
Face the gates of Hell in a fusion of third-person action, RPG and Tower Defence. Repel the demons alone or in co-op by building defences. Upgrade powerful units to help you in battle, before jumping into the fight yourself, with an arsenal of skills and weapons to rip apart the oncoming swarm.
Modeled estimate, not a reported figure. How we estimate →
About
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, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1] In A Nutshell [/h1] 🔵 [b] Pros [/b] + Decent progression system, rewarding perfect level clears with unique items and more skill points for heroes. Also, free unlimited stat respec. + Decent amount of content (9-12 hours, plus eventually replaying everything on Hard) for the price proposed. 🔴 [b] Cons [/b] - Serious balance issues both on player and enemy sides, most notably in late-game acts. - Friendly unit stats such as Damage, Health, RoF etc. are not visible anywhere in-game (!). - Enemy scaling penalizes solo players, effectively making the game, even on normal, almost impossible to complete in Solo. - Incredibly dated, generally low-quality graphics and animations, even on maximum quality. - Limited player control over units: absence of target priority selection and similar functions common in tower defense. - Half of the total unit roster is basically useless, only a few units are really useful and effective compared to the others. - Uninspired, mediocre Bosses, either too easy, huge but harmless HP sponges, or tied to bad mechanics for defeating them. [b]Hell Warders[/b] is a third-person action and Tower Defense blend, with a gameplay formula very similar to the one made popular by the Orcs Must Die! series, and partially Sanctum as well. In this sub-genre of tower defense, the main differences are that, for once, units can be destroyed by enemies, and also the player can directly fight alongside them, controlling a powerful Hero, armed with special abilities. The positive sides about Hell Warders are few and far between. [u]The progression system is quite good[/u], rewarding players with powerful Artifacts, to equip in one of three slots, granting specific units special advantages, such as more range, damage, or chance of double shots. Aiming to clear a level with 100% Core Health becomes a priority, also because it means getting 5/5 skill points to upgrade either the Hero or Towers, whatever play-style is preferred. [u]Content amount, for this price range, is respectable[/u] especially if players intend to clear the whole game twice on Hard, only unlocked after Normal completion. On the other hand, the negatives are as plentiful as the demon hordes faced by our heroes. First of all, there is no stat caps to Heroes or Towers, meaning [u]min-maxing to achieve insane stats such as +100% Hero damage as example, is not only possible but even mandatory[/u] to overcome some levels. The fact the only worth upgrade is Hero damage, for the scaling % it has per-point compared to anything else, cripples balance and makes careful builds meaningless. [u]If Solo, completing the game will prove excruciating[/u]: from a certain point onward, the quantity and scaling of enemies becomes so unbalanced that not even the most min-maxed builds will cut it. In addition to this, [u]there is no target control / priority assignment on units[/u], meaning for example, Snipers that should kill air units will shoot some enemy immune to physical damage, wasting their whole time instead of doing their supposed role. [u]In the end, [b]Hell Warders[/b] is a game with a decent base concept, even if already seen before, but has too many other flaws that put together, make the experience mediocre at the best of times, and just terrible in the worst. There are many other similar games for this same price range that offer the same, but arguably better, gameplay experience.[/u] [quote]Liked this review, and want to see more of the same quality? Check out [url=https://store.steampowered.com/curator/39323490]Tamaster's Review Archive[/url] to see all my Reviews in a single, convenient location.[/quote] [h1] In-depth Feature Analysis [/h1] 🎮 [b] Gameplay [/b] The gameplay of [b]Hell Warders[/b] is divided into Preparation, Building Phase and Combat Phase. [u]Preparation[/u] allows players to distribute the insofar gained Skill Points, called Beacons either into their Hero of choice (points are shared, so no grinding three heroes separately) or into Tower global stats, to upgrade them for the next battle. Selecting the correct units and Artifacts is, or at least should be important, but in the end players will resort always to the same 3-4 unit combos for 90% of all levels, since many units are just direct upgrades to older ones with no drawbacks of note. Once ready, the level begins. The [u]Building Phase [/u] has unlimited time on the first wave, and allows players to summon their units around the map. Making precise formations, knowing where melee units will run to aggro enemies, while staying in the range of healers and ranged DPS, is important but is something that needs to be "guessed" as no interface helps out in this. Defeated enemies drop orbs of light (currency), used to upgrade or summon other units until the unit cap is reached. Of course, the goal is to protect the Core. Units will refund their whole value in-between waves but just half if recycled mid-fight. 👊 [b] Combat System [/b] Combat is a mix of tower defense and third person action game. When a wave starts, players will be able to control their Hero and mow down enemies trying to reach the core, aided by their fellow units. The ranged option character is by far the best combat approach, as melee often results in Heroes being bludgeoned at alarming speeds. Apart from hero special abilities with a cool-down required, there is little else to the combat mechanics, resulting in a fairly simple system. In theory, enemies have specific damage resistances and weaknesses... but they cannot be seen anywhere. 