
A physics-based, realistic 3D sword-fighting game. Immerse yourself in a cinematic adventure, utilizing real sword-fighting martial arts and a variety of historically accurate weapons to survive brutal duels in 17th century Poland. Featuring single-player modes and a LOCAL 2-player mode.
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.
Every market we collect.
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
Hellish Quart is a local-only (two players play on one PC, not online), physics-based sword fighting game. Set in 17th century Poland, it features a cinematic story and the most iconic sword fighter archetypes of this period.
With motion-captured fencing techniques and four gamepad buttons representing four attack angles, you'll need to use timing, technique, and speed to defeat your opponents. Choose from a variety of warriors and take part in cinematic story mode, arcade mode, safe sparring, quick fights, survival mode with online leaderboards, or local multiplayer. If you want to hone your sword fighting skills, you can spar with wooden weapons or train in modern HEMA gear. And for the ultimate experience, Hellish Quart also offers an optional VR mode.
Please note that the game is still in development and only supports local multiplayer (two players play on one PC, not online).
physical sword fighting using Active Ragdolls
cinematic story
online leaderboards
realistic historical fencing techniques
optional VR mode
Hellish Quart utilizes active ragdolls and real-time physics to get you the ultimate fencing experience. You can attack from four different angles using the four gamepad buttons. Different button combinations enable special attacks and combos. When you are not attacking, your character automatically assumes a defensive stance, blocking your opponent's attacks using the autoguard feature. Proper timing, technique, speed, measure, and wits are all crucial to winning, just like in real-world fencing.
The game is set in the historical 17th-century Polish-Lithuanian Commonwealth, and the character models are based on 3D-scanned, reconstructed clothes from that period. The single-player campaign, once completed, will be firmly rooted in the reality of life in the region. You will duel against Zaporozhian Cossacks, Polish Hussars, Tatars, Turkish Janissaries, Swedish Reiters, French Musketeers, and more.
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 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I forgot I owned this game for like 2 years. Its fun and looks nice, sure but; I swear it hasn't developed much in the 2 years I didn't play, they added 5 characters in the 24 months I was absent, they added 1 added November, with another 6 on the way. So it's probably another 2 years for all the characters to be added :(
it's a good game however I don't believe (for now at least) it should cost nearly 30 dollars, I think (especially in early access) it should be more around 10-15 dollars
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Reviews, worldwide (the counter carries no country): 2.14/day in the week to Jul 30 → 2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Polish*, French, German, Spanish - Spain, Japanese*languages with full audio support
Hours played at review time, across 851 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Отрубил голову турскому хану казачьей саблей после того как полосонул его по ноге. Игру пока не запускал.
Totally awesome and a ton of fun. Combat is complex and satisfying with each fighter offering something a bit different, the maps are all very detailed and nice to look at, the music is actually really good, and the campaign is far better than it has any right to be. I can't recommend this game enough, it is just so damn fun, especially if you play with a friend.
Physics have, unfortunately, gotten significantly worse as time as gone on. Along with the asking price and content drip, I can't recommend this to anyone. Play Halfsword instead until things improve.
Minus za brak najbardziej znanego Jana Pawła w historii
Сорі, ні. Це лайно собаче. Перше що мене здивувало це РОСІЙСЬКА "СЛАВЯНСКАЯ" МУЗИКА під час гри. Я не знаю чим думав автор ПОЛЯК. Напевно росіяни недоходчиво пояснили йому в 39му, що він йому як срань на лапоть. Сама гра ще дуже сира, концепт крутий. Нативно зрозуміти на шо тиснуть в меню не дуже зрозуміло, тобто не зручно, конкретно з клави так точно. Саме меню дешевеньке, складність в грі СМІШНА. Натискаєш 1 кнопку - виграєш бій, на всіх рівнях складності, я почав з самого складного, бо щось мені підсказувало, шо в грі геймплейно помінявся мінімум ЗА РОКИ, нажаль. Студії треба бабки й повикидать зайву російську чухню. Дуже шкода, якшо хоча б приберете з гри російське, то куплю знову, а так вертаю кошт.
The game is early access, but it’s pretty unplayable in the state it is, but I don’t see a road to recovery since the game seems to play as intended and there’s no glitches or anything. The real problem is how they implemented these legitimately cool ideas. It’s clunky, unresponsive, and playing it feels like nonsense. Nothing you do does what you intend even if you put in the combo exactly how they describe it. I’d say if you input a combo in perfect conditions your character only performs your input about 70% of the time, either doing nothing or doing something completely different, but the AI performs them perfectly every time. Sometimes my character takes damage from an opponent’s weapon while blocking. And it’s not where you’re too close and your blocking isn’t effective, it’s more like your block only moves the blade away from your texture but still hits your hit box. I don’t know if that’s actually what’s going on or if maybe this is a glitch but still it’s frustrating that your attacks don’t always work and your blocks don’t always work for seemingly no reason, in a game where that’s 2 of 3 things you need to do, third being movement, which always works but at about 2x slower than you would like. Walking in this game is like walking through jello. I want to like this game so much because I love HEMA but it was not done as well as it appears. It’s a shame. I might get it again in the future but in the state it is now, it is not as fluid as they advertise it to be and I would not spend the money on it
Game is great but lack of multiplayer kind of ruins it for me. Playing against CPU is fine but the actual draw to this game was thinking I could play with friends. If you don't care about that, then it's a fun game. If you do... prepare to be somewhat disappointed
I really, really want to like this game. I appreciate the commitment to historical accuracy and the physics-based attack placement. My issue is the movement. Everyone moves like they're knee-deep in mud, and it completely ruins any enjoyability. The standard directional inputs shuffle them forward in half-steps, and double-tapping sends them lunging forward. There's no single step except through specific attacks. I've played a lot of fighting games, and the ones that respond like this just aren't fun to play no matter how good you get at them. I don't want to discourage the developer, because I really respect this project and what it's trying to do. If the developer does read this, please keep up the good work and do something to fine-tune distance management. The characters don't need to move faster, but they need to respond with more urgency and move more during their attacks. Also, there needs to be a way to transition from binding blades in long guard to grappling range. That's essential to closing the gap without a shield, and it's notably absent here. Please keep working on the game. I look forward to revisiting it closer to final release.
Selling now
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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
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