
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 913 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
One of the most fun games I've ever played. As if Guitar Hero and Doom had a baby. Infinite fun.
基於對金屬樂的熱愛而購賣的遊戲。 但對於超級音癡的我來說跟上節奏有點吃力,瘋狂掉拍到我自己忍不住笑出來。 稍微跟上拍子後真的很爽快,畢竟音樂實在太讚了~
Редкостное дерьмо, а не игра
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.7M | 16.4K | 72% | $19.99 | |
| $9.7M | 35.6K | 93% | $9.99 | |
| $9.7M | 18.8K | 95% | $24.99 | |
| $9.8M | 15.4K | 77% | $19.99 | |
| $9.8M | 25.6K | 75% | $39.99 | |
| $9.8M | 26.8K | 91% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $25.7K | 132 | 67% | $8.99 | |
| $0 | 11 | 91% | Free | |
| — | 0 | — | — | |
| $1.7M | 5.2K | 92% | $19.99 | |
| $597.6K | 2K | 85% | $12.99 | |
| $12.6K | 127 | 86% | $2.99 |
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 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*, 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 917 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Настоящий гимн для тех, у кого рок и металл навсегда в крови! 🤘 Metal: Hellsinger — это чистый огонь, драйв и адреналин. Лично мне зашло на все 100% — давно не получал такого кайфа от игры!
Metal: Hellsinger is a FPS/rhythm game hybrid where you need to perform actions on the beat to get out of Hell. The game is a bit rough around the edges, clearly a budget title that is somewhat lacking in content and really relies on it's gimmick to carry the whole thing. I don't think the game is bad, that's why review is positive. I genuinely think there is something here that could be improved in the future games into a exciting game. For what it is right now it's not bad, but could be better. The story follows the demon lady Unknown, who is a fierce warrior that was fighting the forces of Hell for a long time and didn't care much for anything. But in this interpretation of Hell you always lose something that you value the most, and for Unknown it was her voice. Along with the talking skull named Paz, Unknown fights against the forces Hell and the current ruler of the whole thing - The Red Judge. I didn't mind the story elements of the game. Most of it is generic Heaven and Hell stuff with a prophecy of a great warrior mixed in. But the writing, while basic, shows that the writers actually cared for what they were crafting here. There are interesting elements and interpretation of Hell that slowly takes away all of you until there is nothing left is fascinating. The cliffhanger at the end was an interesting choice either, since I expected it to be way more straightforward. It's still nothing groundbreaking and can be expected, but I didn't mind it and the presentation was not bad either. The graphics are pretty good overall. The different hells represented definitely have that "Metal album cover" aesthetic that you should expect from the game with the words "Metal" and "Hell" in it's name. The enemies have pretty good desings with recognisable features to quickly distinguish them in the fight. The performance was okay, but my current PC was definitely chugging a bit while playing in 1440p, so I had to lower some settings. The enemy animations were sometimes weird. There were times when the enemy that spits out attack from it's face would face away from me at least at 90 degree angle but the projectile would still track my current location from enemy's head. There were some small glitches that happened during gameplay, like shotgun reload animation would freeze if I tried to reload while jumping. Sometimes camera would clip through the floor while performing slaughters. But I didn't encounter anything game breaking. There were 0 crashes and no softlocks. So overall it was pretty stable. But for presentation we need to mention soundtrack. The music is a big part of the story of the game, it's gameplay and it's aesthetic. And, thankfully, it's pretty good. There are definitely some pretty good earworms there. The main genre is metal, obviously, I mean it's in the name after all. Specifically the game goes for kind of power metal, with some melodic death elements or symphonic elements there. The fans of Nuclear Blast will definitely feel at home here. The vocalists are actually some pretty big heavy hitters with Mikael Stanne of Dark Tranquility, Matt Heafy of Trivium and Serj Tankian of System of a Down to name a few. Shoutout to the Soilwork vocalist Bjorn Strid as well, I actually discovered a new band to check out from this whole thing and his track is actually one of my favorites in the game. On top of that, all of the tracks in the base game are completely original, which means no licensing issues in the future, unless some of the featured vocalists will try to do something I guess. The gameplay is definitely reminiscent of new DOOM games, specifically 2016 entry. The feeling of the weapons and power is almost 1-to-1, but with a twist. The actions that you are doing on the beat are producing better results. The weapons do more damage, reloading is faster, dashes can be chained practically infinitely. If you are good at beat-matching, you are rewarded with a Fury multiplier at the top of the screen, which not only gives you more points at the end of the level and campaign, but also improves your damage. On higher difficulties you need to be good at beat-matching, other wise the damage output is going to be quite poor. There are also rewards for keeping consistent beat and keeping you hit streak going by providing some small buffs like slower Fury degeneration, faster ultimate charge, better dashes, etc. But, that is basically it when it comes to gameplay. Levels are split into arenas, so you just get into big room, kill everything that spawns there, go to another room, repeat. The game tries to give some variation with the weapons, but there is no real incentive to switch weapons, and, once you get into the rhythm and the flow of the song, it becomes kind of