
Hammer Of Pain. Dive into a pixel-art, medieval adventure with Silver, the master blacksmith, and his huntress daughter, Nora. Their riveting tale of courage and heritage awaits you. Unfold their story, savor the detail, and get hooked on their world!
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About

Combat system "Click-and-Hold"
Upgrade your character
Variety of enemies
More than 129+ different quests
Dozens of living NPCs with their own history
Interesting and exciting plot
Control two heroes throughout the game
4 different locations with their own puzzles
Abandoned dungeons with puzzles and monsters
Stylish, hand-drawn pixel art


In Hammer Of Pain, you step into the worn boots of an exhausted father, left alone in a world that has forgotten its history and plunged into darkness. This pixelated 2D platformer immerses you into the grim corners of the Middle Ages, where the once vibrant spark of life has been replaced by the cold shadow of madness.

Your daughter has vanished into the darkness of this world, leaving behind nothing but echoes of her memories. You are to navigate through myriad trials to decipher her fate and unravel the ghostly threads of history that led to the collapse of kingdoms.
Each step you take will be an imprint on the bloody annals of history, each leap - a desperate reach for hope in the abyss of despair.
You'll face intricate puzzles, intriguing quests, and clashes with creatures dwelling in this insane world.
You are to uncover the mystery of this world, find your daughter, and regain peace once more. In Hammer Of Pain, every step forward is a stride towards truth, every hammer strike is a shout in silence, every sigh is a prayer in the quietude.
Welcome to Hammer Of Pain - a journey awaits you!

Learn to master your strikes. Hold the key and release it at the moment when the world stands still in anticipation. Your blows can shatter stone and cleave the wind, obliterating all enemies in your path.
But power is only one side of the coin. In a world where danger lurks at every turn, the ability to react swiftly and dodge at the decisive moment becomes the key to survival. Evade enemy strikes, glide smoothly between the streams of arrows, avoid traps.

Embark on a journey where you will face a diverse world of creatures, from the undead lurking in the shadows to bandits roaming the wilderness. You'll encounter forest beasts whose eyes glow with wild power and survival instinct. Magical beasts that lurk in the depths of forgotten places. Plants that threaten even the bravest traveler.
In each encounter, each confrontation you will learn your enemy, learning their weaknesses and strengths. You will have to apply all your art and skill as a blacksmith and a father. In each battle, you will improve your skills, learning more and more about this world and those who inhabit it. On this journey, you will face challenges that will force you to overcome yourself.


Meet a world where every pixel has been carefully hand-drawn, bringing Hammer Of Pain's unique style to life.
Immerse yourself in the atmosphere of the Middle Ages. Every pixel reflects the hard work, love and passion put into this game. Here you will find a world where light and darkness battle for dominance, creating extraordinarily colorful and vivid scenes.
Soak up this world where the smallest details matter. Here every pixel comes alive, adding its own touch to the multifaceted palette of Hammer Of Pain. It's not just a game, it's a canvas on which a gripping story opens up, and you become its protagonist. Enjoy every moment, every glance, every step in this uniquely hand-painted world.

Enter a world where history and legend intertwine into one, and immerse yourself in the lives of the blacksmith Silver and his daughter Nora. They are the soul of this game, lively and vivid characters, their stories and challenges mesmerizing and their fates touching the deepest strings of the soul.
Let every step you take be a new spin on this incredible story. Unravel the tangle of mysteries of the kingdoms, look into the most hidden corners of the lands of Arkon and Riven. Here every stone, every leaf, tells its own story, and every one of them is waiting for you to uncover it.
Discover a world where myth and reality merge into one, where past and present are closely intertwined. Discover the secrets, drowned in time. In the world of Hammer Of Pain each moment opens a new chapter, each step leads to new discoveries. Are you ready to walk this path and discover the full extent of Silver and Nora's story?


Your journey is not just a journey, but a constant self-improvement. In Hammer Of Pain you will face incredible challenges that will require your quick reflexes and keen intellect. You'll engage in upgrades and enhancements, improving your hero.
Collect valuables scattered throughout the game's world. Allocate these resources wisely, invest them in the development of your hero, honing his skills and improving his abilities.
In this world, every item, every resource has its value. But only your decisions determine how you will use those values. Be wise, be determined. Your skills, your power, your destiny are all in your hands. In the world of Hammer Of Pain, you are the smith of your own destiny.

