
Slay hordes of terrifying monsters in this horde survival roguelite. Descend into the Halls of Torment where the Lords of the underworld await you. Treasures, magical trinkets, and a growing cast of heroes will grant you the power to vanquish these horrors from beyond. How long can you survive?
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.
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): 3.43/day in the week to Sep 4 → 5.71/day in the week after.
About
Halls of Torment is a horde survival game with a pre-rendered retro look reminiscent of RPGs from the late 90s. Choose one of many hero characters and descend into the deadly Halls of Torment. Fight unholy horrors from beyond and survive wave after wave of enemies until you face one of the tormented Lords. Strengthen your hero with character traits, abilities, and items. Create a new powerful build during each run. Explore various underground expanses and find new powerful items that enable you to venture even deeper into the abyss.
Quick and casual 30 minute runs
Old school pre-rendered art style
Quest-based meta progression
Large selection of diverse abilities, traits, and items, all enabling you to create interesting synergies
Diverse bosses featuring unique mechanics and attack patterns
Several distinct characters allowing for many different play styles
Unlock and explore multiple interesting and challenging underground worlds
Unique items can be sent up to the overworld and used to customize future runs
Craft magical tinctures to direct fate in your favor
Unlock the power of each class and combine them with your chosen character
Defeat the Lords of the underworld and explore infinite growth
Find rare item variants to further improve your builds
Put your strategies to the test in the late game against the unbeatable Shrine of Torment
6 stages with unique environments
11 playable characters & character marks
25 blessings that make you stronger for each run
60 unique items to retrieve and unlock
240 higher rarity item variants
74 abilities and ability upgrades
30 artifacts to customize your game experience
35+ unique bosses
70+ unique monsters
500 quests to complete
1000+ traits that upgrade characters and abilities
Sums Steam only; Xbox, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.66 | 31.9Kreviews | 95% | — | $5.2M |
| $9.99 | 1.4Kratings | 68% | — | 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 956 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is honestly one of the best balanced Survivors type games I've played, despite the hardcore name it's actually pretty cozy. The game's not "easy" per se but nothing feels unfair or excessively tied to randomness. Every new enemy type and mechanic the game throws at you come at a good rate to figure out how to deal them quickly instead of "just die in 1-2 hits and try again later", which isn't an approach I particularly enjoy. You will get mulched by bosses and even the mooks in just a few seconds if you don't keep moving and pay attention, but most things are perfectly possible to pull off on first attempt. I think I had lost under 10 runs by the time I had gotten all but the grindiest achievements that require just beating the game over and over (though admittedly, I did quit out from some runs that were going for a particular quest and it wasn't working out with the loadout I chose). I'm also a fan of how the big pile of difficulty modifiers work, they generally aren't the "now do it with one hand tied behind your back and the enemies are 3x stronger" type but adjustments that aren't excessively crippling or even tradeoffs that often are in favor of the player. Especially appreciated is that there's nothing gated behind you having to enable more and more modifiers - just turn on the ones that are most fun to mess around with. Lots of characters to play with and they actually feel appreciably different beyond just stat differences. Each having their own inherent weapon and then the shared set of skills and equipment to add to that is a nice approach. They didn't all feel quite equally strong, but none were annoying to play or downright weak, they just lend themselves better to playstyles I found less interesting or effective. As for the presentation, I never played Diablo games, but I can appreciate the 1997 presentation, everything's nice and clean. Sure you can get the overpowered weaponry chaos going later on, but it's not as prohibitive to actually still playing instead of just watching the fireworks as with some others of the genre. Sounds and music are okay, not the most memorable overall but they do the job perfectly well. Final verdict: 1,283,381 thumbs up from all the skeletons I've mown down, well worth the price.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 3.29/day in the week to Jul 23 → 6.71/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 2,402 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, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian +5 more
| $7.49−25% |
| 1.2Kratings |
| 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 963 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A simple game in the style of Vampire Survivors. I keep asking myself, how is it that I am still alive and then some new upgrades or skills open up. Very brilliant game...perfect for short sessions and at the same time very addictive. Makes time fly by super fast. And with 500 achievments to unlock, it will keep you coming back.
There is something about this game, which makes me love it, even though it's flaws continue to bug me. Sure, it's extremely unfriendly to beginners, and it takes a lot to get your feet moving, but once you figure it out, progress is so much more rewarding than easier/ simpler titles. *The slime enemies look like moving turds. No redeeming qualities there.
