
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 | 267ratings | 63% | — | $212.6K | |
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 529 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I do recommend this game, but I'm not here to point out why, you can read other reviews for that. I'm here to share what I think could be improved. I have 71 hours in this game, bought the DLC 5 days ago and am already on Oblivion, 2nd act. I have over 10,000 hours in Path of Exile, so I'm quite familiar with this style of game. I believe this has potential to be my go-to between PoE seasons, but it's not quite there yet. -Dying should be something to learn from, not get frustrated about. Dying to poorly developed mechanics is not fun in the least. I should die to skill, or the clock(which in this game is a thematic and acceptable mechanic). Things I should not die to are things you can't tell are supposed to be art, or objects, especially walls! Every single wall has a column that juts out preventing you from rounding the corner, this is lazy game design and shouldn't punish players. Cactus/trees/bushes that have weird hit boxes that stop players dead in their tracks, shouldn't be a thing. You're racing a clock, not pruning your garden! -washed out ground, parts of the game get so foggy the ground is invisible, you can't see enemy ground effects that kill you, or you make so much mess it obscures damaging areas. There should be a clear difference between enemy damage and payer safe effects. Cull non-damaging effects, blur player effects, highlight/glow enemy damaging areas. Stop displaying enemy ground effects when they ended 10 seconds ago, but still show a visual effect. If you want the game to feel punishing, change how the clock works, subtract fractions of seconds after getting hit, do make me stand there for many seconds waiting for things to disappear when they're no longer actively doing anything. Skill should be punished/rewarded, bad game design should never punish the player. -Hit boxes don't match, I died to a bosses wing, when I died my circle and the wing were touching ever so slightly, but visually we were many feet apart. It's impossible to avoid damage when the hit boxes are larger than the graphics. -Loot sits on the ground long after you collected it. I understand how the could possibly be decent game design, forcing the player to choose between much needed loot and the clock, but forcing a player to sit there and wait for the loot to finally lift off the ground is bad design, especially if the loot is already considered collected, it just hasn't animated yet. At the very least, grey out the loot to show it's been collected. Maybe the idea is to show a player what they got as a reward, but you already have a scrolling inventory on the left side that's more than sufficient, it's slow enough you can easily see what you've got, but it's just unnecessarily punishing to have it sit there on the ground for no apparent reason. -The exits from some bosses are there only to run down the clock (boss from Dry Road floor 3 for example), 3-5 seconds of nothing but path is bad design. -Dodge skills .. What's the point of having a dodge skill if it doesn't really work? Urubu for example, spits out several rows of projectiles, but if you dart past/through him while he's spitting these projectiles, he can spin instantly(literally instantly) to spit those projectiles at you. The point of dodge is to avoid such things in a skillful manner, but this is just punishing by bad design. This makes any dodge skill somewhat useless if the enemy can avoid the benefit of such a skill. There's no slow rotation to re-train focus on the player, there's no delay it's just instant. You can tell because several rows of projectiles will go towards the player in 1 direction, but the rest immediately follow to the players newly teleported location. -Soul stones become irrelevant after awhile. Allow players to spend soul stones to upgrade he town store, or worn gear to top it up to it's maximum roll. -Town vendor is 1,000% useless. I've not once found an upgrade in the store, ever, and so many times I've found the exact same item after a reroll, even though there's 2 separate rolls with 50-100. It's clearly not random, this doesn't feel good. At least with soul stones there's an option to fix this bad design. -Passage skill(any movement skill) should follow the players direction not mouse. I shouldn't have to whip my mouse around to try and dash away from a monster while I'm also trying to aim at it for damage, this doesn't make sense. At the very least, offer a toggle on the skill to allow a player to choose if they've already gotten used to this behavior (or shift to choose on the fly) -Skills and stats are overly vague, even more than PoE which is pretty darn vague. Example, Tupa's Wrath, fires lightning bolts, there's relics to increase # of projectiles, and a blessing to give +2 and +3 projectiles, but nowhere can you tell how many projectiles you're firing unless you record your game and pause it and count them. Honestly, who really wants to do this??? How are you supposed to know if 2 projectiles is a 1% increase in power, 10%?? Constellation says "healthy", but no indication what that even means? 