
Hordes of Hel is a gripping roguelike horde-survivor game set in the dark realms of Norse Mythology. Fight waves of enemies to earn divine blessings of ancient Viking Deities, explore hostile worlds and face powerful bosses. Become a god-like warrior in this ultimate showdown.
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.
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
Jotunnslayer: Hordes of Hel is a gripping roguelike, horde-survivor game with top-notch graphics. Choose one of the damned heroes and attempt to pass the Gods' test by fighting your way through waves of mythical adversaries.
If you succeed in all the trials, you will become the chosen Jotunnslayer.

Engage in adrenaline-fueled battles, fighting off endless waves of enemies as you strive to survive. Complete various objectives, defeat the final boss, and earn the ultimate prizes.
Take on challenging missions during each run to test your skills and enrich your journey through the mythic realms. These quests may involve completing specific objectives or overcoming additional obstacles as you battle relentless enemies on your way to the final challenge.

Improve your abilities with meta-progression systems that offer unlockable perks, in-game skills, or upgrades. As you progress further, you'll gain access to new abilities, weapons, and bonuses that allow you to customize your playstyle and improve your chances of survival.

Select from a roster of diverse characters, each equipped with unique skills, abilities, and weapons. Mix and match combinations to refine your builds and overcome the many challenges posed by the Hordes of Hel.

