
From the makers of Heavenly Sword, Enslaved: Odyssey to the West, and DmC: Devil May Cry, comes a warrior’s brutal journey into myth and madness. Set in the Viking age, a broken Celtic warrior embarks on a haunting vision quest into Viking Hell to fight for the soul of her dead lover.
Modeled estimate, not a reported figure. How we estimate →
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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, Arabic, Danish, Dutch, Finnish, Japanese, Korean, Norwegian +8 more
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
Hours played at review time, across 636 reviews with recorded playtime.
Reviews
Themes across 635 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
[i]Mr. Pung Yung, coming at you with another review.[/i] I... liked it? It's definitely a beautiful and unique visual and auditory experience. Lots of unique sights, lots of unique sounds. For that alone it's worth experiencing. The story... it clicked for me at the very end I think. My concern before the finale was that all of Senua's struggles just seemed kind of... arbitrary? Like you could just replace Senua with a different person and a lot of the drama would just vanish. I know that applies to a lot of stories, but the difference here is that, at least in the first 75% of the game, a lot of the struggle is uniquely tied to Senua (the voices, the darkness), while the quest itself is NOT uniquely tied to Senua (go to places and kill stuff, resurrect person). Of course, I thought the ending was a nice pay-off, but everything up until that point failed to hook me. Surprisingly, I did enjoy the combat. It's not the game's focus, but it feels satisfying, and the game never tells you everything you're actually capable of doing. I first learned during the finale that you could parry, lol. It's pretty cool! Interested in seeing what the sequel has to offer, and I guess the brand new announced game! [i]Mr. Pung Yung,[/i] [i]signing out.[/i]
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Merveilleux en tout point
12時間ほどでクリア。 アクション好きは難なくクリアできると思います。 内容が終始暗く、戦闘もちょっと単調です。 当時は映像が綺麗なのが目立っていたので遊んでみたのですが、 もっといろいろ遊びの幅が欲しかったかなと。 悪さはないけど人にオススメするかと言われたらしないかな、という事で。
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tout est incroyable, graphismes, ambiance, scénario, musiques 10/10
The game is full of cutscenes that you can’t skip. Combat involves pressing a single button. Puzzles: what was the developer thinking?
# This Game Stressed Me Out. I Loved It. I usually play cozy games. Give me a farm, a house to decorate, a quiet story, and I'm happy. So when I started Hellblade, I was completely out of my comfort zone. The first thing that caught me was the atmosphere. The visuals are stunning, but it's the sound design that really makes the game special. Playing with headphones felt less like playing a game and more like stepping into someone else's mind. The voices never leave you alone. Sometimes they help. Sometimes they make everything worse. Either way, they made me feel constantly on edge. I'll also admit that I struggled with the combat. A lot. Action games have never been my strength, and there were moments where my lack of skill was painfully obvious. But I never wanted to quit. I wanted to know what would happen next. I wanted to keep following Senua. The story pulled me forward every time I got stuck. By the end, I realized Hellblade wasn't memorable because of the fights. It was memorable because of how it made me feel. Uncomfortable. Curious. Anxious. And completely unable to look away.
Las peleas, la historia, la inmersión. Simplemente un 10/10.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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