
Hell is a turn-based tactical skirmish strategy game developed by award winning developer Hunted Cow in partnership with Slitherine.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After a promising start you will soon realise that Hell lacks polish. The game mechanics are pretty good with an interesting mix of different unit skills, individual level up, and tactics based around flanking, support, and elevation. The storyline is a typical overlay that doesn't lend much to the actual gameplay which consists of a series of progressively more difficult skirmishes - at least that's what one would presume; following the tutorial you are instantly thrown into a battle where you are wildly outnumbered by units that have better skills than your own. To make things worse there is an arbitrary turn limit placed on encounters so even should you find yourself beating the odds the chances are that you will run out of time and lose anyway. It's a shame that a game with such obvious potential will be consigned to anonymity simply due to a lack of polish and balancing - but there you have it.
There is one major flaw I can't believe exists in a game released in 2014 and this is that some of the graphics in the game are stretched if you use any screen resolution that is not of a ratio of 4:3. These graphics include for example all unit information screens, shown when you move the mouse cursor over a unit or ctrl-click on a unit, some icons as well as all menue graphics and campaign description background graphics. Another flaw is the haze visible when using a zoomed out view. The bad thing is it can't be disabled and makes it difficult to see everything clear and besides that just lets the world look crappy. The screenshots shown on steam do not show how crappy it looks in reality if you for example use a resolution of 1920x1080.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The graphics are OK and so is the interface but it is a very rigid game, no ability to choose which troops are deployed, limited scope to employ tactics to win often only a very narrow method to victory on the scenarios it really isn't what they advertise as it appears that you get more choices. for the cost I expected a more dynamic more "pick and choose your units" style game which this isn't I would not recommend buying this game.
Nice and very challenging strategy game with good graphics. Play on the lowest difficulty unless you're a true wargame grognard! [url=https://steamcommunity.com/sharedfiles/filedetails/?id=502182765]--> Tips for winning the first campaign scenario as the good guys, if you're stuck! Plus where to find the game manual. <--[/url] Pros: - Deep gameplay: Zones of Control, flanking and mutual unit support; special abilities for all units; terrain elevation and cover matters; morale system. This is not your average Advance Wars clone, it's closer to a real wargame. - Easy to play despite the deep rules (but reading the manual helps to understand all the details) - Nice graphics, adequate art style - Mission and campaign editor, interestingly while units don't carry over from scenario to scenario in the current campaigns you can enable that feature in the editor. So you could make the current campaign a lot easier, or create a new balanced campaign around that feature. - Full campaign for both sides of the conflict. - You can save your game at any time and play any campaign scenario whenever you want. Cons: - Atrocious learning curve, the first campaign scenario is very difficult and does not ease you into playing. (DEVS: Wanna fix this easily? Extend the tutorial campaign to be more like the one in Panzer Corps, actual scenarios where you have to take decisions but where the odds are initially heavily stacked in your favor and get harder as you progress.) - Scenarios like to spawn enemy reinforcements right on top of you, and they can move on the same turn they appear. That sucks, so be wary of map edges. - Interface is functional but slightly clumsy, and it should have included some information that is only found in the manual. It lacks keyboard shortcuts for some things such as closing dialogs, and betrays its iPad cross-platformness (yup I did just invent that word) by inefficient use of space and by looking stretched (or just badly skinned?) in widescreen. - Generic universe and story that does the job but isn't captivating. Overall despite the flaws there's a lot of fun to be had if you go in expecting a good challenge, not a walk in the park. Units don't carry over with their XP from scenario to scenario (contrary to, say, Battle for Wesnoth), so unlike other games where losing one or two major units means reload, here you can definitely win despite some heavy losses. Some players are complaining about this lack of campaign continuity, but I find it different and refreshing. Fight to the death instead of XP farming! Another misguided player complaint is the turn limit in every scenario: every serious wargame has it (notably the amazing Panzer Corps), a time constraint is part of the challenge and gives a realistic element to any battle. In war you're always under pressure from something, be it dwindling supplies, attrition, the coming of winter or incoming enemy reinforcements. And war, war never changes.