💰 [b] Content & Pricing [/b] Priced at 14.99 Euros or Dollars, and offering about 9-12 hours of honestly not very good quality content, I advise against buying this title, as there are other games for the same, or less price, offering a better experience in almost all aspects. 🔗 [b] Balance & Challenge [/b] Serious problems here. For starters, enemy scaling strongly penalizes solo players: even with just one co-op buddy the game is substantially easier just for the sheer DPS of two heroes versus one alone. This fact becomes so bad in late-game that even the best tactics and min-maxed builds simply won't be enough. Second, some enemies are very overpowered and have no real counter (Shieldbearers, Alpha Flamespitters...), wrecking havoc to any defense unless the Hero intervenes against them: but even he cannot be everywhere at the same time. [h1] Technical Analysis [/h1] 🎥 [b] Graphics [/b] Terrible. Even ten years ago the graphics of this title would have been mediocre, but now, especially regarding model complexity, textures, effects, and graphical polishing, they are borderline unacceptable levels for a 2019 release. 🔊 [b] Sound [/b] Decent soundtrack, but mediocre voice acting / narration and just average effects. Nothing shines in particular in this compartment. 🔩 [b] Performance & Stability [/b] The game runs without issues maxed out in 1440p. [GTX1080, i7 4820K, 16GB RAM] 💻 [b] Artificial Intelligence [/b] N/A 🏠 [b] Quality of Life [/b] The UI is clearly ported from console and even obstructs multiplayer chat at times. The controls overall work decently with mouse and keyboard, though. The absence of any unit stat display except for Health Bar is a huge flaw in a tower defense: players CANNOT know unit stats, resistances, DPS and the likes! 🐛 [b] Bugs & Issues [/b] Some graphical glitches with reflections and enemy ragdolls bugging out at times with physics glitches. Nothing too serious though. [h1] Conclusion [/h1] Hell Warders is, in the end, a mediocre title for the genre, with too many flaws and design mishaps to be recommended, even to fans of the genre (as myself). This product was reviewed using a free key provided by the Developers.
Is it only me who would prefer swords and bows over guns and rockets? If you are a part of my "antique' team then you will definitely like the game. There are a few maps and a few characters to choose from which makes the game more fun. Also, there is a special upgrade system which allows customizing your hero based on your playstyle. If you like to play aggressively - you can jump on your enemies and fight in a melee range or burst them with some shrapnel, while if you like to defensive playstyle - you can set up some mines and "live" shields.
The game is extremely fun and addictive. A similar game to compare it to is dungeon defenders, but you don't swap out characters and time is limited between each wave. There is a lot of potential here and I hope the developers see the amazing opportunity this game has and go beyond in the customization options outside of the current perk system. Currently you'll probably get 10-20 hours worth of enjoyment out of the game, maybe more if you have friends that buy into it as well. If you're a tower defense junkie like I am, this game is a must have. My only complaint so far was the 60FPS cap, which a developer has already responded saying it will be removed in the future when stability increases. That said, I'm running at a solid 60fps with my high end hardware. (5820k and gtx1080) If they keep their word with pushing out bi-weekly updates, I see this game being extremely successful.
It feels bad to give this a negative review, because it's entirely within the devs abillity to make this game great. The game is stable and runs very well. Unfortunately it is barebones, and it has it's issues. Unless something is done its unlikely the game will have any staying power. The game needs to bring a little more to the table. A good tower defense centric game manages to distract the player from the fact that he's killing the same monsters on the same map for hours. Even if you slap on the most common tropes from this niche genre, you will have exponentially increased the replayabillity and quality of your game. To name a few: Itemization for the character or towers themselves. The stat system is simplistic and the artefacts are uninteresting. We've seen this before, and other games do it better. They might as well not be there. End-goal/end-game, being able to work towards a goal even after beating the main content lends the game incredible replayability if done correctly (look at what dd1 did with its nightmare difficulty mode). separate difficulty multipliers and effects. For challenge runs, masochists, and possibly streamers. Smarter/variant enemies. Bullet sponges are not engaging, gear checks are fine. Strike a balance. Learn from what the other great td games have done before. A TD RPG game (from 2011) is Dungeon Defenders 1, which featured a rock solid equipment system with upgrading, trading and selling, a good hub system which gave the game almost like an instanced mmo quality to it. The final difficulty setting changed the game up completely(hundreds of hours of content after the main campaign), and required intense teamwork and working on upgrading great gear to overcome. On a final note, you could have a community competition for writing dialogue and/or lore. They aren't good. Expository dialogue is grating.
