
If war is the closest we get to hell on earth, it's because Earth harbours the worst of demons: humankind. In an isolated country ravaged by infighting, discover the secrets of your past and deal with the repercussions of a mysterious calamity.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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.
About
Hell is Us is a 3rd-person action-adventure game that combines intense melee combat with the thrill of exploration. Explore a semi-open world to find answers to your questions and face mysterious creatures all along your journey.
As well as the civil war dividing the country, the region is suffering from a mysterious calamity, which has given rise to supernatural creatures that no modern weapon can defeat. Your drone and sword from a different age are your faithful allies as you cut a path through lands infested with terrifying chimeras and try to unravel the mystery of their appearance.
No map, no compass, no quest markers: following your instincts is part of the adventure. Enjoy a unique experience that uses innovative writing and level design to let you make your own decisions and follow your instincts as you explore. Your discoveries are yours alone.
Swords, spears and axes: a wide range of weapons forged specially for fighting these supernatural creatures is available. You will need to learn how to fight these monsters and use your drone wisely to stay alive.
''The central theme of Hell is Us is that human violence is a perpetual cycle fueled by human emotions and passions.'' – Jonathan Jacques-Belletête, Creative Director
Genres
Sums Steam only; PlayStation, Xbox, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $27.99−60% | 6.8Kreviews | 85% | — | $7.2M |
| $59.99 | 9.4Kratings | 86% | — | 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 1112 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
perfect
Hell is Us starts off with a warning, which in my view is a cleverly disguised sales pitch. [b]Our game has no map, no markers indicating where people or things are, where to go next, or who to talk to. We will never tell you precisely what must be done or how to do it. To thrive in Hell is Us, you will need to pay attention to your environment, listen, and be vigilant.[/b] Refreshing, really. And if you are already intrigued by this design idea, which Hell is Us executes very well, do yourself a favor and dive in as blind as you can. It's very good, and while I do have some grievances, they don't outweigh what the game gets right. [hr][/hr] In Hell is Us, you play as Remi, a decorated soldier on a personal mission to confront his long-lost parents. In order to do so, Remi must venture back to his birth country of Hadea, a sort of fictional Balkan country isolated from the world and its neighbors, now engulfed in a full-scale civil war. Hadea has a certain beauty to it, draped in atmosphere and filled with visually striking locations. But it is, as expected, also a war-torn country steeped in haunting imagery of the macabre and obscene. The music and ambience do a terrific job of pulling you in, elevating the atmosphere and amplifying the feelings the visuals try to stir in you. Early in the game, you venture through the village of Jova, searching for more answers that will put you on the trail of your parents. Jova is in a bad way, as opposing forces have violently seized control of the village. Your search for answers will inevitably have you cross paths with characters and stories that pull no punches in illustrating the absolute horrors humans are capable of. It's such a strong narrative opener to a game, and I really love how bold it dares to be! But the characters and their stories are not only narrative devices. They are also the clues and hints that drive the exploration and discovery in Hell is Us. As well as nudging you towards your own goal, they may have their own motivations and opportunities for you to help them. This structure of narrative puzzles works really well, as you become totally immersed in the dialogue both for the possible pieces of information it contains and for the storytelling itself. You have to remember names, places, landmarks and seemingly insignificant details, and there is a genuine satisfaction in suddenly realizing that something you heard or found hours earlier connects to what is in front of you now. This is where the game's opening warning really delivers on its promise. Hell is Us trusts you to pay attention and understand its world through observation rather than simply pointing you towards the answer. When it works, exploration feels less like following objectives and more like actually learning your way around Hadea. Some of the more traditional puzzles, involving finding and combining information from notes, pictures or other environmental clues, follow a more familiar structure. It does get a bit predictable throughout the game, which is further compounded by the game's narrative shift from character-driven storytelling to heavy lore exposition. And here we meet my main grievances: the predictability and slight tedium of exploration, and the narrative shift later in the game. Let's first look at the one constant that sort of binds these together: the combat. The combat in Hell is Us, over its runtime of about 25–30 hours, is serviceable. Not great, not terrible. It has some very light RPG elements that give it a little surface-level variety, but with the limited pool of enemies and weapons, it lacks meaningful depth. I found myself quite indifferent to it by about the halfway point. This contributes to some of the tedium of exploration and navigating the often very good level design. Regularly, you will find yourself with a clue or item in your inventory that points you back to a place you have already been. There is a difference between rewarding you for remembering something from earlier and simply asking you to retrace your steps, and without an engaging combat loop accompanying this back-and-forth traversal, the latter can easily start to feel like a chore. Then comes the shift in narrative focus. The beginning of Hell is Us is visceral and brutal. It feels intimate when you meet these vulnerable and hurt people, as well as their oppressors. At some points, the tragedy will tie your stomach in knots; at others, the