
Helskate is a skateboarding action roguelite. Grind, perform tricks, and chain combos to power up your attacks to slay the monsters of Vertheim. Combine unique weapons and gear to suit your playstyle as you fight, die, and upgrade your abilities to come back to this labyrinth over and over again!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
bought to play on steamdeck, the game harlocks you out of progressing due to the game not ending dialogue with a certain story npc, after the 2nd time talking to him, also the game just doesnt really feel great to play.
Слишком затянуто для своего геймплейного наполнения. Игра не может предложить ничего нового уже после третьего полноценного рана, так как никакой вариативности локаций нет, они одни и те же каждый раз. Сюжет заставляет как минимум дважды добраться до конца для разборок с Пожирателем Боли, потом кататься к нему же за 7 кассетами воспоминаний (каждый ран - 1 кассета), и после уже этих побегушек приходится долго и непонятно зачем каждый раз возвращаться в конец. Моих нервов на полноценное прохождение проекта уже не хватило, хотя после каждого рана я надеялся на титры....
this ♥♥♥♥ is so ass вообще капец, управление не изменяется, после каждого трюка в воздухе надо нажимать s - w чтобы продлить комбо, вручную нажимать гринд, непонятно каким образом пока играл включал рандомно то замедление времени, то какую-то панель с прожатием инпута на пол экрана для разработчиков без возможности ее выключить, это просто фимозище а не релизный продукт. Bomb Rush сильно планку задрал в плане качества и доступности, играть в это после нее - ужас полный, даже с моей любимой слешерной механикой комбо в воздухе, сделанной для подпивковичей тоже, 1 кнопку жать врагов закликивать, кайф геймплей. В общем даже 220 рублей не стоит, дырявая жижа а не игра
Sad to see it pulled out of EA in this state was hoping it'd have more and feel better :(
THPSライクな挙動とシステムにスタイリッシュアクションのエッセンスと戦闘要素を盛り込んで、ローグライト的なアップグレード要素を追加した3Dアクションゲーム。 トリックでスコアを稼いだりステージ上に用意されたGOALSを達成しつつ、出現する敵やボスをぶちのめし、リワードを手に入れて次のエリアへ・・・を繰り返しながら進めていく。 肝心のゲーム内容は散らかっていてかなり苦痛。スケボーと戦闘アクションの融合は上手くいっているようには感じられなかった。 スケボー面だとTHPSのようなスタイルにも拘らず、操作があまり単純でなく、造りの粗さを感じる場面が多い。 スコアシステムもスケボーゲーというよりも、ローグライト部分に比重を置きすぎていて、コンボを重ねる面白さ自体が犠牲になってしまっており、そこがかなり致命的だった。 戦闘アクションという側面で見ても、スケボー部分が明確に邪魔になっていて、爽快感が思ったよりも少ない。 ローグライト部分で見ても、強化間でのシナジーをイマイチ感じづらく、繰り返しプレイしようというモチベーションに繋がって来なかった。 カジュアルでアーケードライクなスケボーをやりたいなら既に完成された作品は存在するし、ローグライトアクションとして見ても、これ以上にビルドの面白さを実感できる作品は存在すると思う。 無論、長期間で幾度となく繰り返しプレイすることで見えてくる良さがあるだろうことは否めないのだが、ミスマッチ感がある中でその状態までプレイを繰り返す心理的ハードルの高さを鑑みて「オススメしません」に設定する。
rouge-like skate, love that shi
i waited a long time imo. i bought this game in a sale and in a way i dont feel guilty about it game is clearly good and the story line is nice and i love the colorfull theme. man i like some rock i swear. but not the one in this game. i guess they had to buy cheap ones LOL. but really the game is awesome man. whatshall i say. its literally a hybrid of seriously tony hawk pro skater of the neversoft days combined with that sunset overdrive kind of fight. but hey im not gonna exagerate here. sunset overdrive is open world plus more advanced. as for the physics i hate the apres neversoft tony hawk they are really stiff and unfortunately qua physics it may be better than tony hawk apres neversoft but its still not as good as let us say the peak of thps 4 or theunderground 1 this game is solid man you dont want more or less its in good form however im not an achievement typa dude but i get that dem peeps wann it. and i think its a reasonable request. also as good as the game is and playable in a really enjoyable way we need some updates guys and some improvements. not gonna nitpick here dem devs know what we talkin bout i give the game a good 8 cuz ye know we sk8 so let us sk8 in game and real life and we dont need no crew just me and my board. my life and my improvement my fitness and my journey and travel
L'idée est là mais l'exécution est assez catastrophique
Helskate, developed and published by Phantom Coast, is one of the most strikingly original roguelites to emerge in recent years, not because it reinvents the genre’s structure, but because it grafts an entirely different gaming culture onto it—skateboarding. Instead of treating movement as a functional tool or a means of repositioning during combat, Helskate elevates motion into the heart of its identity. Players do not simply run or dodge between enemies but carve through arenas, grind across twisted architecture, launch into aerial tricks, and string together combos while swinging weapons or firing off abilities. The underworld setting becomes a demonic skatepark, part stylish battleground and part kinetic playground. That unusual fusion immediately distinguishes Helskate from its contemporaries and gives it a tone and rhythm all its own. The first thing players notice is how seamlessly skating and combat are intertwined. Attacks are designed to feel like extensions of trick execution—slashes, shots, ground pounds, and magical bursts gain strength when embedded into fast-moving combos. Maintaining flow is not just satisfying; it is mechanically essential. The longer a player keeps momentum alive, the stronger, flashier, and