
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.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Sep 14 → 3.17/day in the week after.
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 858 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Наиграл в эту игру более года. Нафармил 367к монет. Попробовал как минимум по разу всех персонажей. Уровень игры оцениваю как любительский. Мейны: Марта, Изобель, Лазго. Плюсы: много карт, постоянные добавления новых персонажей с разными оружиями. Последние два не форматные: два оружия - сабля и нож, сабля и короткая рапира. Баланс персонажей по урону и кадрам безопасности: какие то удары могут нанести больше урона, но не безопасны на блоке. От ударов можно не только защищаться оружием, но и уклоняться: меняя линию атаки от уколов, например. Имеется компания для ознакомления с механиками. Минусы: 1) оружие периодически застревает в моделях персонажей нанося летальный урон или не нанося вообще. Так сабля Александера просто находясь на уровне при блоке может отрубить руку после неудачного ухода от удара (или промахе) без анимации атаки. Рапиру Марты противник может буквально взять "под локоть" при атаке и обезоруженную добить, не способную ни разорвать дистанцию, ни нанести урон. 2) Усиление Самуэла в доспехах. Раньше я мог его с 1-2 ударов победить. Теперь нужно 3-6-8 ударов (считаю только те что не по броне). Удары по перчатке, по ноге, по подмышке, по открытому лицу теперь нужно нанести и попасть в два раза чаще минимум. 3) Замедлили перемещение Марты и Мари, возможно для баланса. Теперь сабельщики прыгают вокруг них что рапиристки не успевают повернуться. Можно пожаловаться на графику, но для симулятора фехтования не считаю графику приоритетной. Хотелось бы увидеть: добавление в стандартный выбор моделей из фехтовальных клубов, которые можно видеть на тренировке. Они хорошо детализированы и добавили бы разнообразия. Переработку некоторых атак у рапиристов: в видеоразборах профессиональных фехтовальщиков не раз отмечался избыток рубяще - режущих ударов в наборе атак, что особенно заметно при игре бота. Бот имеет тенденцию размашисто, медленно махать рапирой как саблей, а не делать акцент на быстрых уколах. В принципе стратегия рапиристов изменилась: для снижения прыгучести врага нужно один удар поставить по ногам, что риск, но риск оправданный снижением урона рапир - меньше шансов стало нанести летальный урон с одного попадания в голову или другую часть тела и, как будто, снижением точности попадания уколами рапир в целом. Возможно это стало следствием другого феномена. Что был назван - "дотыкивание": после попадания и стана врага от удара урон нанесенный не летальный и нужно нанести иногда до 5 ударов чтобы таки взять раунд. Сабли и мечи такого минуса не имеют, вероятно ввиду размера модели: "дотыкивания" не случается так как с одного взмаха меча будет более чем достаточный урон по подстаненому врагу. Возможно все эти минусы не являются проблемой для игроков выше уровнем мастерства, но на моем уровне являются иногда (они встречаются не каждый раунд и сессию игры) проблемами что разрывают реализм происходящего.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 861 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Simply the best fighter game out there. No other equal this amount of realism.
bit unpolished and jank, but the real killer is NO online. its a pvp game. Im not gonna fight bots and after an hour+ of laggy remote play thats it for me. Not worth in its current state
I'm not normally that interested in fighting games but the fencing elements of this really make it interesting and a lot of fun. The small bit of story it has was fun and I am looking forward to more for sure. It could really use a lot more content to be able to grind for though like a lot more skins for each character and weapon skins. It's such a small indie team that it seems to get updates at a snails pace but there really isn't anything else quite like this that I've played. I consider it worth the price as is and it should only get better over time as more content is added, it just might not be finished before GTA 7
GOOD GAME
I guess I don't play enough fencing games because this was hard for me to enjoy. The movements seem random and hard to follow, the "combos" are almost non-existent and do nothing since the AI blocks everything. The grabs are useless because the AI will always break them, the tutorial video said stated what the feint button was, but was another throw button for me so I had to adjust to backing away to feint. The hit boxes are difficult to understand. It would be nice to see which attacks are assigned to what button, like a high and low attack so I could swing with more coordination. Isabella was the most fun to play because her swings felt consistent while the sabers seemed like flailing (which killed more consistently somehow). There's a fencing type stance with your blade extended, but it seems pointless when the enemy either closes the gap in an instant or the blocking doesn't work with it, leaving you vulnerable. I agree with others who state Samuel at the end of arcade is ass, large difficulty spike. Moves around a lot, seems to have his saber on you at all times and you can't get a hit in. I just couldn't get the hang of it to get him. Regarding options, I tried the animation based combat, I tried the physics based combat, and nothing felt right. It was as if I was watching two people with noddle arms swinging their steel sticks at one another until one got their wrist nicked and collapsed. For those who enjoy it, more power to ya, but this isn't for me. In my opinion, if you're a player of games like Tekken, Street Fighter, and other 2D fighters, this one will most likely be more difficult to get into. But for physics enthusiasts, this might be worth a shot.
Great fighting mechanics, and loads of fun.
This game is good for stress reliever after a bad day at work with your boss
fun optimisation isn't perfect but very good game
赛博兵击
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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