
Slay to the rhythm of metal and vengeance on an infernal journey through the eight Hells. Make them fear the beat. Metal: Hellsinger is a rhythm FPS bursting with demons, badass weapons, and heavy metal music.
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.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 1.86/day in the week to Sep 2 → 2.29/day in the week after.
About









Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 17Kreviews | 96% | — | $9.7M |
| $39.99 | 3.2Kratings | 87% | — | not modelled | |
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 901 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great feeling musical first person pew pew that is a load of fun. And for some reason I prefer this flatscreen version over the VR version [only game that's like that for me].
[h2]The Most Metal FPS Ever![/h2] Metal Hellsinger is an outstanding FPS. At first my initial thought was, "An FPS rhythm game? That can't work!" The devs proved me wrong. If you don't like metal or extreme metal or even extremer metal whatever that may be then well I don't know what to say. Mute it? NO!!! Metal is literally the blood child of this game. I never played a game where music mattered so much and actually enjoyed it. The only thing I don't like about the game is the level design. All of the hells feel and look almost the same. The bosses are literally the same, or am I crazy? Well don't answer that. [h2]8/10[/h2] [h3][url=https://store.steampowered.com/curator/45905648-Gork%2527s-Game-Grind/]Check out my curated list of games[/url][/h3]
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 21: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 1.75/day in the week to Jul 21 → 2.2/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Ukrainian*languages with full audio support
| $29.99 |
| 24ratings |
| 88% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 905 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I love the innovation of rhytm-shooter mechanic. Not really into fps, and not great at rhytm-based game. But still, objectively one of thebetter games out there. Short to complete and has plenty of challenges too.
я криворукое ch, m, o, мне понравилось
Fun, feels great, good music, but gets repetitive quite fast; same level layout and very similar boss in most levels.
Magnífico juego si te gusta el nu-metal y el cazar demonios. En resumen es una fusión bien hecha entre Guitar Hero y Doom. Vale la pena comprarlo.
[h1][i]Fighting for metal, that's all that's real 🎶[/i] ~Manowar, Brothers of Metal[/h1] I'm a metalhead. I mean, I'm one of those people who can't see the problem with Chopin, Talib Kweli, Anoushka Shankar, Shpongle and Immortal being a part of the same playlist, but come on. Metal. That certain thing that started with the “Unholy Trio” (Led Zeppelin, Deep Purple and, of course, Black Sabbath)? There's something very special about it. Maybe it's about it being rebellious (I guess somewhere out there Confucius hates it very much, lol), maybe it's about channeling emotions, but still, there's nothing like metal. I also love rhythm games. Still have lots and lots of Guitar Hero plastic in my room. And it's not like it's just lying there, collecting dust, so yeah. This here goes right down my alley. I mean, come on. They've combined two of the most metal things out there – heavy music and first-person shooters. If that's not metal, I don't know what is. What's so special about it, though? I mean, heavy metal and FPS games have been in a close relationship for, like, ages now. Megadeth recorded Lee Jackson's iconic Duke Nukem theme as a bonus track for their album, and there was that game called Painkiller that literally revolved around Judas Priest's legendary song of the same name. So, um... What's the big deal? The big deal is the fact that Metal: Hellsinger is not just an FPS game with a heavy metal soundtrack. It's actually... a rhythm game. How is that possible? Well, The Outsiders (don't google them, despite the fact that we have people who worked on games like Mirror's Edge, Crusader Kings II, and Conan: Exiles here; for them as a team, this here is their very first game) took our usual crosshair... and turned it into the hit zone. You know, that certain space from rhythm games in which you're supposed to press the corresponding button. There won't be any icons coming at us, though. Heck, technically, you're free to ignore the whole rhythm thing entirely. But. If you become one with the rhythm... you'll win. Hitting enemies at the right moments (again, both the music and the “crosshair” will tell you when exactly) will reward you with so-called Fury. What's Fury exactly? Well, it's a lot like Star Power from Guitar Hero. And yes, Metal: Hellsinger is heavily score-oriented (leaderboards included, but we'll return to that later), but the score is not the most important thing. The most important thing about Fury is that it grants you a damage multiplier. What will happen if you try to play this game as your regular FPS? Technically you can (which is kind of a problem, but we'll return to that too in a bit), but... you'll get your butt kicked. Metal: Hellsinger is a game that's designed with both FPS and rhythm mechanics in mind. And it plays both for and against it. How so? Well, let's just admit it, not everyone has an ear for music. For many of us, rhythm games require quite a lot of concentration. Hitting that certain button at a very specific time may require a heck of a lot of training. You ever tried to get 100% on DragonForce's "Through the Fire and Flames" in Guitar Hero without having any skill with a real guitar? You know exactly what I mean. This game? While not punishing you for missing hits nearly as much, it still requires that. While also requiring pretty much everything a