We are a small, passionate team working tirelessly on this game. Each day, we pour our love and dedication into this project, fueled by our deep affection for the world we're creating. We're eager to share our vision with you, the players, and to bring you along on this journey we've embarked upon.
Your support is immensely important to us. It gives us the strength to continue, to improve, and to create something truly unique. By adding our game to your wishlist, you are not only expressing your interest but also showing your support for our work, our dreams.
We sincerely hope that when the time comes, you'll be just as excited to play our game as we are in creating it. We believe that together, we can bring this incredible world to life. Thank you for being part of our journey :)
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, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America +4 more
Reviews
Nice pixel art and mature story are hampered by design choices, unresponsive controls, and a significant lack of polish. Only recommended at a heavy discount. Gameplay is pretty standard for a 2D adventure game. You travel the land, complete quests, defeat enemies, and collect loot. You don’t have any map, but the game is mostly linear so you don’t really need it. You play two characters: the main character, blacksmith Silver, and her hunter daughter, Nora, available only at various points in the game. While Nora is swift with her bow and can knock out enemies from a distance, Silver is slow and cannot attack quickly. In fact, pressing the button will not provide any results. Attacking is mainly about rhythm because you need to wait a little before each attack to connect them into a three-hit combo. Your combat is also assisted by a single heavy attack that takes a second to recharge and is pitifully weak, as well as a roll to avoid danger. Combat in general isn’t that fun, partially because you will have the same strength and weapon from start to finish, and fight against same enemies. There’s contact damage, and you can only hit one enemy even when they’re right on top of each other. Also, there is a double-jump that is not as satisfying and platforming enthusiasts may dislike it because you can not jump immediately after landing. This is noticeable during jumps over many hazards, as you will want to jump yet fall right over the edge. The stages are simple, and all you have to do is move right to reach the end. However, the game throws in the occasional puzzle to keep you from completing stages too quickly. All of them involve stacking boxes on top of one other to form steps to a higher ground or placing them on switches. This involves a lot of backtracking because you have to swap boxes on switches with barrels. The irritating thing is that you can not jump on top of barrels and can carry only three items. Quests are received from people, so most are optional. You can talk to everyone, but only a few will have something meaningful to say or offer you a quest. There are no decisions and the story is set. The logbook displays all obtained quests, both optional and main, as well as completed quests and remarks. Due to the linear structure, quests might be easily missed, because you can’t go back. However, you do not get anything meaningful other than money. Money is spent to improve your health, speed, and intelligence. This can be accomplished using the wizard that appears in each level. However, after purchasing upgrades, you must reach the next checkpoint and save because dying will result in the loss of both the purchased upgrades and your money. Another criticism is that some upgrades don’t make any difference. Agility, for instance, is supposed to increase dodge speed and cooldown, but you still have to wait a second or two before you can dodge again. Unfortunately, the loot system is tied to an odd design choice. This excludes Nora's stages and chests, which function as intended; you interact with them, and loot falls out for you to collect. When controlling Silver, the issue arises from breakable jars, barrels, and enemies. When you smash objects or kill enemies, you will not see the loot until you use the so-called "Blacksmith intuition". In practice, this means you have to hit two extra buttons every time you destroy something: first for intuition, and then to open the loot bag, which contains money and occasionally a health potion. What’s more, you have to wait a second after killing an enemy to wait for the loot to spawn, otherwise you’ll have to press intuition again. Money is collected automatically, but it must fall to the ground. In rare situations, it may drop a health potion, which you will be unable to retrieve even if you are standing right there. So you have to waste a potion to pick up the other one and then let the coin fall to the ground to collect it. There are other issues with interactions. For example, when a character requests coins after speaking with them, you must move away from them and return for the button to become active. Some goes for when you have to interaction points on top of each other. Some troubles stem from a lack of tutorials. Although you see them once, you cannot review them. For instance, you can easily forget that items can be placed in your inventory if you hold the button long enough. This was the case with exploding barrels, where I fought to move them over a hole rather than just collecting them. I have also discovered inconsistencies in jumping when carrying objects in your hand; sometimes you can jump normally, but other times you can not even hop over a step. Bosses are interesting but can be problematic because they lack balance and are all linked to puzzles and item management. Woodman, for example, throws objects and leaves one safe area. However, this area could be on the opposite side of the screen, making it hard to reach without being hit. Fortunately, bosses do not exhibit soul-like behavior, so you only need to whack them a few times. But on the other hand, the last boss is an unplayable mess and an insult to everyone who stuck with the game until the end.
