of unit abilities. The story revolves around the escalating war between the Order of Radiance and the demonic forces emerging from Hell. The Order of Radiance represents the last line of defense for the human kingdoms, a group of holy warriors dedicated to protecting the land from the invasion of infernal creatures. At the same time, the demonic faction seeks to expand its influence and bring chaos to the surface world. One of the interesting aspects of the game’s narrative structure is that players are not limited to fighting for only one side of the conflict. Instead, the campaign allows players to experience the war from both perspectives, commanding the heroic defenders in one storyline while leading the demonic armies in another. This dual perspective gives players a broader view of the war and adds variety to the gameplay. The core gameplay revolves around turn-based tactical combat conducted on compact battlefield maps. Each battle places a small army of units under the player’s control, with the objective of defeating enemy forces, capturing key positions, or completing mission-specific goals. Because the maps are relatively small compared to those found in grand strategy games, every movement becomes important. Players must think carefully about where to position each unit, when to advance, and when to defend. A poorly placed unit can quickly become vulnerable to enemy attacks, while a well-planned maneuver can completely shift the balance of the battle. Unit diversity plays a significant role in shaping the tactical depth of the game. The forces of the Order of Radiance include various types of warriors, such as disciplined infantry, heavily armored paladins, skilled archers, and mounted units like gryphon riders. Each of these units has distinct strengths and weaknesses that affect how they perform in combat. Archers may deal powerful ranged damage but require protection from close-range attackers, while heavily armored units can hold defensive positions but may struggle to pursue fast-moving enemies. Successfully combining these units into a balanced force is essential for surviving difficult encounters. The demonic faction introduces an entirely different set of units and strategies. Instead of disciplined soldiers, the demonic army consists of monstrous creatures and infernal warriors that thrive in destructive combat. Hellhounds, towering demons, and other terrifying creatures form the backbone of this faction’s forces. Their abilities often focus on overwhelming enemies with brute strength or spreading chaos across the battlefield. Playing as the demonic faction requires players to adapt to a more aggressive and unpredictable style of warfare, contrasting sharply with the disciplined tactics used by the Order of Radiance. Terrain and environmental factors also play a critical role in the outcome of battles. Maps contain a variety of terrain types, including forests, swamps, villages, and corrupted infernal landscapes. Each type of terrain can influence how units move and fight. Forests may provide defensive cover for ranged units, while swamps can slow down movement and disrupt formations. Certain locations may also serve as strategic objectives that must be captured or defended in order to secure victory. Learning how to use the terrain effectively becomes one of the most important skills players must develop. Combat mechanics incorporate several tactical elements that reward thoughtful decision-making. Units create zones of control that limit enemy movement, forcing players to carefully plan their positioning. Flanking attacks can deal additional damage, encouraging players to coordinate multiple units when launching assaults. Many units also possess special abilities that can influence the battlefield, such as powerful attacks, defensive buffs, or abilities that disrupt enemy formations. These mechanics add layers of strategy that go beyond simply attacking the nearest enemy. Another important feature of the game is its unit progression system. As units participate in battles and survive encounters, they gain experience points that allow them to level up. Veteran units become stronger over time, gaining improved statistics and sometimes unlocking additional abilities. Because experienced units are more valuable, players are encouraged to protect them and avoid unnecessary risks. This progression system creates a sense of continuity throughout the campaign, as units that survive early missions may continue fighting in later battles. The single-player campaign is structured as a sequence of tactical missions that gradually introduce new mechanics and challenges. Early missions focus on teaching players the basics of movement, combat, and unit management. As the campaign progresses, enemy forces become more powerful and maps become more complex. Objectives may vary from simple elimination of enemy forces to more strategic missions such as defending key locations or capturing objectives within a limited number of turns. This variety helps maintain a steady sense of progression as players advance through the storyline. In addition to the campaign, the game also includes multiplayer options that allow players to compete against one another in tactical battles. Multiplayer matches introduce an entirely different level of challenge because human opponents can adapt their strategies more creatively than the game’s artificial intelligence. The game even supports asynchronous multiplayer across different platforms, allowing players to take turns at their own pace rather than requiring both players to be online simultaneously. Visually, Hell presents its world through a colorful fantasy aesthetic that highlights the contrast between the forces of light and the armies of the underworld. Battlefields are filled with detailed environments that range from lush natural landscapes to corrupted regions influenced by demonic power. The character models and unit designs reflect the traditional fantasy themes of knights, monsters, and magical creatures. While the graphics are not as detailed as those found in larger strategy titles, they remain clear and functional, ensuring that players can easily distinguish units and terrain features during combat. The sound design and musical score reinforce the epic tone of the conflict. Dramatic orchestral music accompanies the battles, helping create the feeling of commanding armies in a desperate war between good and evil. Sound effects for weapons, spells, and creature attacks add impact to each action on the battlefield. Together, these elements contribute to the immersive atmosphere of the game. Even with these limitations, Hell succeeds in delivering a satisfying tactical experience that emphasizes battlefield strategy and careful planning. Its combination of varied units, strategic terrain, and dual-faction storytelling creates an engaging fantasy war scenario that rewards thoughtful play. For fans of turn-based tactical games, the title offers a focused and accessible entry into the genre while still providing enough strategic complexity to keep battles interesting from beginning to end. Rating: 5/10
impossible de ganer. comme d'habitude le concepteur a exageéré. Dans la campagne du bien impossible de gagner le premier scenario, donc d'avancer dans le jeu. l'enemi est beaucoup trop fort. on a l'impression que le concepteur ne veut pas perdre.
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