Face a variety of increasingly challenging Boss enemies as you progress through the game. Outmaneuver and defeat these formidable foes using the environment, your skills, and abilities to gain the advantage and achieve victory.
Sums Steam only; PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99−40% | 7.8Kreviews | 83% | — | $2.7M |
| $19.99 | 1.2Kratings | 86% | — | not modelled | |
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 213 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Chunky!
전체적으로 게임의 방향성은 흥미로웠지만, 플레이를 이어갈수록 아쉬운 부분이 많이 느껴졌음. 특히 전투의 손맛, 성장 구조, 스킬 구성, 밸런스 측면에서 개선이 필요해 보임. 1. 타격감이 부족함 전투에서 가장 아쉬웠던 부분은 타격감임. 사운드와 시각 효과 모두 공격이 적중했다는 느낌을 충분히 주지 못함. 때리는 쪽이나 맞는 쪽 모두 반응이 밋밋해서 전투가 다소 가볍게 느껴졌음. 2. 성장 요소가 미미함 게임이 끝난 뒤 골드를 스킬 포인트처럼 사용할 수 있는 구조는 있지만, 성장 체감이 크지 않았음. 초반에는 캐릭터 한두 개의 스킬 트리를 금방 열 수 있을 정도인데, 이후에는 필요한 골드량이 늘어나면서 콘텐츠 소모 속도를 인위적으로 늦추는 듯한 느낌을 받았음. 스킬 트리의 구성도 다소 단조로움. 보통 캐릭터별 패시브 2개를 랜덤 풀에 추가하거나 기존 스킬의 최대 레벨을 1씩 올리는 정도인데, 어려움 난이도 기준으로는 스킬을 충분히 다 찍기 전에 게임이 끝나는 경우가 많았음. 무한 모드라면 의미가 있을 수 있겠지만, 현재 구조에서는 굳이 이 부분에 스킬 포인트를 투자해야 하는 이유가 크게 느껴지지 않았음. 물론 다른 사용처가 부족하기 때문에 결국 찍게 되지만, 성장의 재미로 이어지지는 않았음. 3. 스킬의 개성과 시너지가 부족함 기본적으로 클래스 스킬 2개와 신격 스킬 3개를 조합하는 방식인데, 스킬마다 개성이 부족하다고 느꼈음. 이펙트는 다르지만 실제 플레이 감각이나 전략적인 차이는 크지 않았고, 스킬 간 시너지도 거의 없어 선택의 재미가 약했음. 또한 클래스 스킬과 신격 스킬 외에도 공격이 나가는 패시브가 존재하는데, 이런 요소가 왜 패시브로 분리되어 있는지 다소 애매하게 느껴졌음. 단순히 새로운 신격을 추가하는 것보다, 각 신격이나 스킬 간의 조합 효과가 더 중요해 보임. 예를 들어 뱀파이어 서바이버즈처럼 무기 조합이 가능하거나, 홀스 오브 토먼트처럼 무기가 진화하는 방식이 있었다면 훨씬 더 선택의 재미가 살아났을 것 같음. 스킬 쿨타임도 전반적으로 긴 편임. 일부 스킬은 레벨을 올릴수록 오히려 쿨타임이 늘어나는 경우도 있어 의도를 이해하기 어려웠음. 스팀 소개 영상에서는 스킬이 빠르게 연속으로 나가는 것처럼 보이도록 짧은 장면 위주로 편집되어 있는데, 실제 플레이 감각과는 차이가 있다고 느꼈음. 4. 히트박스가 어색함 이펙트 문제인지 히트박스 문제인지는 정확히 알기 어렵지만, 판정이 직관적이지 않은 경우가 많았음. 맞을 것 같은 공격이 맞지 않거나, 반대로 피했다고 생각한 거리에서 피격되는 상황이 자주 있었음. 이 문제는 플레이어와 몬스터 양쪽 모두에게 발생하는 것처럼 보였고, 그로 인해 납득하기 어려운 피해를 받는 경우도 있었음. 5. 맵별 난이도 편차가 큼 같은 난이도임에도 맵에 따라 체감 난이도 차이가 상당히 큼. 어떤 맵은 큰 부담 없이 클리어할 수 있는 반면, 어떤 맵은 초반부터 지나치게 많은 적이 몰려와 대응하기 어려움. 특히 게임 시작 후 30초도 지나지 않아 다수의 적이 한꺼번에 몰려오는 상황에서는, 현재 캐릭터의 처치 속도로는 감당하기 힘든 경우가 있었음. 결론적으로, 게임의 기본 아이디어는 나쁘지 않지만 전투의 손맛, 성장 체감, 스킬 조합의 재미, 히트박스와 난이도 밸런스가 아직 부족하다고 느꼈음. 단순히 콘텐츠를 추가하기보다는 기존 시스템의 완성도를 먼저 다듬는다면 훨씬 더 재미있는 게임이 될 수 있을 것 같음. --- Overall, I found the general direction of the game interesting, but the more I played, the more issues started to stand out. In particular, the combat feel, progression system, skill design, and balance all feel like they need improvement. 1. Lack of impact in combat The biggest issue for me was the lack of impact in combat. Both the sound design and visual effects fail to make attacks feel satisfying. Whether I’m hitting enemies or getting hit myself, the feedback feels weak, which makes the combat feel rather flat. 2. Weak sense of progression After each run, gold can be used in a way similar to skill points, but the sense of progression is not very strong. Early on, it does not take long to unlock most of the skill trees for one or two characters. However, as the required amount of gold increases, it starts to feel like the game is intentionally slowing down content consumption rather than offering meaningful progression. The skill trees themselves also feel quite limited. Most of the upgrades simply add a couple of character-specific passives to the random pool or increase the max level of existing skills by one. On Hard difficulty, the run often ends before I can fully level those skills anyway. If there were an endless mode, this might make more sense, but in the current structure, I do not feel much reason to invest skill points into these upgrades. I still end up taking them because there is not much else to spend points on, but they do not really add much excitement to progression. 3. Skills lack individuality and synergy The game is built around combining two class skills and three deity skills, but the skills themselves do not feel distinct enough. The effects may look different, but the actual gameplay feel and strategic difference between them are minimal. On top of that, there is very little synergy between skills, so choosing them does not feel particularly engaging. There are also offensive passives outside of the class and deity skills, which makes it unclear why those effects are separated into passives in the first place. Rather than simply adding more deities, I think the game would benefit much more from stronger synergy between the existing ones. For example, weapon combinations like in Vampire Survivors, or weapon evolutions like in Halls of Torment, would make the choices feel much more meaningful. Skill cooldowns also feel too long overall. Some skills even have their cooldowns increased as they level up, which is hard to understand. The Steam trailer makes the skills look like they activate quickly and frequently by cutting the footage into short clips, but the actual gameplay feels quite different. 4. Awkward hitboxes I am not sure whether the issue comes from the effects or the hitboxes, but the hit detection often does not feel intuitive. Sometimes attacks that look like they should hit do not connect, while other times I take damage from attacks that seem far enough away to avoid. This seems to happen to both the player and enemies, and it has led to several moments that felt unfair. 5. Large difficulty differences between maps Even on the same difficulty setting, the difficulty varies a lot depending on the map. Some maps feel very easy to clear, while others throw overwhelming situations at the player from the beginning. In some cases, less than 30 seconds after the run starts, dozens of enemies are already rushing toward me, even though my character can only kill enemies at a much slower pace. That kind of pacing feels difficult to respond to in a fair way. Overall, I do not think the core idea of the game is bad. However, the combat feedback, sense of progression, skill synergy, hitbox clarity, and map balance all feel underdeveloped at the moment. Rather than simply adding more content, I think the game would become much more enjoyable if the existing systems were polished first.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Reviews, worldwide (the counter carries no country): 1.86/day in the week to Aug 14 → 3.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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, Traditional Chinese, French, Italian, German, Spanish - Spain, Japanese, Korean, Slovak, Portuguese - Brazil, Russian
| $8.99−40% |
| 46ratings |
| 82% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
| $15.99−20% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 213 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is great and I really enjoy it, but I played the "Cop" scenario with my daughter; the game crashed after we finished the level, and there was no save—13 hours of gameplay gone. There’s no way to recover the saved progress; nothing worked...
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4M | 21.8K | 90% | $6.99 | |
| $308.7K | 1K | 85% | $14.99 | |
| $247K | 1.1K | 84% | $4.49 | |
| $5.8K | 22 | 50% | $14.99 | |
| $4.7K | 17 | 88% | $9.99 | |
| $1.3K | 14 | 100% | $3.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.7M | 16.2K | 71% | $8.49 | |
| $2.7M | 2.2K | 73% | $59.99 | |
| $2.7M | 4.4K | 82% | $19.99 | |
| $2.7M | 7.1K | 89% | $19.99 | |
| $2.7M | 4.1K | 86% | $24.99 | |
| $2.7M | 7.8K | 64% | $16.99 |