Я был приятно удивлен проходя эту игру: средневековая атмосфера антиутопической истории отца и его дочери. + потрясающий дизайн уровней: бекграунды, окружение, эффекты потрясающие. Невольно забываешь что ты играешь в пиксельную игру + завораживающая музыка, просто бесподобна, я бы просто отсосал композитору + интересная история повествования и как она сделала (тут без споллеров, хотя хотелось бы рассказать, но лучше это самому ощутить) + дизайн боссов - это наверно любимая часть, они все настолько разнообразны, что их сложно всех забыть, к каждому боссу нужен особый подход и метод борьбы с ними, кароч супер + интересная боевка, заставляющая тебя драться не как в слешере, что делает этот процесс куда интереснее ИЗ МИНУСОВ. - это наверно единственный минус, неоднозначное решение в управлении интерфейсом, но в целом, мало влияющая на геймплей ИТОГ: отличная игра, за которую не жалко отдать пару деревянных и оставляющая приятное впечатление как еще одна замечательная и атмосферная пиксельная игра этого жанра
An interesting game. Cool story. I like the atmosphere. The developer can improve the controls a bit.
(ノ◕ヮ◕)ノ*:・゚✧
Hammer of Pain is a grim, emotionally heavy, and surprisingly ambitious 2D action-adventure that combines dark fantasy storytelling, Souls-like combat philosophy, atmospheric exploration, and pixel-art worldbuilding into a bleak medieval journey driven as much by emotional desperation as by violence and survival. Developed by SleepingFrog and published by Baked Games S.A., the game immediately distinguishes itself through its oppressive atmosphere and melancholic tone, presenting a world that feels exhausted, broken, and permanently scarred by suffering. Rather than focusing purely on heroic fantasy or fast-paced combat spectacle, Hammer of Pain builds its identity around themes of loss, family, endurance, and the emotional cost of surviving inside a collapsing civilization. While the project undeniably struggles with technical roughness and uneven gameplay execution at times, it still succeeds because of the sincerity behind its artistic vision and the emotional weight carried by its dark fantasy world. The story centers around Silver, an aging blacksmith who becomes trapped within a brutal journey across ruined kingdoms alongside his daughter Nora. The world surrounding them is consumed by decay, violence, corruption, and supernatural horror. Entire settlements lie abandoned or destroyed, ancient ruins hide forgotten horrors beneath their foundations, and surviving people cling desperately to existence in lands where hope itself feels almost extinct. Unlike many fantasy games where the protagonist exists as a legendary hero destined to save the world, Silver feels painfully human. He is tired, emotionally burdened, and clearly shaped by years of hardship long before the adventure even begins. That grounded characterization becomes one of the game’s strongest narrative qualities because it gives emotional weight to the journey beyond simple monster-slaying and exploration. The relationship between Silver and Nora serves as the emotional heart of the entire experience. Much of the narrative tension emerges not from grand political conspiracies or world-ending threats, but from the desperate need to protect loved ones within a merciless world where survival itself becomes uncertain. The game consistently emphasizes emotional vulnerability and personal sacrifice, which helps distinguish it from many other dark fantasy adventures focused primarily on lore and large-scale mythology. Silver’s exhaustion and determination create a surprisingly intimate emotional atmosphere even during larger combat encounters and exploration sequences. The story often feels less like a heroic quest and more like an emotionally painful attempt to endure a world that has already begun collapsing long before the player arrives. One of the most impressive aspects of Hammer of Pain is its atmosphere. The game constantly surrounds players with feelings of despair, loneliness, and quiet tragedy. Ruined villages, abandoned dungeons, dead forests, and collapsing castles all feel soaked in forgotten history and emotional exhaustion. The environments rarely appear vibrant or hopeful. Instead, nearly every location feels like a remnant of something already lost. This bleakness becomes incredibly immersive because the game avoids excessive exposition and instead allows environmental storytelling to carry much of the emotional tone. Broken structures, abandoned camps, scattered corpses, and subtle visual details quietly communicate the suffering that shaped the world long before the player began exploring it. Visually, Hammer of Pain uses a highly detailed pixel-art style that