
A physics-based, realistic 3D sword-fighting game. Immerse yourself in a cinematic adventure, utilizing real sword-fighting martial arts and a variety of historically accurate weapons to survive brutal duels in 17th century Poland. Featuring single-player modes and a LOCAL 2-player mode.
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.
Every market we collect.
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
Hellish Quart is a local-only (two players play on one PC, not online), physics-based sword fighting game. Set in 17th century Poland, it features a cinematic story and the most iconic sword fighter archetypes of this period.
With motion-captured fencing techniques and four gamepad buttons representing four attack angles, you'll need to use timing, technique, and speed to defeat your opponents. Choose from a variety of warriors and take part in cinematic story mode, arcade mode, safe sparring, quick fights, survival mode with online leaderboards, or local multiplayer. If you want to hone your sword fighting skills, you can spar with wooden weapons or train in modern HEMA gear. And for the ultimate experience, Hellish Quart also offers an optional VR mode.
Please note that the game is still in development and only supports local multiplayer (two players play on one PC, not online).
physical sword fighting using Active Ragdolls
cinematic story
online leaderboards
realistic historical fencing techniques
optional VR mode
Hellish Quart utilizes active ragdolls and real-time physics to get you the ultimate fencing experience. You can attack from four different angles using the four gamepad buttons. Different button combinations enable special attacks and combos. When you are not attacking, your character automatically assumes a defensive stance, blocking your opponent's attacks using the autoguard feature. Proper timing, technique, speed, measure, and wits are all crucial to winning, just like in real-world fencing.
The game is set in the historical 17th-century Polish-Lithuanian Commonwealth, and the character models are based on 3D-scanned, reconstructed clothes from that period. The single-player campaign, once completed, will be firmly rooted in the reality of life in the region. You will duel against Zaporozhian Cossacks, Polish Hussars, Tatars, Turkish Janissaries, Swedish Reiters, French Musketeers, and 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
Reviews
Themes across 848 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After years of searching for a game that truly captures the feel of real historical fencing, I finally found it in Hellish Quart. This is the closest thing to actual HEMA you’ll experience in a video game. The movement, timing, blade interactions, and tactical decision‑making all feel grounded in real martial principles rather than flashy animations or fantasy mechanics. Every duel feels tense, technical, and authentic. You can’t button‑mash your way through a fight — you have to read your opponent, manage distance, and commit to actions just like in real sparring. The physics‑based combat system is incredibly satisfying and rewards genuine skill development. On top of that, the game has a clear passion for history. The weapons, clothing, and fighting styles are researched with care, and it shows in every encounter. If you practice HEMA or simply appreciate realistic swordplay, Hellish Quart is an absolute standout. It’s not just a game — it’s a love letter to historical fencing.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 2.14/day in the week to Jul 30 → 2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, Simplified Chinese, Polish*, French, German, Spanish - Spain, Japanese*languages with full audio support
Hours played at review time, across 851 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I recommend it to those who enjoy losing nerve cells because of tension duels. Best fighting ever
目前为止不推荐,除了想过过兵击瘾的,完全不推荐。故事模式用的上古第三视角控制模式,就是地图固定视角摄像机不跟玩家移动但是跟玩家旋转, 还不如固定角度摄像头呢,控制手感极差走个路骑个马恶心得不行,讲好听点叫复古。镜头问题也同样出现在战斗,作为一个距离感极为重要的格斗游戏,走两步就搁那又摇又推拉那B镜头,相当于一直在不断改变视觉角度和画面比例,而且许多角度就不好观察敌人动作,最无语的是武器的碰撞,武器是物理模拟的,可以被包括不限于帽子、敌人的大腿、土地、场景道具卡住,伤害计算也与之有关,但相信我,当你第一次看到敌人的手像面条一样拉出两个身位你就不会对这个系统的稳定性有什么信任感了。目前的玩法不仅仅是传统格斗游戏搓招+猜拳,还得赌运气,很无语,最大问题是教程和引导不够好,教了个基础规则结果每个角色都不同再加上教程都没提的架势,击中的伤害怎么算的也不明确,因为真实动作导致角色身体动作并不特别有标志性,无法快速观察理解积累经验,输了不知道哪里做错了,赢了不知道哪里做对了,加上物理模拟的原因再加上现在体力,僵直,格挡,攻击效果,招式距离, 啥啥都是黑盒,很难有效学习,目前只能真爱去拿时间硬磨经验。目前打通剧情+3档难度街机,成就感不如街霸6训练模式练出一套连招。
its a game that could be sensational but there are a few things holding it back (and not cause its pre alpha). the economy in this is absolutely pants on head retarded. you will win between 1 and 100 ducats if you are REALLY lucky (mostly you will win 5-10) but if you lose you will lose 70 or more ducats. i have a 80% win rate and i lose about 400 ducats every session. please fix it. the boss is wearing body armor and apparently wielding one of those ring wraith swords that kills you by touching you, and you have to beat him 4 times he only has to beat you twice. besides that i would say this is a good game but it needs some minor tweaks to fix major problems. looking forward to seeing it finished
Dopóki nie zredukują randomowości fizyki, to nie jest poważna bijatyka. Po pierwsze: nie ma żadnych jasnych zasad co jest uznane za pełne uderzenie (zdobycie punktu). Walnięcie w łeb szablą omijając gardę przeciwnika NIE GWARANTUJE wygranej. Natomiast lekkie trafienie bez rozpędu (fizycznie nie możliwe, w końcu gra oparta na fizyce) odcina ci rękę. Nie żartuję. Sorry, po prostu tak nie działa biomechanika ludzkiego ciała. Jak poprawią, to spoko. Jak nie, nie warto. Więcej z tego frustracji niż satysfakcji.
I absolutely LOVE this game, this game helped me get into HEMA and other forms of fencing and it's very historically accurate.
Sword fighting so accurate that Shadiversity would cry against it, because it follows HEMA rules, while making AI slop art.
Definitely a labore of love. The only game that's been able to satisfy the Bushido Blade hunger in like what? 20 years? It's gotten so much better since day one, and it's getting better and better every time i play it.
I forgot I owned this game for like 2 years. Its fun and looks nice, sure but; I swear it hasn't developed much in the 2 years I didn't play, they added 5 characters in the 24 months I was absent, they added 1 added November, with another 6 on the way. So it's probably another 2 years for all the characters to be added :(
Покупал эту игру в 2022 году и с тех пор она стала только хуже. Анимации с обновлениями становятся еще более кривыми и дёрганными. Руки персонажей как желе. Оружие постоянно где-то застревает, а при атаках не чувствуется импакта — будто деретесь воздушными шариками в форме мечей. Режим HEMA — это вообще угар. Какого хрена при легком попадании в ногу персонаж начинает хромать? Или при легком попадании в туловище персонаж отлетает и шатается от боли? В HEMA не бывает легкое / тяжелое попадание. Любой пропущенный удар — это поражение. И уж тем более тренировочный меч в такой экипировке не вызывает боли. Они добавили н4хYй никому не нужный сюжет, продолжают добавлять карты и новых бойцов, вместо того чтобы отполировать то, что в игре уже есть, и добавить наконец адекватный онлайн-режим, который можно будет запускать из меню игры без костылей. Разработчики двигаются не в том направлении.
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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.
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