brutality will make your blood boil. The cruelty often feels disturbingly recognizable, clearly drawing upon the kind of violence, hatred and suffering found in our own world. Though a bit inconsistent, even Remi as a character and the initial motivation for the journey we are on are compelling. There is something interesting about sending this man back into the country he fled, forcing him to confront both his own past and the people still living through Hadea's present. I do wish the people and stories he encounters along the way had left more of a visible mark on him, because the setup feels ripe for a more substantial personal journey than what we ultimately get. The mystery and worldbuilding surrounding the different groups and locations also work really well as a backdrop. Early on, Hadea feels like a place you are gradually coming to understand through the people who live there. But then, at some point, the storytelling takes a backseat in favor of lore exposition. A lot of lore exposition. Regardless of whether or not one thinks the lore itself is good, it's just such a poor substitute for storytelling. And perhaps most strangely, it feels at odds with one of the game's greatest strengths. Mechanically, Hell is Us is confident enough to tell you to pay attention, piece things together yourself and accept that not everything needs to be explained to you. Narratively, it eventually becomes far less willing to extend that same trust. On a very personal level, I also think a lot of the lore, which aims to explain far more than I think it needed to, has a severe tonal incongruity with what came before. It's no longer that raw and grounded portrayal of civil war and violence, but instead these grand fantasy tales that, in my view, create a lot of friction between the two halves of the game. I didn't really need Hadea to become more important. The people already were. [hr][/hr] Now, just to be clear, these criticisms don't outweigh what the game does well. They can sound substantial when elaborated on, but I still very much stand by my recommendation of Hell is Us. It's a special game that's by no means executed perfectly, but when its storytelling, exploration and world design work together, it creates something genuinely memorable. It asks you to observe, listen and engage with its world rather than simply consume it, and at its best manages to make its fictional suffering feel uncomfortably human. For all my issues with where it eventually takes its story, Hell is Us still took me places very few games even attempt to go.
Media

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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): 7/day in the week to Aug 23 → 9.43/day in the week after.
Reviews, worldwide (the counter carries no country): 8.86/day in the week to Jul 22 → 10.13/day in the week after.
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 2,404 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.
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, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish*languages with full audio support
| $59.99 |
| 2.3Kratings |
| 80% |
| — |
| not modelled |
| $59.99 | — | — | — | not modelled |
| $49.99 | — | 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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If the game was like any other game with an actual quest progression maps and etc it would be great. I just don't enjoy wandering around endlessly. I also don't like not being able to jump or swing across channels like when you are in the marshes.
spent long enough it to form a unbiased opinion and rating, went through all the side content, closed the loops etc. the good: atmosphere and wolrd building, the first hours are fun as you explore more and want to find out more about the world. the bad: combat feels "off" just does not connect properly, sometimes the melee hit boxes are just off and dont' register. some of the worst "boss" battles, actualy the worst i can imagine in recent history. got a terror boss fight that just invovled me running around like an idiot for 15 minutes locate an "echo" of the boss, absolutely horrible, the people behind that part should fed to these creatures. horrible lackluster ending, so wasted all this time, collecting all these history, clues, closing loops etc just to be met with, oh the big bad ball is gone, u won, nothing really explained, no further info, just compeltely RUSHED, destroyed any positive thoughts i had left. in the end just cannot recommend it.
Отличная игра с крутой атмосферой
boring for me, to repetitive and lack weapon,enemy and yes boss
J'ai beaucoup aimé mon expérience ! Le jeu possède des lieux magnifiques avec une direction artistique aussi magnifique qu'étrange. Le jeu pousse à l'exploration, aux énigmes et à tout noter sur un document afin de se souvenir de la moindre information obtenu qui aura son intérêt par la suite. Seul petit bémol, certaines actions peuvent échouer si vous avancez trop vite dans l'histoire principale. Cela m'a personnellement frustré étant donné que j'aurais bien aimé faire le jeu à 100% lors de ma première partie.
Gráficamente cumple, música estridente al compás de la ambientación turbia y opresiva del juego. Donde más destaca es en la construcción de la historia de Hadea y todo el lore para quien se entretenga en buscar información en objetos y tareas secundarias. Lo más flojo sin duda es el combate y la poca variedad de enemigos. Quizá sería mejor aun si fuera una aventura gráfica tipo point and click como las de antaño, aunque ya es un clase muy de nicho....
Игра своей особенностью меня и зацепила, когда ты сам должен обнюхивать каждый закоулок в каждой локации чтобы не пропустить какой-нибудь секрет, это был отличный опыт, также сюжет и лор очень порадовали, ведь то что творится в Хадее это самые обыкновенные проявления человеческой личины, ведь человек самое жестокое существо, которое испытывает огромное удовольствие при применении насилия по-отношению к другим, и название ,,Ад - это мы,, просто гениально как по мне и передаёт истинную сущность человека.
One of the most boring and uninteresting games I've ever played. I'll try to keep going, but I really don't want to.
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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