often looks genuinely beautiful despite the project’s indie limitations. The environments are layered with atmospheric lighting, detailed backgrounds, and carefully animated visual effects that create a surprisingly rich dark fantasy aesthetic. Torchlight flickers across ruined stone walls, rain falls over abandoned roads, and distant structures loom through fog-covered landscapes in ways that constantly reinforce the game’s oppressive mood. Character sprites are expressive enough to communicate emotion effectively during dialogue scenes, while enemy designs blend grotesque fantasy horror with traditional medieval imagery. The visual direction clearly represents one of the game’s strongest accomplishments because the world consistently feels handcrafted with artistic passion and emotional intent. The combat system is where Hammer of Pain attempts to separate itself most strongly from other indie action-platformers. Rather than relying on fast hack-and-slash mechanics or endless button-mashing, the game introduces a deliberate “Click-and-Hold” attack system centered around timing, patience, and controlled aggression. Players must charge attacks carefully before releasing them, creating combat encounters where commitment and timing matter significantly more than speed alone. This system immediately changes the pace of battles because every attack feels weighty and intentional rather than disposable. Silver’s hammer strikes land with physical force, and successful combat often requires carefully studying enemy behavior rather than rushing into encounters recklessly. This slower and more methodical combat design gives the game a strong Souls-like influence. Enemies hit hard, mistakes are punished harshly, and careless aggression frequently results in death. Players must learn enemy attack patterns, understand positioning, and manage stamina and movement carefully during difficult encounters. Certain bosses and elite enemies become genuinely tense because victory depends on patience and mechanical discipline rather than pure reflex speed. The game clearly wants players to feel vulnerable rather than overpowered, which helps reinforce the emotional tone of the world itself. Enemy variety contributes positively to the experience as well. Throughout the journey, players face undead warriors, corrupted beasts, monstrous creatures, hostile mercenaries, and strange supernatural entities inhabiting the ruins of the fallen kingdoms. Different enemy types force players to constantly adapt their strategies, especially during later sections where combat encounters become more mechanically demanding. Some enemies attack aggressively with fast melee strikes, while others force careful positioning through ranged attacks or environmental hazards. The game generally does a good job of keeping combat encounters varied enough to prevent complete repetition over the course of the adventure. For players who enjoy dark fantasy storytelling, atmospheric pixel-art adventures, methodical combat systems, melancholic worlds, and indie games built around emotional weight rather than mainstream polish, Hammer of Pain offers a surprisingly immersive and emotionally resonant experience filled with tragedy, violence, ruined kingdoms, and difficult survival. Its uneven combat mechanics, technical roughness, and inconsistent pacing prevent it from reaching the heights of the genre’s finest indie action adventures, but the strength of its atmosphere, storytelling, and artistic identity still make it a worthwhile journey for fans of grim fantasy experiences. The game ultimately succeeds because it feels like a deeply personal medieval tragedy shaped by developers who genuinely cared about every broken castle, every exhausted survivor, and every painful step through their dying world. Rating: 7/10
Прекрасно
AbobA
Indyczek dwuosobowego studia SleepingFrog, wspomaganego przez Baked Games i PlayWay, będzie miał premierę na Steam za dwa dni. Hammer of Pain, stworzony przez Polaków, jest w klimatach soulslikeowych. Pixel-artowa platformówka 2D poświęcona jest kowalowi Silverowi oraz jego córce Norze, którzy żyją w średniowiecznych czasach. Do Arkonu, w którym mieszkają, dociera zaraza z sąsiedniego królestwa, które izoluje się od świata, i popada w ciemność. W wyniku tego Silver porzuca kuźnię, a Nora gdzieś przepada. Ojciec musi się dowiedzieć co się stało z córką. Sterujemy zarówno nim jak i nią. Gra jest bardzo wymagająca. Pewne kroki nie są wytłumaczone i trzeba samemu znaleźć rozwiązanie. Skojarzyłam też kilka nawiązań do Wiedźmina np. gra w kości, nawiązywanie dialogów z niemal każdym, no i muzyczka w tym klimacie. Spodobała mi się również ręcznie układana, pikselowa grafika. Szkoda tylko, że nie można zapisywać postępu samemu, bo jak przerwiemy rozgrywkę w którymś momencie poziomu, to trzeba później zaczynać go od nowa.
стрімер не тупий
(Positive review because I think it's just not for me.) Right from the start the game seems to be broken. You have a cursor but the mouse does pretty much nothing, even in menus. All of the UI is a bit of a pain to navigate, it's not fun at all. I didn't really play enough of the game to properly review the gameplay but the combat was iffy and I did not care to continue after that tutorial. Could be a fun game, I just don't think it's for me.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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