[h1][b]Hell Review[/b][/h1] Published by Slitherine, its no surprise that Hell is a highly addictive turn-based strategy game that offers challenging gameplay for even the most battle-tested tacticians among us. Still, the game manages to offer an inviting platform for beginners, complete with a helpful tutorial and an in-depth game manual. Moreover, it is a "skirmish" style of strategic warfare, meaning that the game skips the often tedious and mind-boggling affairs found in grand strategy games and thrusts players right into the action. By doing so, the game is easier for newcomers to the genre to catch on and since combat is the central focal point, more effort and development has been put into the tactical aspect of it and the results are impressive. So what exactly can players expect? For starters, the maps are much smaller, which keeps the speed and intensity of each battle moving at a fast, steady pace. While the maps (and the graphics in general) are amazingly rich and lustrious for this type of game, they are so much more. Players must utilize the various terrains and vantage points craftily in order to gain the upper hand on the battlefield. The use of higher ground, hidden units in a treeline, obstructed fields of vision, slower paths of travel, and choke points are some of the things to be considered with each turn. Additionally, combat tactics include using unit support, flanking, and other maneuvers as well. These things must all be considered both offensively and defensively in order to be successful. There are a variety of units in the game with their own abilities, strengths and weaknesses to be considered. Units gain experience on the battlefield which increase their strength as they level up. This is all done automatically, much like everything else non-combat related in order to keep the micromanagement aspects out of the game. The game offers a solid storyline that plays out over two full-length campaigns, one having players defend the mystical realm using the armies of "The Order of Radiance" and the other commanding hordes of the "Demons of Hell" to prevent being vanquished from the lands. These campaigns are broken down into individual missions, or skirmishes, and offer individual battle achievements for each map to further challenge players. Unfortunately, these are not in the form of Steam Achievements and as far as I can tell, attaining these offer no additional benefits other than personal glory. Some of the other nice features about this game include good background music and sound effects, attractive graphics including battle animations (for this type of game), a cross-platform multiplayer feature, a skirmish mode, a rotating camera with smooth controls to enable better views of the battlefield, and an editting tool to create custom maps and campaigns. Honestly, there isn't much to not like about this game. The one thing I personally would like to see added to this game is a way to reverse, or undo, a unit's movement before performing an action in combat. Several times I accidentally clicked a spot on the map not realizing I had the wrong unit highlighted or without knowing support units would not be able to reach the location in time. The results are perilous and for a game that has done so well in removing the micromanagement aspects of strategy in order to keep from distracting players from the battle, I found it a bit disappointing that managing my mouse is a determining factor in overall success. Another area that could use some work is the AI. Its not bad and it does offer a good challenge to players, but since this is a skirmish game whose focus is on the combat, the AI should be superb. It feels a bit random at times and often unpredictable for no apparent reason. Enemy units sometimes back off when they clearly have the upper hand or fail to capitalize on a player's mistake. The lack of intuitive thinking is more obvious at some times and less at others, but it is clearly visible for true veterans of the genre. Overall, its still not bad and can be challenging on higher difficulty settings. [h1][b]The Good: =======[/b][/h1] [i]+ Superb graphics + Quality sound/audio + Variety of unit types + Two full campaigns with a solid storyline + Skirmish mode (replay value) + Multiplayer + Editting tool for custom campaigns + Rotating camera with smooth controls + Helpful tutorial for beginners[/i] [h1][b]The Bad: ======[/b][/h1] [i]- Lack of "undo" movement button - Ranged units can only fire before movement - AI is average and feels random - Achievements do not register on Steam[/i] [h1][b]Final Thoughts: ===========[/b][/h1] Overall, Hell is a solid turn-based tactical game that offers plenty of challenge for beginners and veterans alike. Being a skirmish strategy game makes it a great alternative to fire up when you don't have time to fully engage in a grand strategy since you can jump straight into the action. For all strategy fans and for players looking for a new type of challenge I encourage you to pick up a copy of Hell. Its devilishly fun. [i]If you liked this review or want to see more recommended games, be sure to follow our curator group: [url=http://steamcommunity.com/groups/Original_Curators_Group#curation]Follow Original Curator Group[/url][/i]
On the surface, Hell is a casual, light hearted cartoonish affair. It doesn't take itself seriously at all, and instead plays off the fantasy cliches for comedic effect. The maps and models are simple and beautiful, making the overall aesthetic colorful and easy on the eyes. Some tactical turn based fans might be turned off by the cartoon comedy feel of this game, but it works as intended. Beneath the surface is a surprising amount of tactical depth. You get a good mix of units. Melee, short and long ranged missile, cavalry, scouts, magic; everything you'd expect from the genre. Units level up through combat experience, and have unique abilities that can turn the tide when used correctly. Units gain support bonuses from adjacent allies, and flanking bonuses for attacking the enemy from the rear. You get terrain bonuses and penalties, and the maps lend them well to strategic gameplay. I'm running the game on a crappy laptop with no crashes or technical issues. The price point is prohibitive, but on sale I recommend it highly.
🔥 😈 𝓗𝔬𝔪𝔢 𝔖𝔴𝔢𝔢𝔱 𝓗𝔬𝔪𝔢! 😈 🔥
A pretty decent strategy game: two factions and many unique units with lots of options. Reminds me of Battlelore: Command system. AI is pretty good and there are surprises in form of enemy reinforcements. It's not RPG, there is no meaningful units progression and you are expected to lose allies. After such 'warm welcome' on Steam (read: lots of moaning), I no wonder why developers stop working on game and move on. Well, that's what you get when chasing out indie developers and inject toxicity into system. It's a shame, because few life improvements could really make it more playable: show the move range and targets for enemy units, a couple more spells (direct damage) and Undo button. Some skills also need tuning, like Trample which is crap-shot to kill a unit (too much randomness). Units' prices also hardly reflect value (super-useful Longbow 15gp vs. okish Spearman 20gp). But, I guess those updates won't happen now. With that in mind, I really recommend this game - it's fun to play and definitely worth a few bucks they are asking for it. Just make sure you read manual because mechanics are complex.
Game is crashy. Tutorial glitches out regularly. Looks like it might be fun, but can't tel. Cause, y'know, crashing...
Jumped right in and played a skirmish mode. It's might and magic-esque and lots of fun.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| KUR | $26.5K | 64 | 66% | $19.99 |
| Dungeon Looter | $26.5K | 96 | 77% | $11.99 |
| Lost Sea | $26.5K | 70 | 63% | $14.99 |
| Loch Ness | $26.5K | 135 | 33% | $13.99 |
| Kijutsu Rider | $26.5K | 97 | 54% | $9.99 |
| The Bradwell Conspiracy | $26.5K | 86 | 64% | $19.99 |