
Hotline Miami x Dark Souls. Greatswords, demons, miniguns; up to 4 players. You are not prepared.
Modeled estimate, not a reported figure. How we estimate →
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The servants of T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝ venture forth each night, dragging the meek and fearful from their homes down into the Tower's abyssal depths, never to return.
It is up to you to brave the dangers beneath the earth. Up to you to slay those behind the horror.
To descend ever deeper... INTO EVIL.

More than just bundles of stats, every item in INTO EVIL is unique and actually changes the way you play.
Unique movesets: Swords parry, axes cleave, lanterns still shine when stowed - every item has two moves (and often hidden secrets!)
Enchantments and Curses: Find items imbued with dark magic that radically changes their properties! Infused spells, elemental affinities, mutations, and more - expect the unexpected.
Abilities, not stats: No "+2% fire resist" here - rather than small stat increments, weapons and armor unlock new abilities and powers to face your enemies with.

The adventure that awaits you is deadly and unpredictable - no matter how many times you face it.
Unexpected dangers: The dungeons of the T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝ are labyrinthine and cursed, changing their layout each time you attempt to brave them.
Meaningful choices: Not only are items powerful, they are scarce and you can only take what you can carry. Foes, traps, and hazards shift each time you die - but your choices will shape each Descent as well.
Die, die again: INTO EVIL is difficult - every enemy is a significant threat and cannot be taken lightly. You will need to learn to adapt to the dangers that confront you, or you will perish brutally.

Descend into a world gone mad - devils and death, torture and madness await.
Face the Hordes of Hell: Demons infest the dungeons of INTO EVIL, wielding terrible supernatural powers. You will need every ounce of skill and courage you can muster in order to survive.
Heroes turned betrayers: The T̴̨̈́h̴̛͉e̷̦͌ ̷̡́I̷̫̐ń̵̦v̸̢̈́e̷͇͐r̷̩͋ẗ̷͈́ḛ̸̽d̵̬̆ ̵̀ͅT̶̖̈́o̵͎͋w̶̹̾e̸͎͊r̷̬͝ has been taken over by former heroes who now side with evil. What caused this turn? What dark purpose possesses them?
Dark secrets await: Learn tḧ̶͉́e̴̢͂ t̶̼̂e̴̙͑r̶͕͘r̶͚͉̈́ḯ̷͕b̶̻͖͛l̸̜̈e̷̜͗ ̵̛͓̒ t̵̰̜͝ṟ̶̪̈́̚u̸̪͔̾͘t̶̟̀͜h̶̺̓̈,̵͎̍̓ ̸̧̍t̴̢̛̤͛h̴͉͎̅a̴͍̖͗̍t̸̨̺͐̅█̸̢̀͝█̵̼́ ̸̛̬̗͝█̸̻̩͘ ̶̡̙̅█̷̣͎̅█̶̹͒█̸̪̾͂ ̶̨̯̓█̵͚͐̚█̴̭̞̏͠ ̴̦̅█̴̢̘͒█̸̭̅█̷̥̀█̵̢͝█̵̲̗̔͊█̴̞̳͑͛█̷̫͍͂█̶̬͔͒█̴̡̤̒́█̶̛̬ͅ █̷͓̎͗͜█̴͔͚́̀█̵̬̹̍̈́█̸̜̔█̸͍̐ █̸̦͎̈█̵̗̓͘█̴͚̌͜█̶̬̪̑̀█̷͓̳͂█̴̗̮͑ █̴̢͔̿͠█̸̞̙̊█̶̹̻̂█̶͙̔̀█̵̟̹̂̐█̷̰̳̈́̎█̵̧̱͒█̷̖̗̐̂█̷̜̯̓̑ █̶̢̩͐̔█̶̬̍̆█̷͎̤̅͌█̷͔͠ █̴̨̺̑́█̴̯̀̉ͅ█̵͙͖̀̿█̵͓̰͌█̵̝͉̏█̶̭̅̐█̴̬̱̂