100% life? greater than 50? This is everywhere, nothing actually describes anything so you have to rely on the wiki or other players figuring it out. This is purely a single-player game, but you're forced to rely on multi-player support? -Lastly, Bell vs Constellation. 2 separate systems that just don't mesh well together. Having mixed skills on both upgrade systems feels bad as well as punishing to the player. Bell upgrades can be gotten through constant gameplay, the more you play, the more powerful you get, but that's not exactly the case, the bell only gets you small power increase, the constellation gives you the rest, but they're limited and unless you grow in size you can't really get constellation points to overcome those humps.... I feel like the bell and constellation should have very different functions. Bell should be solely player upgrades. Damage increases, cooldowns, defensive, etc. Achieved through just playing the game, putting in time, slowly growing. Anyone of any skill level should be slowly rewarded with simply playing the game. The constellation should affect the world behavior. That way when you get a constellation upgrade you actually feel rewarded, but you're not held back because you NEED that upgrade you can't get because the bell isn't getting you anywhere. Constellation should be things like reroll costs for totems, gold gained, soul stones gained, totem options favor worn gear/skills instead of everything in the pool(which just sucks when you can finish an entire run and get 0 items that you can actually make use of). Global monster resistance debuffs, red portals, nightmare portals, boost to nightmare perks, soften nightmare penalties, etc, etc. At least by separating them you have 2 systems that play well together rather than 2 half-systems that barely mesh together. Not to steal from the POE system, but masteries would be a decent way to move some of the constellation bufffs to the Bell. Separating the bell / constellation shouldn't be too hard, you already have a campaign bell and the Oblivion bell when you'd acquire your constellations. It would take a pretty big rework though, but I do think it would be worth it for the longevity of the game.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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 530 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
- Playtime: 52 minutes (timer disabled) - Played: 2026 - Context: I like ARPGs. I don't like roguelikes. [b]Intro[/b] This is a roguelike ARPG. You pick starting equipment, your skills and relics that might change those and go into a dungeon to kill stuff - optionally with a timer. When you die you lose everything you didn't start with, aside from gems used for permanent upgrades. When you go back you have start from the first level again. [b]Review[/b] There are some things i liked about Hell Clock. The Portugese narration is nice. Buildcrafting seems more viable because of starting skills/relics. And some of the upgrades seem pretty neat. It also has a number of issues. The music is very repetitive. There are no different classes and very limited starting skills. The environments are decorated with the same handful of objects. There is a portal to skip earlier level, but it only has a random chance to spawn. Balance seems poor. Normal enemies are irrelevant, even mini-bosses. The first real boss is too weak, the second one much too strong. Et cetera. Aside from being a roguelike, the worst part is probably how the combat is constantly interrupted by chests and statues. There are just far too many of them. I went back in after dying to the second boss, kinda eager to try out a relic that changed the standard attack dramatically. Being greeted by the same dozen or so chests, statues, urns, etc and the same enemies just made me quit.
Quite a good game for a survival bullet hell
Effective at what it does. Its made a classic diablo like dungeon crawler into a roguelike. For me, it hooks me quick, and i drop it quicker than those games, but thats because the design philosophy just doesnt gel with me as much. Its like comparing cars to bicycles. Yes, a car will get you to your destination much quicker than a bike, but a bike allows you to slow down, observe your surroundings and appreciate the journey. I am a grown man that chooses to cycle over drive. But this game is excellently made, and does exactly what it sets out to do. The buildcraft is tight, and you are showered in build defining items constantly. The meta progression is there too, much like grim dawns constellation system. Its a great game, but for a player like me, the roguelike tag is both its best and worst trait.
absolute banger
很爽的爽游,开局就能爽 一些小地方不太方便,遗物不能自动排序,地图显示不全
Highly recommend, very enjoyable, fast-paced and fast scaling curve, but not at all very easy, favorite already.
Um jogo nacional que merece muito reconhecimento. Se você curte roguelites, ação e jogos com uma ambientação diferente, definitivamente vale a pena dar uma chance para Hell Clock.
8.5/10
感染地窖第10關怪直接不出直接卡死 試了幾次都這樣 一年前等更新 回來直接便一坨
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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