
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 → 3.33/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 861 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game is peak. You can choose between physics-based and animation-based combat. It is realistic and unforgiving; you actually feel like you are in a duel. You can choose from sabers, swords, rapiers, and even axes. You can play in any style you want: defensive, offensive, dynamic, or even dishonorable. You can even grab your enemy's hand and push it away to create an opening to strike.
Se retrouver à jouer clavier parce que la manette ne répond absolument pas en combat alors qu'elle est reconnue dans les paramètre, cela gâche le plaisir de jouer. Cela rend aussi illusoire tout combo, toute finesse. Un jeu n'est pas terminé si on ne peut même pas le commencer avec les fonctionnalités basiques attendues.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 864 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ta pioola
fun game
Antes da última atualização era até jogável, de fato é um jogo difícil e um pouco complexo pra se pegar a manha, mas quando se acostuma até que fica relativamente fácil o problema foi que não faço ideia doq fizeram na última atualização que estragaram o jogo todo, defesas que por algum motivo não funcionam mais, muita das vezes eu estou defendendo mas o cara corta minha mão em uma situação impossível de acontecer, agrabs extremamente mentirosos, os seus grabs nunca vão encaixar mesmo na situação 100% correta, mas do oponente nossa senhora... perdi três grabs com o cara encurralado e meu personagem o mais próximo possível que o game permite nele (e não foi pq o oponente revidou, simplesmente não contou) mas os do oponente comigo muito bem afastado funcionava e eu morria, enfim, antes eu conseguia chegar no boss facilmente com vários personagens, hj é extremamente difícil passar do terceiro oponente.
Peak
我很早就买了这个游戏,那时候游戏的剑术不能说好不好玩,完全就是不能玩。最近又下载回来玩了一下,现在剧情模式大概几十分钟就能打完,很简单。街机模式稍难。steam记录的游戏时间小时应该比实际少了一些。 游戏的剑术部分,我只能说只有思路上是还原的,物理和人物动画都不还原。最开始这个游戏我玩不下去的一大原因就是大部分角色都像肌无力一样,他们是在移动剑,而不是击剑。不说游戏里面的动作力道和速度看起来和顶级运动员差异巨大,我可以说甚至让我来做都比他们更快。 那为什么会这样呢?我觉得其原因有可能是因为游戏里面的物理交剑系统所限。如果动画太快了,那可能需要非常快的采样速度,这可能让许多的电脑根本就带不动这样的物理模拟,所以作者刻意让游戏里面的动作更平滑而缓慢。 但是!就当慢动作来看,这个物理系统做好了吗?没有!我可以说几乎每一局对战,都会有剑身已经和角色穿模了还没有伤害判定的情况出现,我搞不懂究竟怎样才是一个有效命中。我可以猜测可能游戏里面会判定刀筋正不正,力道大不大,刀刃速度快不快等情况,但刀身都已经插进角色身体了为什么还会没有伤害呢?而且频繁出现刀没有打到人但是拳头打到人了就直接爆血秒杀的情况,拳头不至于有这么高伤害吧?物理系统是Hellish Quart战斗的核心,我并不能像传统动作游戏那样把物理当成一个表面上的动画,我必须理解这个游戏的物理系统来打,但游戏的物理系统的漏洞太多太频繁,打起来很浮躁。 就基本的交剑和格挡等来看,Hellish Quart基本是合格的,剑和剑互相之间几乎不会互相穿过,实在感很强。但自动防御系统又没有让这样的优秀交剑质感完整体现出来。游戏里面的防御是自动的,也就是你不操作角色进攻,那么角色就是在防守。但这个防守并不稳定,角色对来袭的攻击也并不总是会做出反应,这在现实里面是有可能发生的,但这是游戏,你既然是自动防御就应该给我防御好,而不是我明明在防御姿态,敌人只要角度打对了我就直接死了。你这还不如把防御的方向交给玩家,我知道敌人要打哪,但我不能去防,只能看着自己的角色防在一个错误的位置被打死,这是什么游戏体验? 我上面说游戏对于思路是还原的,这一点没错。游戏里面的架式和招式在现实里面的确都是实战能用的,并且在游戏里面也能起到对应的效果。在这一点上,Hellish Quart在游戏界确实是没有替品。但如上所说,没有替品并不意味着它做得好,我要给这个游戏的战斗体验评分的话,那就是4/10. 没有力量感的动画让爽感丢失,难以控制的动作系统会频繁带来挫败感,而究竟打没打到的诡异判定让决斗玩法的意义遭受了毁灭性打击。
crazy massive disappointment, graphics are total shid and the movement is sluggish and unsatisfying and there is zero mention anywhere this requires a controller, also you don't actually control your swings in any respect it's just a regular ♥♥♥♥♥♥♥ fighting game just play mordhau; this ♥♥♥♥ will give you penalized graphics and not let you access the true speed of the game without a card better than my 40 series, total ♥♥♥♥♥♥♥♥ lol
El juego tiene mucho potencial. Los combates son bastante entretenidos y tiene un roster bastante variado y completo. Podrían ampliarlo mucho más igualmente y poner personajes de distintas épocas y lugares del mundo como samurais, piratas, bárbaros, vikingos, etc... para enriquecerlo y hacer que llame mucho más la atención.
awesome!! Was always looking for a game like this 10/10
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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