...you doubt?
Think this deadly dungeon is a trifling matter?
Very well. Try the demo, and see for yourself. But: be warned! Those who venture into evil, rarely return...
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really want to like this game alot. It looked like a PC version of this game i have on my phone called PocketRogues. Same art style, similar combat, gameplay difficulty, and gameplay. This game kinda just PC-ified it. Sadly though, I have to say pocket rogues is the better game. This game has so much potential, and wants to be fun, but the difficulty and scale of the enemies is just not at all balanced with the loot pool and it makes the game a drag. I dont think this game is that difficult in terms of the gameplay/ mechanics, I play alot of hard games. The difficulty feels artificial (which isnt a good thing), based on the luck of the items you pick up and what enemies spawn. The loot pool is really small from what ive seen so far. Far too small for the enemy variety in the game. And maybe the amount of enemies is why the loot pool is so small (resource allocation) The first floor seems to cycle between giving you the same lack luster loot and then just SPIKES the difficulty and number of enemies in the second. And like this wouldnt feel bad if it didnt feel like we got broom sticks for weapons on the first floor. This game could really benefit from some sort of procedurally generated loot drops (as in the gear itself has randomized traits and/or magical abilities to make every one unique), and also a higher rate of loot drops. I know enemies already drop stuff, but it seems to be really rare. I think it should be upped even further. There should be more magical weapons that give buffs/abilities than there currently are. I see you reply to alot of people critiquing this game and telling them they need to be more creative and “scrappy”. So how am I supposed to do that when I clear the entire first floor no problem, loot every nook and cranny, get NO good loot anywhere, and then next floor am immediately met with enemies that are immune to all my damage and do two hearts per shot? My friend, theres making a game difficult, and then having an unbalanced game. And im sorry, but from what ive played it appears to be the ladder. I played this with my friend who also plays alot of hard games and he also came to the same conclusion as me after giving it a fair chance. Being scrappy should mean that your skill should be able to decide every outcome. And despite what you might want to say, I dont think this game has that. This game feels very hard capped at how lucky you get with your loot rolls. Which is a shame because theres an element wanting to draw me to this game really hard. But the artificial difficulty/improper balancing and loot pool is just a huge turn off almost every time I convince myself to do another run. You have alot of potential here, and the game isnt not fun. But i think you need to do yourself a favor and start being more open to the advice reviews are trying to give you as a small developer instead of deflecting the critique with “this is how the game is supposed to be”
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Concurrent players on Steam, sampled daily since tracking started.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Spanish - Latin America, Traditional Chinese, Simplified Chinese, Korean, Portuguese - Portugal, Russian +2 more
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
love everything this game is about and the concept, its killer! However i hate this game sooooo soooooo much! Its gotta be one of the most a**hole games ive ever been played that i cant stop picking up and trying another run just to get f***** again and again and again........ Me: "Sweet im getting good loot and they wont stop me now!...." Game: HAHAHAHAH get f***** Me: smash alt+f4 and throw controller Great game if you want high blood pressure
Pretty fun game. The art style is quite nice. However, claiming that this game resembles Hotline Miami is incredibly misleading. There is nothing Hotline about his game other than the camera angle. So, are we just calling every top-down game Hotline-likes now? The whole schtick behind Hotline is learning from death. The map remains the same, so you adjust your approach after discovering what doesn't work in your pathing. When you die in Into Evil, the entire map changes. Everything changes... armor, weapons, enemies, all of it. Objectively, this alone makes it nothing like Hotline Miami. I'm sure there are older examples to reference, but the style and gameplay is much closer to Void Sols (which is fantastic btw - check it out if you enjoy this type of game). The UI could use some work though. The navigation is a little cumbersome, and it's awkward recognizing the benefits of one item over another.
Dark Souls Meets Hotline Miami and it's so addictive. Well recommend. Looking forward to full release
Great game, and well polished for an early access title. You can definitely tell its a work of passion. I am looking forward to the monthly updates!
This game is the lovechild of Intravenous and UnExplored. And its awesome!
I've been looking for a game like this for a really long time and if "Teleglitch, but fantasy," intrigues you then you should pick this up ASAP! While not the same visual overload as Teleglitch or Hotline Miami, this game is really intense. It requires a good amount of skill and a little bit of luck with equipment to get far. It's a seriously good traditional roguelike, just in real time! Ten hours in and I've gotten to level 3 only once, and I'd like to imagine I'm not that bad at action games myself. I do think the difficulty can be a bit spike-y and level 2 is a real kick in the ass with the bosses being kind of overwhelming. Level 3 is also a big spike but seems (since I've only gotten there once at the time of writing) more manageable considering you start to take on a "build," with in-run upgrades at that point. With that being said, I kind of accept it because I like traditional roguelikes where you might spend tens of hours never getting past level 5...it's still masochistic. Do I think it should be changed? Maybe a little, but I also respect the developer's vision from what I can make of it. In summary: If the concept really speaks to you and are willing to take some punishment then I'm sure you'll have a great time with it like I am.
Excellent. Bloody hard work, though. :)
My friends and I love this game and have played it together a few times. It would be awesome if normal multiplayer would be available, because the remoteplay can cause some delay and lag. It would also support the developer as we would all have to buy it.
this game has a fun style of combat and alot of items with various abilities that really make multiple playthroughs a blast, finding new items and testing things out, fun spells and items like a pyro whip that conjures fire in a spot as an ability...it's really interesting and learning the 'dance' of the combat is fun too, game needs more recognition. add (local) coop on top of that? good ♥♥♥♥
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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