easy. Maybe the highest difficulty level actually provides challenge, but considering how the game handles difficulty in another mode, I'm not sure I would like it. in-between levels you can also take on the challenges that provide additional buffs for the game, so you can indulge in that, but most of them boil down to "kill a certain amount of enemies within the time limit". The game really is a one trick pony that, to be fair, does that trick fairly well, but it's definitely not on the level of Hi-Fi Rush, that had a lot of mechanics associated with it's rhythm gimmick. The game can be finished in around 6 hours, and outside of beating the game on a higher difficulty or with a higher score, there isn't much to do in the base game. So you probably wonder how I doubled that playtime. After some time after release, the developers added a free roguelike horde mode with Leviathan. Serving as additional challenge for the players and sort of a narrative bridge after the game's ending, Leviathan intrigued me, since I liked the core gameplay well enough to give it a chance. But Leviathan is probably one of the most frustrating and unrewarding roguelike experiences I had in a while. The mode starts with the fact that the Unknown after the battle with Red Judge and breaching the barrier from Hell is really weak. How weak? Losing every weapon, losing ability to finish enemies for health and losing dash. You can unlock these abilities after each run by gaining and spending meta currency called Void Echoes, that you get a little bit after each run, successfully finishing each round of the mode, and killing specific Void Touched enemies. The rate in which you get the currency is really slow, and some of the abilities, that could take for granted, and be quite expensive. To get ability to slaughter back you need to go through at least 10 runs. And while I mentioned that the game can get pretty easy, I think I wasn't the only one that mentioned this after release, since the devs idea of difficulty is giving each enemy a ton of health, requiring exponential damage increases to keep up with it, but also gating those behind the most ♥♥♥♥♥♥♥♥ RNG system where instead of giving you a damage buff for your weapon, or giving a weapon that works with your current build, or giving you a weapon at all, so you could at least have a fighting chance against 25 behemoths that will spawn during the next wave. Also, the game does a really poor job communicating where the enemies have spawned, so sometimes you have to hunt down where the next enemy is, or get shot in the back because while you were focused on the giant problem in front of you, a basic enemy have spawned in the back so you lose the whole run that went very well because you got hit and lost all you momentum. While the base game is fine, I would not recommend Leviathan Mode at all. But overall, I hope that sequel takes some ideas from this game and implement some good new ideas in the sequel. On paper a stylish metal as hell rhythm FPS is a game that is practically engineered for me personally. Despite it's flaws, I enjoyed my time with Metal: Hellsinger. So why not, I recommend it if you're interested.
Great FPS with awesome songs and singers ! A pleasure to shoot in rythm !
Uzun zaman sonra değerlendirdiğim ilk oyun oluyor kendileri. Doom tarzı hızlı aksiyona sahip, yalnızca ateş etmek yerine birtakım özel yetenekler veyahut çeşitli atış kombinasyonlarıyla dalga dalga üzerinize gelen düşmanları temizlediğimiz oyunlardan biri daha. Bu oyunu diğerlerinden ayıran yanıysa, ne zaman ateş etmeniz (saldırmanız) gerektiğini nişangâhta bulunan 'ritim tutar' (yaratıcı bir isim bulmuş oldum) özelliğiyle belirlemeniz gerektiği. Bu sayede, arkada isyankâr bir metal dinleti varken siz de yeni patlamalar yaratarak düşmanların ağzını burnunu kırabilirsiniz. Temel özellikleri değerlendirecek olursak; Ana hikayedeki bosslar ya da (spoilera girmeden) bossun türevleri birbirine çok benzer ve sıradanlaşmaya çok müsait, Ayrıca can barı hariç, bölüm içindeki bazı güçlü npclerden bile daha kolay hale gelmeye çok müsait yapıda, Bir hikaye var ama bu 'benden bir roman çıkar, ben ağır yapımım' gibi kendini ciddiye alıp kasvet yükleyen bir hikaye değil, keza anlatım tarzında da buna göre davranmışlar, bu artılarından biri. Bölüm dizaynı da dar koridorlarda spawn olan düşmanları dash atarak savun, ritim tutturarak döv, arada da bonus topla gibi çok basit tarzda. Bu durum, ağır bir beklentiyle oynamıyorsanız kolay alışıp zevk alacağınız bir şeye dönüşüyor. İçeriğin kısa sürede tüketilebilir olması yani oyunu bitirmenin kolay olması da yine bir artı. Zira, oyun süresini uzatmaya çalışsalar aşırı tekrara düşecekleri de çok açık. Güzel bir seçim olmuş. Oyunun alamet-i farikası olan müzik kısmı da yine takdiri hak ediyor. 'Girip 1-2 saat takılayım, stres atayım', 'kız arkadaşıma patlamaya maçam yemedi, burada biraz sinirli taklidi yapayım' ya da 'anne-babam beni hiç sevmiyor, kaşıma piercing takıp isyan modu açayım, tüm dünya bana düşman ve ben sadece bir ergenim' insanıysanız keyifle oynayabilirsiniz. İyi eğlenceler.
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Gamebreaking softlock on the Acheron level where enemies will spawn between boss phases beneath the map in the geometry. Love the game but that's something you should have fixed or added some kind of enemy timer to prevent. I love the game in all other respects, but I'm just pissed I have to replay the level vs a boss reset option if I restart. I want to play the crap out of this on the higher difficulties, but if this doesn't get fixed I don't think I'm going to finish the game, or consider the DLC. Edit: The studio was shut down, and that's ass given how good this game can be. Especially when you start nailing the timing and enemy variety and enjoy that dope ass soundtrack.
нуу пойдет. 5.5/10 очень однотипные боссы и музыка
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.