more versatile their offensive tools become. Levels are deliberately constructed to support that flow, filled with rails, ramps, slopes, and environmental shapes that encourage experimentation. Even when the arena is filled with enemies, the game never pressures the player to stand still or turtle defensively. Helskate rewards style, improvisation, and high-speed aggression, transforming each encounter into a performance rather than a simple exchange of blows. As a roguelite, Helskate retains the structure familiar to genre fans—runs consist of interconnected arenas, escalating difficulty, randomized upgrades, and eventual boss challenges. But its progression feels fresh because skating directly influences how builds develop. Weapons and abilities aren’t just categorized by damage type or utility—they alter the way players move, chain attacks, and approach arenas. One loadout might encourage grinding and ranged attacks, while another emphasizes aerial juggling or explosive landings. Between runs, players unlock permanent enhancements, cosmetics, new skate gear, and combat modifiers, gradually expanding the expressive possibilities of each playthrough. Even failures feel productive, because the core gameplay loop—flying through hell at breakneck speed while dismantling monsters—never loses its adrenaline. The game’s visual direction amplifies its rebellious spirit. Helskate’s world is heavily stylized, merging skate culture aesthetics with occult surrealism and industrial decay. Neon signs burn against blackened skyboxes, broken shopping mall ruins connect to volcanic chasms, and demonic spectators cheer from the sidelines. Enemies look like mutated mascots and infernal gladiators, and boss arenas evoke the theatricality of extreme sports finals. Phantom Coast embraces exaggerated animation, dramatic hit effects, and bold silhouettes to ensure clarity during hectic movement. The soundtrack completes the personality—gritty guitars, percussive momentum, and rhythmic aggression feed into the feeling of skating through a supernatural metal album cover. The game wants players to internalize its vibe, and it succeeds effortlessly. What makes Helskate especially impressive is how readable and approachable its systems are despite their complexity. The controls strike a balance between arcade accessibility and expressive depth. Tricks feel good immediately, yet mastering momentum, spacing, and combo extension takes time and emotional investment. Arena layouts demand situational awareness—not just of enemies and projectiles, but of grindable ledges, launch pads, and escape routes. The game teaches players through motion rather than instruction, encouraging them to learn by crashing, retrying, and gradually recognizing the geometry of each battle. In a genre often dominated by timing windows and stat optimization, Helskate’s commitment to movement-based learning feels refreshing. Of course, such an experimental hybrid may not suit every player. Those unfamiliar with skating games may initially struggle to maintain momentum, and players who prefer grounded, methodical combat might find Helskate too chaotic. Certain runs can feel swingy depending on ability synergies, and occasionally the desire to maintain flow can lead to self-inflicted mistakes. But these moments rarely feel unfair—they reveal the game’s emphasis on skill expression and adaptability. Once the core rhythm clicks, Helskate becomes exhilarating, not overwhelming. Ultimately, Helskate succeeds because Phantom Coast doesn’t treat skateboarding as a superficial gimmick. It is the mechanical, thematic, and emotional backbone of the entire experience. The game celebrates style as a form of power, creativity as a means of survival, and momentum as a substitute for traditional armor or defense. It captures the thrill of perpetual motion and channels it into a roguelite structure built for replayability and improvisation. Every new run becomes an opportunity to try a different approach, chase a cooler combo string, or simply lose yourself in the joy of defying gravity while crushing infernal opponents. For players craving something vibrant, daring, and mechanically distinct, Helskate offers a rare treat—a roguelite that feels genuinely new. It’s bold, expressive, and infectious in its energy, a game that understands that movement can be just as thrilling and meaningful as combat itself. Helskate doesn’t just ask you to survive hell—it invites you to skate it with style. Rating: 6/10
The premise is cool, the soundtrack bangs, and it's barely held together at all. On top of lacking polish nearly everywhere you look, the game is very buggy with clipping through geometry and frame rate drops later on in runs. The skating itself is pretty basic and doesn't really feel good in your first few runs at least. The enemies are not fun to fight and it's rarely about getting a big trick combo going while fighting. The UI in the menus breaks pretty often, combined with a few other common bugs it's clear the game is just not finished, but there's something here that is almost really cool.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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