
Forge powerful builds with endless loot in this relentless combination of Roguelike and ARPG. Blast through dungeons and unleash inhuman powers in a dark fantasy twist on Brazil’s War of Canudos.
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): 5.43/day in the week to Sep 3 → 7.86/day in the week after.
About

In the 19th century, Canudos became a refuge for thousands. When its people defied the new Republic, they faced brutal retaliation, leaving 25,000 dead.
Play as Pajeú, a warrior fighting to rescue the soul of The Counselor, his fallen mentor. With each descent, time warps, and your power grows as you confront the dark forces that claimed his head and trapped his soul.

Every second counts as you battle the undead forces of your oppressors. Risk delving deeper for powerful loot and face the nightmarish incarnations of those who sought to bury the truth.

Hunt down ancient Relics infused with the strength of resistance. Create devastating combinations that channel Canudos's unbreakable spirit into unstoppable power.

Master a diverse selection of devastating abilities born from righteous fury. Dance through hordes with lightning-fast knife strikes, smash enemies with Canudos' great bell, or rain rapid-fire death from your trusty sidearm.

Each descent brings new chances to right historical wrongs. Discover unique combinations of Blessings to evolve your build as you face the demons of Brazil's dark past, present, and future.

Whether you seek a brutal test against history's oppressors or a thoughtful journey of justice, Hell Clock adapts to your path. Remove all time pressure with Relaxed Mode, or push your limits in Hardcore mode.

Experience a complete three-act story campaign and start a new journey through our Endgame Ascension system! Climb through Hell Mode, craft challenges with Penances, and complete heavenly Promises in exchange for the godly power of the Constellations.

