
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
Pros: - The game is absolutely beautiful and feels great to play. - Low skill floor, insane skill ceiling, however you can still become good enough to compete against even the best players within reasonable period of time. - Every character feels unique to play as and against. - If you're interested in the story mode, the voice acting and mocap plus the whole atmosphere is great. Cons: - No native multiplayer - but you can still play online via remote control, join the community discord if you wanna find people to play with. - The default settings are kinda bad. The "Dynamic muscles" setting breaks many moves in unpredictable ways and I wish it was moved to the test branch until its more polished or removed altogether. I recommend everyone disable it. I would also disable "fencing priority" and "auto distance" as they feel like a crutch that artificially makes the game easier but also may lead to bad habits.
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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
What the hell happened I've played this game for 3.5 years. Consistently, with each update, I never know if the game is improved or degraded. Unfortunately, its usually the latter for a lot of characters with a few exceptions. The development process seems to take drastic turns at unforeseen moments - we were promised characters, then for 6 months got told a story mode was coming instead. We were told "feedback is welcome" and when we gave feedback we were met with "I'm going to make a story mode, no time for feedback now" One character has been on the character select screen for literally FOUR YEARS, and is still not released. In short, my main issue is with the lack of direction the developer has, the empty promises they make, and the disregard for the efforts we put in to help him balance and fix the game. The pain comes from the love of the game, and the subsequent seeming lack of love from the developer. Its as if the game is a testing ground for their physics experiments, under the guise of a game in development which they profess to listen to player feedback, while simultaneously systematically ignoring it. Don't let them waste your time as they have wasted mine. Peace
Terrible updates for the past year, very slow development and general lack of content, game-breaking "small update" recently, developer doesnt communicate or listen to repeating community feedback, obsession with adding almost only polish characters, prefers making instagram reels than actually working on the game. List could go on.
Man, I freaking love this game. If, like me, you played Bushido Blade until the PS1 stopped reading the disc, you'll probably a bit of that joy here. It's definitely got a lot of early access jank to shake off, but there's a real gem underneath it all. I hope we get the complete product one day because there's really nothing else like it.
Came in expecting historically accurate swordplay. Got janky mechanics and cringe. Shame.
Fix your game please. My pc runs on cosmic dimensional nuclear fusion and the game won't load past the opening load screeen. Refunded. Thank you.
The Pros: Hellish Quart is an accurate and well crafted HEMA simulator, the fighting is realistic, and dueling styles are varied. The game has a lot of immersive atmosphere and plays well at first glance. Hellish Quart shows A LOT of promise, features like a level builder, unlockables, first person mode, and Mortal Kombat-esque arcade mode towers demonstrate this; the game has all the hallmarks of a successful fighting game, even in it's infancy. Overall, fun to play and worth your time to do so. I'd like to color the rest of this review with the knowledge that this developer has put a lot of love into this game, and it is a good game, it has a long way to go though. Please don't allow the negative parts of this review to cause you to completely ignore this game, if anything, keep it on your watchlist. The Cons: This game is unrecommendable in it's current state. First and foremost I must mention the massive flaws that are seemingly baked into the game, likely never to be changed, the fact that characters often move in a way that is impossible in reality (hands spinning around, arms slingshotting back and forth, etc.). For a game so focused on realism and the challenge inherent to the duel, the physics, hitboxes, and movement/attack mechanics are significantly poor. While the game handles and functions fine about 50%-60% of the time, the rest of the time swings feel uncontrolled and more like a preprogrammed strike than a swift and skillful swipe, a.i. will often randomly receive priority or what can only be described as divine providence from the game tower boss Samuel visibly TELEPORTING AWAY FROM YOUR STRIKE/otherwise executing movement IMPOSSIBLY fast to dodge you, a.i. predicting your movements as soon as the input is detected rather than when your character begins to move (there shouldn't be a delay anyways...), sometimes your character just decides not to guard even if the enemy visibly has not slipped your guard, a.i. managing to force your blade out of the way to hit you, even if you have moved less and should therefore have more "stamina." There are far more examples a.i. bulls****ery, but these are the most prominent. In the same vein however, in about 65% of the duels I've fought, either mine or my opponent's hand will magically spin around in the precise direction required to make an attack successful; this is so common and so jarring that I would call it this game's biggest issue right now. This issue ruins any chance of fun or reward when it occurs, and being engine level, is highly unlikely to ever be resolved. A dueling game with any sort of physics cannot have bad physics. There are few other major issues, but they stand out. For example, there are several hidden features, which you will find ZERO reference to anywhere in the game or spoken of by the developers; features such as: push actually executing a cut when in close range (WTF?), low attack executing a kick or some other form of unbalance/pinning when in close range, and character auto stancing (especially after your guard is stricken), possibly among others. Conclusion: I would love to recommend this game, with a lot of work, this could become a great game. What I would like to see most is the developer transition away from adding in non-features like LARP plastic swords or stick fighting and buckle down and focus on ironing out the controls and the smaller issues that contribute to a frustrating or unrewarding player experience. Hellish Quart could quickly become a favorite game for any new players, and despite it's many issues, I still use some of my valuable free time to play a few duels. For such a game to have been made by one man or a small team is no small feat, and I wish the best for them in their continued efforts to perfect this passion project. Edit: Latest update made this game so much worse, I'd go so far as to say ruined it. All problems listed above amplified tenfold and new problems introduced that make the game feel like something that is happening to you rather than a game you are controlling. Edit: Core features are also broken. Enemies sometimes inexplicably get multiple strikes on you when tempo is yours and you have responded correctly. Bad game in it's current state.
Overall, I love this game, despite it still being in "early-Access" after 5 or so years. Pros: + Best and most realistic swordplay I've seen in a game so far. Kingdom Come is close, and Half-Sword deserves a mention just for how entertaining it is. But no game seems to have the reverence and respect for HEMA that this game does. + Graphics are decent. Not overly pristine, but well-optimized, I think. (I have a friend who tried this game with slightly less powerful hardware, and he reported the game running on slow motion for him.) + After about an hour, you get a feel for the game's tempo and it makes for more interesting looking swordfights. + Developer includes options they consider obsolete. A mixed bag for some, but I like that the option is there. + Lots of Gameplay options. + As someone who plays on a mouse & keyboard, the layout is easy to change and get the hang of after a short while. Cons - Models can sometimes bug out. Hands stretching out; hair clipping through body models... Not game breaking. - In Auto-distance mode, I noticed sometimes there is significant input lag, which can easily cost you a duel. - (Personal Preference) More than a dozen sabre characters, and only two longsword characters, and one of them acts drunk. Kinda wish the devs would add a few more longsword characters that were more orthodox in their style. - Replay value of the game is kinda short. Once you've played all the characters a little bit, you feel like you're done. - No slow motion replay. One thing I always enjoyed about the old Tekken series is the option to see a slow motion replay of your sweet moves. This needs to be implemented YESTERDAY (IMO). Even if you're not into HEMA, it's fun game. But if you are, you must absolutely try this game. Get it on sale. It's worth it.
Bought Hellish Quart thinking I'd become a master swordsman. Turns out getting stabbed is a surprisingly effective strategy. Every duel ends with either me looking like a fencing champion or a medieval kebab. Best UK simulator I've ever played. 10/10. Would get kebabed again.
Purchased by impulse and at a early stage of development, so i was highly sceptical. But this indie game turns out a real gem, i AM positively surprised: concept, design, movement control tickle my gamer nerve. Keep on the good work Kubold. Props
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Active players
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Where this game's players are, estimated from review languages.
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