Pretty fun tower/hero defense game, and the devs seem pretty committed to it and the community. The graphics and musical score fit well, and the heroes have diverse play styles. And while there are balancing issues with the later levels being [I]Hell-ishly[/I] difficult and the upgrades needing to be a little more potent, these should get ironed out before the final release. For the price and enjoyment, worth getting. 8.5/10, with better score when balanced
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
**EDIT** Scroll down to the very bottom to read the most updated review. It's kind of sad to see this game from when I first reviewed it to the current state it's in. I left the original reviews up as a reminder. Hell Warders is a action-defense type game set in 3rd person view. You choose one of (at the moment) 3 unique characters, each with their own unique playstyle. The game is set like a mature version of Dungeon Defenders or Orcs Must Die, where you set up your defenses however you deem fit, leaving a huge potential for min/maxing optimal defense via location, choke points, certain set ups, etc. You start out at level 1 with one of the characters, being able to level up perks when you hit a certain level. In-game you can also have mini level-ups called talent ups to further individualize gameplay style, such as increase HP, or increase damage, which reset upon the end of the game. It looks like the gameplay is leaning heavily towards multiplayer so I'd assume it's MUCH more fun with friends. I realize this is an Early Access game, and I'm looking forward to this game's future as it has so much potential to be an amazing game. It's already ridiculously addictive, and so far I've only played 1 game with another player (I've done a few games solo). Dev's are quick to respond and are constantly updating the game, making this game's future very bright. At the moment, I started the game at 7/22/17 which would be during Patch 0.4. Pros: + Easy learning curve + Great concept + Fun and extremely addicting Cons: - Needs more characters - Fluidity for jumping is not very smooth, little details such as characters waiting around the game lobby have parts of their body clipping through the ground - Needs an option to be able to join during a game, many players just simply start the game because no one at the EXACT moment of game lobby creation will wait around for people who may possibly jump online and find a match - this deters players from playing and enjoying the game to the full potential - Game is connected via client side host, so lag issues persist TL;DR: 8/10 3rd person action-defense styled after Dungeon Defenders/Orcs Must Die but in a more mature way. Extremely addicting tower defense-esque game in which you plot strategic defensive placements while you control one of a handful of unique characters with their own playstyle. Early Access still but has a lot of potential to be great. Will keep updating my review as the patches roll in. 7/22/17 Patch 0.4: So far the only "complaint" I have, is the way joining games are handled. If under the "Ping" column it says "Game Started" you just can't join, at all. Though the dev's have said they are working to implement a way to join these games. 8/10 Score Update 11/4/17 Patch 0.5: *Sigh* It feels like this update is more of a regression than anything. Most of the lobby menu is changed. Gone is the character select screen that was pretty awesome, no new characters, menu is a little more confusing than it was previously. No more walk around lobby before you enter a game. The visible damage is gone. The recruits you used for tower defense are changed drastically and are a lot less fun. The monster sprites are a lot choppier and blocky. Perks and talent trees are now gone. Still 0/0 people in game lobbies. I feel like it went from a game I was going to recommend all my casual buddies to try out to me not even wanting to spend more time on this game. 4/10 Score Update 10/29/18 Patch 0.7 Slightly better than the previous patch I played, I still wouldn't agree to playing this consistently or trying to convince friends to buy and play this with me but it is a step up from what it was. Menus are simplified and selections are more organized and have a neat stat and item progression. Samson seems to be revamped and the monsters are less clunky. Still not very good design on the monsters though. There's also added a progression list on the numbers of stars you can achieve per level and how many total you have. Still 0/0 players in lobby menu. 5/10 Score Update 12/1/2023 Patch ??? The game has started this downhill trend, and it's been increasingly bad. What was a promising 3rd person POV tower defense game, quickly turned into this underdeveloped, uninspired, abandoned game. It had a lot of enjoyable features and characters when it was first put on Steam. It just seemed like every instance to update the game made it worse. Gone are the damage numbers, the units are clunky, the pathing is unintelligible, you can't understand what units do what, nor see the path of bullets, zero progression, zero replayability, zero updates. Feels like an adobe Newgrounds game you'd find in the early 2000's. Now it's just plain boring. Stay away, the devs certainly have.
very good and interesting game play sort of a tower defence with a pinch of rpg !
Game was fun until i got black screen and game never boot again
Топчик
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
| Terrorhedron Tower Defense | $61.9K | 1.2K | 84% | $1.99 |
| Serious Sam: Tormental | $61.9K | 265 | 76% | $11.99 |
| Dino Hazard: Chronos Blackout | $61.9K | 109 | 88% | $24.99 |
| Sayonara Umihara Kawase | $62K | 174 | 94% | $14.99 |
| Back from the other world, I missed love. | $61.9K | 163 | 60% | $14.99 |
| Tina: Swordswoman of the Scarlet Prison | $61.9K | 534 | 85% | $5.99 |
Related
| UFO 50 | $4.4M | 7.4K | 95% | $24.99 |
| Kingdom Rush - Tower Defense | $4.4M | 16.9K | 97% | $9.99 |
| EmergeNYC | $3.8M | 4.2K | 63% | $24.99 |
| Faeria | $3.5M | 7.2K | 84% | $19.99 |
| Outlaws of the Old West | $2.8M | 6.3K | 59% | $19.99 |
| 20 Minutes Till Dawn | $2.8M | 29K | 91% | $2.99 |