这个游戏底子是很不错的,暗黑加构筑加搜打撤,各种流派组合起来之后很爽,但是但是啊,没有玩法引导,很多翻译也不是很准确,我也是查了很多攻略才能有些起色,真是太难了。有时间能专研的可以考虑下,
It would be a fun game, but it crashes way too often. 25 minute into a 30 minute run and suddenly the progress is just gone. Such a waste of time.
great-looking game but the buildcraft is just not exciting; which is the whole reason to play any bullet heaven game.
The Diablo 1-inspired pre-rendered aesthetic and atmosphere are genuinely excellent — one of the best visual identities in the survivor-like space. The early hours also deliver that classic “just one more run” pull. After enough time, though, the game reveals structural problems that make it hard to recommend over stronger alternatives in the genre. The biggest issue is pacing and agency. Runs clock in around 25–30 minutes and a large portion of that time is spent in low-decision autopilot: clearing dense packs with the same abilities while waiting for the next meaningful spike. Unlike Vampire Survivors (which offers tighter loops and turbo options) or Death Must Die / HoloCure (which keep decision density higher and runs feeling more dynamic), Halls of Torment leans into deliberate slowness as part of its identity. What starts as atmospheric becomes repetitive and low-engagement once the novelty fades. By the later stages of a run you are often just waiting for the clock or the next boss rather than actively solving interesting problems. Build variety is thinner than it first appears. A large share of the upgrade pool is straightforward stat increases. Transformative or synergistic choices exist, but they are outnumbered by incremental numbers that do not meaningfully change how a run feels. After a certain point most successful runs converge on similar solutions. Character differences matter, yet the overall decision space never reaches the depth that keeps the best games in this genre compelling across dozens of hours. Meta progression compounds the problem. Unlocking characters, equipment, and meaningful power requires a heavy volume of runs. Some of the systems (artifact acquisition especially) feel opaque, turning the loop into pure grinding rather than directed progression. When the game has also shipped balance patches that nerfed the power curve while increasing enemy durability, the sense of earned strength that makes survivor-likes addictive is undercut. Earlier versions of the game felt fairer and more rewarding; later adjustments prioritized stretching content over preserving the fantasy of becoming an unstoppable force. There is a solid core here and the presentation is strong enough that some players will still get dozens of enjoyable hours. If your primary interest is the retro dark-fantasy atmosphere and you do not mind long, somewhat autopilot-heavy runs with limited build experimentation, it can work. For anyone who prioritizes tight pacing, high decision density, and strong power-fantasy payoff, the genre already has clearer and more refined options. After 30+ hours (on another account) the limitations outweigh the strengths for me.
currently the game will randomly crash to desktop without any notice or reason. I have been unable to finish a single run due to this issue and what little information there is to find about it regarding fixes hasnt worked.
I can't say enough good things about this game. I'm having an absolute blast with it. The art style is fantastic, the atmosphere is great, the music fits perfectly, and every class feels distinct. The builds are fun to experiment with, and there's a lot of class variety, which keeps each run feeling fresh. It's also the perfect "log in, do a run, and go about your day" kind of game... although, admittedly, I've been pretty addicted to the gameplay loop ever since I bought it. My only real criticism is that some of the progression could be explained a little better. I'm still not entirely sure how to unlock all of the remaining characters, and I wish that process were a bit clearer. I'm also at the point where I feel like I'm seeing the same items repeatedly, so I'm not always sure how to unlock or discover new ones. Overall, though, I'm genuinely excited to keep playing and see what else the game has to offer. I can't wait to continue unlocking new content and discovering everything the game has hidden away.
I'll tell you what's NOT fun about a survivors-like game: having to play each level for a minimum of 30 minutes. I'll also tell you what's NOT fun about a survivors-like game: bosses that are bullet sponges. However, the level bosses in this game aren't just bullet sponges, they're adamantium full-plate diamond armor sponges; it literally takes at least 10-minutes minimum to kill a single boss while you chip away hairs-worth damage. Do you know what else isn't fun? Never feeling powerful enough. Yeah, you get stronger, but so do the enemies; it ALWAYS feels like you get 10% stronger, but the enemies get 10.1% stronger (house always wins); near the 28-minute mark (soooooooooo boring) enemies are basically immortal & you have to maneuver not to get killed while you don't kill sht. Do you know what's also NOT fun: so many projectiles, including yours, that you don't know what's a projectile, an enemy, your attacks, or enemy projectiles & because you're not killING sht, there's the majority of chaos on the screen. Lastly, almost not viable to heal. Majority of the game is that if you take damage, you're going to NOT going to heal it off. This means that players are forced to play with the angel ring instead of a DPS substitute. And yes, ALL x11 of my characters have an angel ring equipped because the game isn't viable otherwise. And yes, there's no skills that heal, because, why would there be in an RPG? Game would be great if it didn't suck so hard; seek fun elsewhere.
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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