Take your builds to the next level by Imbuing Relics with Tools to increase their power and add new effects. Or take the risk for greater rewards by Corrupting your Relics, with equal chances for blessing or bane.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam + Google Play only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 4.4Kreviews | 84% | — | $1.7M |
| $14.99 | 257ratings | 64% | — | $205.3K | |
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 523 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A. complicated game. combining the roguelike diablo fun with, the Canudos Massacre. teaching me about how cholera and child soldiers were used in this atrocity while i decide between 15% plague damage or 32% mana regen. I'm enjoying my time, and its important to learn about it, but its. a lot.
Not a huge fan of the genre personally, but it's an interesting take on this dark point in our history, very short and sweet experience as well
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
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*, Portuguese - Brazil*, French, German, Japanese, Polish, Russian, Simplified Chinese, Spanish - Latin America, Ukrainian*languages with full audio support
| $24.99 |
| 197ratings |
| 89% |
| — |
| not modelled |
| $24.99 | 110ratings | 90% | — | 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 524 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
My 12.6 hours of playtime happened in a single session without me even realizing it. The game completely sucked me in. The core loop is extremely satisfying. Finding a strong interaction between relics, getting an important upgrade, and then completely deleting an area that previously gave you trouble feels great. It is easy to create builds with absurd movement speed, attack speed, leech, and damage, and watching those builds come together provides a constant dopamine rush. Unlike some other reviewers, I like the idea behind the clock system, but its implementation needs work. In theory, running out of time suggests that your build is too weak for the content or that you are playing too cautiously, so the timer encourages faster and riskier play. In practice, a timeout is treated no differently from dying, which limits its impact. Death should be more punishing, while persistent rewards should scale more meaningfully with how far you progress. Unfortunately, the game is also very rough around the edges and feels incomplete in several areas. The biggest problem is Act III. The game establishes an immediately interesting setting, then suddenly abandons it for a modern environment. It feels disconnected from what came before. The enemies could also have been themed more strongly around the setting instead of relying on so many generic fantasy monsters. Act III represents a noticeable drop in quality across almost every area. The art, voice acting, balance, encounter design, and general polish all feel worse. The music would sometimes stop playing for large portions of the act, and several bosses felt unfinished or poorly tested. I nearly stopped playing at this point. Thankfully, I pushed through it because the endgame is very enjoyable. Inventory management, especially relic management, is another major problem. Relics found during runs are automatically dumped into your stash. There is no way to star favorites, rename stash tabs, or lock certain tabs to prevent new items from being placed there. As a result, you quickly end up with pages of poorly organized relics, with valuable items mixed together with trash. A simple option to disenchant or star relics from the run completion screen would partially solve this. It would save players from having to search through the stash after every run. It would also help if the relic selection screen showed the relic's tier and indicated whether you already owned a copy. The game's stat scaling creates balance problems as well. Attacking a million times per second and moving at absurd speed feels great when you are deleting content, but much worse when tougher enemies simply absorb it all. A build can look overwhelmingly powerful while still being weak for the content, which makes combat feel spongy rather than demanding. These extreme stats should be harder to achieve or depend more on luck during a run. That would preserve the dopamine rush of occasionally creating a broken build, while weaker runs would feel appropriately slower and force more reactive play. The game encourages experimentation through relic sets, but the rest of your progression is not saved in the same way. There are no equivalent loadouts for constellations, skill points, and other systems. Because changing everything is inconvenient, I ended up pushing the same build and ignoring many potentially interesting rewards. A mode where relics can break after runs could address both problems. It would stop players from relying on one permanently optimized setup, make extreme builds less consistent, and force more adaptation and experimentation. To be fair, ascension mode in endgame does give opportunity for build experimentation, and I haven't played that mode too much yet since I prefer the idea of long term progression and nightmare dungeons over a roguelike mode and repeating acts. The story and writing are weak. The game introduces a novel setting, then quickly moves away from it without making good use of its potential. However, the music is excellent, and I enjoyed the overall art direction outside of the weaker sections. Overall, the game is satisfying, addictive, and built around a very enjoyable core loop. At the same time, it feels more like an open beta than a finished game that should have expansions and DLC. There are numerous UX and balance issues that need to be addressed, and Act III in particular lacks polish. Despite those problems, the endgame was strong enough to keep me playing, and the basic experience of creating an overpowered build remains extremely fun.
It keeps on stuttering knowing that i have a decent pc. It's a shame.
Easy to pick up and play, but a lot of fun in the build variety. Really dig the lore and solid execution overall.
Aside from a few inconveniently placed crashes that ruined my first several runs (mostly cutscene and mechanic interference), I fell in love quite quickly. Good out first: This is a streamlined diablo-like that will scratch that 'one more run' itch, while simultaneously offering loads of loot, skill manipulation, and that much needed slight improvement every venture. Honestly, this is a great game, worth your time kind of deal. The problem I have, and what I am sure many will have who are fans of roguelites and diablo-likes, is that the deaths feel cheap. I did not feel good losing the first run to a crash. I did not feel good the second time losing either, this run though was a lack of damage. I did not like my third loss, which was to running out of time whilst obliterating a 'nightmare' portal, but sure, fine. First, I blamed the time restraint; that fell apart immediately when I got a single upgrade. Honestly, the time restraint is a 'good' thing, and I am a person who pisses their pants in anxiety of any time restraints, as lenient as they are. So, Kudos, genuinely, the Clock is great, and really not a detriment, honest. The problem is damage and unlocks. I am never outskilled, I am always outmatched. That doesn't feel good, ever. My skill, my control, doesn't matter. My gear does. I hate that. To be fair, bosses and events freeze the clock.....but I don't lose to that. I lose to running out of time to perform the necessary dodges to kill off the chaff. So, ultimately, success relies ONLY on gear and investable skill points....Rendering this game, to me unfortunately, negative. If I can't win based on superior skill, then balance is off. Let me be clear: I am not recommending this game based on the fact that your personal skill is irrelevant in a successful run. You will lose based on scripted events, and you will lose based on lack of invested skill points. You could be the best gamer in the universe, you WILL lose, and it will feel bad. I have never, one single time in my short six hours of play, felt my loss was merited in any manner. I did NOTHING wrong. I played WELL. And I get punished.
Was a good game. With the release of Cursed War DLC became a bug-fest that is just a chore to play. I guess playing PoE2 instead of fixing issues with your own product and balancing it does not pay off.
Muy dinámico, buena trama, buen arte, buenas mecánicas. Tiene todo lo que tiene que tener un juego para hacerte jugar como viciado. Si te gustan los arpg clásicos mezclados con mecánicas roguelite, este es tu juego.
game had ridiculous ♥♥♥♥♥♥♥ potential. But the balance is sooooooooo wrong. Why are ALL THE BOSSES BASED AROUND LINGERING DEGEN GROUNDS THAT MEAN YOU CAN'T STAY IN MELEE? Legit game is so beautiful heartfelt moments and quite fun! But there has to be something done to make ranged not the only way to do ANY boss!
สนุกมาก แรกๆอาจจะงงๆ แต่พอมัน unlock พวก อะไรต่างๆสนุก อารมณ์แบบเล่น poe diablo อะแต่คราฟง่าย ชิวๆ แนะนำสำหรับคนที่อยากเล่น จัดบิ้ว อัพเกรด คนเดียวเพลินๆ
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $47.1M | 109.8K | 93% | $24.99 | |
| $704.5K | 1.4K | 70% | $18.99 | |
| $308.7K | 1K | 85% | $14.99 | |
| $38.7K | 163 | 66% | $9.99 | |
| $8K | 37 | 65% | $10.99 | |
| $7.3K | 21 | 95% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.7M | 10.4K | 86% | $9.99 | |
| $1.7M | 5.1K | 94% | $16.99 | |
| $1.7M | 2.2K | 91% | $39.99 | |
| $1.7M | 2.8K | 84% | $29.99 | |
| $1.7M | 4.7K | 89% | $14.99 | |
| $1.7M | 16.8K | 94% | $4.99 |