usual FPS game requires. Jumping, strafing, taking cover... it's all still there. Yet you'll need to constantly “pon-pon-patapon.” And it's not like you can afford missing a note. Again, technically you can, but you won't want to. Because again: Fury. There's even a weapon (a talking skull) that's designed specifically for the moments when you need to keep your Fury but don't have any enemies to shoot. Why is that a problem? I mean, it sounds cool, right? Well, it does. The problem is—it requires more than just skill. I mean, yes, this game will need you to develop an entirely new skill (playing it for the very first time is almost like learning how to play FPS games with a gamepad after years of playing those with a keyboard/mouse combo), but it also requires a very special state of mind. I'm talking about multitasking. And again, it's a very Guitar Hero situation. You know how during live performances musicians often do things on stage? Like, they're not just performing their songs live, but also interacting with each other, with the crowd and, since it's heavy metal we're talking about, playing their characters. In other words, the rhythm goes by default. Same thing with this game. If you aren't natural with the rhythm? You'll suffer. You've been warned. And guess what? There's another thing you need to be warned about. See, this here isn't a AAA project. It looks like a cheap FPS on Unity, it feels like a cheap FPS on Unity and, well, it is a cheap FPS on Unity. Which... ruins it quite a lot. I mean, rhythm games are supposed to be perfectly polished. Yet this here is anything but. Enemies will get stuck in the walls, drop through the floor (I'm writing this review, like, three years after release, so I guess it's safe to assume those things will never get fixed) even when they are necessary for progression, etc. And to make things worse? There's some sort of a leveling system designed around passive buffs. How to unlock them? Well, you're supposed to do timed challenges. The time frame there is strict as F, but... yeah. You guessed it. Cheap FPS on Unity. It's just way too chaotic for something like that. Metal: Hellsinger is also a very short game. Thanks to Dante (no, not the one from Devil May Cry, what's wrong with you?), there are only nine levels here (plus a very short tutorial) and you can easily beat those in less than four hours. And after that? Aside from a tiny little roguelite-like addition? There's nothing. You can change the levels' songs (some of those are sold separately, including, for whatever reason, bands like Depeche Mode, Paramore, and Muse), you can replay that roguelite thing until your eyes start bleeding, but all in all, that's it—nine tiny little levels. For $14.99. And no, DLC won't add more. Those are literally just songs. Something to replace the default songs with. Talking about those, by the way: I just love them. The whole concept is brilliant. What we have by default is not licensed tracks, but in-house music composed by so-called Two Feathers (video game composers Elvira Björkman and Nicklas Hjertberg). But. If you looked at the store page, you know that we have some big names here. With the biggest one being System of a Down's Serj Tankian. We also got Arch Enemy's Alissa White-Gluz (you haven't heard her performing Powerwolf's "Demons Are a Girl‘s Best Friend"? Go do it. NOW!) and others. And since those awesome vocals can only be heard at the maximum amount of Fury? Let's just say it's a great motivation. Like I said, I just love the concept. I also loved the fact that our hero here is a lady. Well, both the senior designer and lead character artist here are women, so you may think it's because of that, but come on. Heavy metal used to be known for its toxic masculinity (I didn't quote Manowar just for fun, OK?). You know how it was. This game did a kind of perfect job addressing that. So yeah. I love a lot of things about this game. Like, A LOT. Give it a bigger budget and more polish (for example, it desperately needs its own alternative to an aim assist) and it'll be a bloody masterpiece. The whole idea is downright fantastic, love it with all of my heart. But at the same exact time, it's... a very arguable thing. To say the least. The entry threshold for casual players is way higher than needed, the length is ridiculous (even with all the replayability in mind), while, like I said, at its heart, this game is just yet another cheap-ass FPS on Unity. Metal: Hellsinger is a very interesting project. But it's next to impossible not to feel a bit sad because of how it could be so-o-o much better.
Примитивно. Однообразно. Скучно. Можно было сделать перезарядку частью механики, добавить более сложные ритмические фигуры с наградой за успешное выполнение — ничего этого нет. Люблю метал, но не стал бы слушать эти треки вне игры.
6.3h全成就。 非常有特点,让人印象深刻的小游戏。本作你可以理解为节奏版doom,每次攻击最好要对上摇滚节奏这样才能打出高伤害,挺有意思的,就是对我这种手残玩家有点费劲,还好游戏很贴心的有辅助模式,可以让你每次攻击都对上节奏,让我这种人也可以爽完这种游戏。 游戏设计创意很不错,但是boss设计除了最后一关,其他的都是差不多的模式让我有些失望,并且怪物种类有些匮乏,让我有点失望。 但是他好在在我游戏要感到乏味的时候结束了,在最后动次打次打完大boss后心满意足的结束了,我想我永远不会忘记你吧,地狱歌手...... 全成就难度低,有个最难的成就所有攻击都在连击上可以开我上述的辅助模式,剩下的就是全部挑战全通关以及个别操作成就,不难。 『跟着节奏射击,将怒火拉满!』
This game is a 10/10 perfect gameplay. If you love metal music you will love this game, they have great songs made by some well know people such as, Lamb of God, S.O.A.D. and a lot of original stuff too. The story is amazing but the only thing that sucks is some greedy scum bags bough the company who made this game JUST TO SHUT THEM DOWN! So now we don't get to see the ending thx a lot man. Besides that it is still a great game. I got it when it was on sale but I would definitely recommend getting it full price if you can not wait.
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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