
Hellblusser is a hot, fast-paced first-person rogue-like. Play as a young prince who is traveling to hell to extinguish it. Swing your sword, play with fire, and collect the tears of your enemies.
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 Aug 22 → 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 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love this little game. Simple ideas executed very well and entertaining boss fights that challenge you to be a little more perceptive. Really fun achievements that motivate you to try different ways of playing without feeling like a chore. Totally worth 5 bucks!
It’s not often we get a really strong, small-scale roguelike. It understandable given the genre’s heavy-hitters are lauded for their endless replayability, but Hellblusser’s modest scope make it a refreshingly breezy take on the formula. This linear first-person dungeon crawler see you slash and burn your way through three procedural locales. The combat is core to your survival from floor to floor. You must mix your melee attacks with ranged fireballs. Your sword and kick are riskier as you must approach enemies closely, but your fire magic is limited by its ammunition. Luckily, fire is abundant and you’ll rarely want for more for very long. Some foes will resist one attack type or the other, but it’s really your blessings and equipment that will determine your fighting style. Most upgrades come with a trade-off, so you’ll want to pick and choose such that your perks complement one another. Admittedly, if you focus your build toward fire magic enough, you can become overpowered with relative ease, but I don’t mean that as a criticism. It feels great to incinerate oncoming foes with flame and fury. And if you find the Ring of Kicking you can essentially replace your sword with the stun-locking kick for your melee kills. Bosses are a highlight, cleverly incorporating your fire magic as you absorb flame attacks and literally return fire. They act as miniature puzzles while still testing your defensive abilities. Speaking of which, you can block oncoming attacks with your sword, a powerful maneuver that is somewhat underutilized but contributes to the nuance of the combat appreciably. The art style is charmingly rough and cartoony, but the first two areas of the three blend together visually. Though not all too demanding, the game is rather hard to play at lower resolutions, with text quickly becoming illegible. Hellblusser might be a bit too easy for its own good, especially if you find a build that clicks with you, but it’s a good time while it lasts. It’s a fairly relaxed dungeon crawler, with more careful, measured combat, and some lo-fi beats to hack and slash to. Extinguishing hell may not be an epic conquest for the ages, but it’s still a pleasant little budget roguelike.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i like but puzzle bosses are hmmmm especially that first one, needs colour coding [minor spoilers i dance around ahead] bosses should be the examination testing you on what the preceding level taught you crawl, walk, run in mario level design, when a new obstacle is introduced its first shown to observe at a distance the 2nd is shown with a trivial solution only on the 3rd it starts to be a platform to verb on the first boss is using mechanics never shown to the player before like 3 of such all at once there needed to be simple environmental interaction with a design element like colour coding, a telegraph in the first area e.g. imagine a portcullis to its left is a switch coloured red the same colour as your magic attack using your sword on the switch doeesnt activate it its a magical switch you use magic [e.g. fable 3 flit switches] then use that same colour in the boss fight --- also could do with some way of finding out which upgrades you have and what items you have equipped like on the pause screen, or may be icons on the UI
Sokpop don't cook once challenge (impossible)
weird headache inducing graphics but I did like the game mostly
bom
Simple first-person Doom-like game. It's fine (6/10).
It's fun, is easy to learn, and it's CHEAP. This is a very simple rogue-lite with some amazingly charming graphics and super simple gameplay. You can probably knock this game out in a couple of hours and the gameplay is smooth as butter once you learn it. Check this game out and see what awaits you in the dungeons.
Pretty good roguelite. No metaprogression which I like far more than games with too much metaprogression.
Well, can't say I wasted my time, goofy sokpop lives up to their entertaining core values once again!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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