
Hell Gate tore open the earth! Deep within its chaotic depths, where time and space warp, lies the "Eye of the Reaper"—a treasure granting world-ruling power. You are an immortal Raider. Descend into the abyss, conquer the Reaper's challenge, and seize your future from the bottom of Hell!
Modeled estimate, not a reported figure. How we estimate →
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About
Having finally recovered from the unprecedented destruction of Earth Rage, humanity was once again struck by a terrifying new menace. A giant chasm, large enough to swallow an entire city, suddenly opened up in the ground one day.
How deep was it? What did it lead to? No one knew. Those who ventured to investigate all perished, and it became known as the dreaded “Hell Gate.”
Common sense should have kept everyone away. But the discovery of a rare and valuable resource inside, along with the pull of a mysterious rumor, drove people to madness.
“Deep within the Hole lies the Eye of the Reaper, a mass of SPLithium so large that whoever claims it could rule the world.”
To find it, one would have to jump into the abyss and overcome unimaginable difficulties. To fight through nightmarish hybrid monsters, unsettling hostile environments, and humans consumed by greed.
“Kill anyone who gets in the way”
The Yotsuyama Group: a megacorporation who will stop at nothing in its cruelty and evil. Hell on earth, hell in the Hole. Your only safe haven? Iron Perch, a floating base in the sky.
But don’t be afraid.
You’re a Raider—an immortal adventurer.
You can die and come back as many times as you want, switch Bodies, and race down a path of carnage! Take a death-defying dive into Hell from your base at an altitude of 30,000 feet.
To become immortal, you will need to abandon your past and sever all ties.
But don’t worry, you’re not alone. The coolest and wildest bunch there is is waiting for you at the Raiders Association!
A tearful receptionist in mourning clothes, a badass one-armed older woman, a mysterious mask-wearing veteran, a storyteller gone rogue, a proud and beautiful Raider... and many more for you to meet!
Fearless adventurer, the depths of the world call to you.
Take on the Reaper’s challenge and seize your future from the bottom of Hell!
A roguelike survival action game where you scavenge SPLithium in the brutal depths of Hell Gate and fight to make it out alive.
Raiders who can’t collect enough SPLithium don’t belong here. They’ll just rot away in Hell Gate.
Each exploration features randomized enemy placements and loot.
In this hellish environment, death means losing not only the items you’re carrying, but even your own Body. But all hope is not lost. Mastery abilities are etched into your very Spine, permanently growing and never taken away.
Additionally, if you manage to bring back items and equipment, you can store them in your stash for future use.
With a crafting feature that allows you to create gear from materials, you can make your Raider life much more comfortable and rewarding.

Raiders can equip weapons separately in their right and left hands, using gear they either brought with them or found along the way.
Switch between left and right weapons depending on the situation, or wield both simultaneously to perform a powerful guard break.
When an enemy’s guard is shattered and they’re left vulnerable, unleash a flashy, high-impact deathblow to finish them off!
Weapons and armor come with randomized traits, making each find a unique, once-in-a-lifetime discovery.
Here’s hoping you discover the perfect gear for you!

In Hell Gate, the only living thing that isn’t an enemy... is you.
Monstrous creatures known as Yuckies and hostile Yotsuyama forces will come at you without end.
Recklessness won't get you out of Hell Gate alive.
Don't just fight. Stay alert and constantly aware of your surroundings.
Thanks to the tireless efforts of past Raiders, you can now team up with a friend and explore Hell Gate as a duo.
Watch each other's backs, and your chances of survival will rise dramatically.
The Raiders Association looks forward to your return—with pockets full of SPLithium.
For those who love competitive play, we recommend this PvP mode.
Does the name sound familiar? “Death Jamboree” is back in a new form!
Use it as the ultimate battleground to sharpen your skills and clash with other fierce Raiders.
Uncle Death challenges you to reach the deepest part of Hell Gate and collect a mysterious super-energy. This is both a mission and a trial.
The trial has a set time limit, and when it expires, the entire world undergoes reincarnation. In other words, it resets.
What happens when the world resets? A new one emerges! Each new world may bring unseen equipment, enemies, and fields.
Keep exploring the ever-reincarnating Hell Gate without ever getting bored.
In this game, each new season marks a full restart. Your story progress, Raider Rank, inventory, and masteries will all be reset.
However, Death Metal, any elements purchased with Death Metal, and most edition bonuses (such as Body types and decorations) will not be reset.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Japanese, Korean*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
I.... Wanted to love this game... I really ♥♥♥♥♥♥♥ did. It looked different than the original, which isn't ideal. But I was willing to overlook it, because different doesn't mean bad. But holy ♥♥♥♥♥♥♥ ♥♥♥♥. This is obscene. No sense of progression: You make "runs" through Hell, and complete tasks before you are allowed to leave. Typical extraction-type, whatever. You succeed, your "body rank" goes up, you keep what you kill, and you get a nice "orb" to boost your stats, along with stat points to boost a different-but-overlapping series of stats.... A little convoluted, but okay... If you die, you lose everything that matters. Loot, orbs, body rank. All you really keep is the stat points to boost the other set of stats, but those barely do ♥♥♥♥ from what I've seen. Instead of having the option to go straight back to where you died, you have to start from the very start, with all the levels prior. Compared to the original, this setup feels like a digital hamster wheel. Add in the fact that you lose ALL ♥♥♥♥♥♥♥ PROGRESS at the end of the season, and it feels like this game is just... pointless to play... There's no real incentive to move forward, compared to the last game. If all your ♥♥♥♥ is gonna get reset in a few months, then what's the point of grinding? There's very few cosmetics to earn. Even though you buy the ♥♥♥♥♥♥♥ game, you can't grind for death medals to buy the swag. You have to pay more money in the game you paid for to get that. God help Gung-Ho if that too gets cleared in the resets... Gameplay: AI is one of two things: Easy-cheese, or Satan's second butthole. Non-humanoid enemies are extremely predictable. Humanoid enemies on the other hand are.... I honestly feel like they're programmed with cheats in them. They move at the speed of light while you move like Joe Biden trotting through molasses. Their strikes are faster, their pace is faster. In fact, if I didn't know any better, their speed is on par with how YOU moved in the original game. There's no sense of "fair" like there was in the original. Sure, you'd get ambushed in the Tower of Barbs by a random horde here and there, but with the right moxie, a pinch of elbow-grease, and a butterfly knife with a notch of durability left, you can squeeze your perpetually-pantless ass out of there just fine. Here, it feels like the game reads your buttons, then strikes as soon as you press. It doesn't feel responsive to your character actually moving in-game half the time. It feels like they lost the talent that knew how to make difficulty work in the last game, so they just kind of threw an intern on it to guess how ♥♥♥♥ works. Glaze-City: ♥♥♥♥♥♥♥♥♥, this game does its best to suck your ♥♥♥♥ every chance it gets. In the original, you did have Uncle Death hyping you up. But he was the only one doing that, and his motives at the time were... Questionable in hindsight.... I'm hoping that later in this game's story, there's a bit of a bait-n-switch to reveal it as a ruse. Because anything other than that feels like this game is apologizing for existing, and trying everything it can to beg you to keep playing using its cast of obvious waifus and washed out, quirky old men. And it really doesn't help that Jukka Hilden isn't reprising Uncle Death. The character just isn't the same. And it's a shame, because the new VA is really trying his best and you can tell. It just doesn't deliver without that Finnish charm. Story: The story of the original blurred the line between fiction and reality, deliberately hiding lore and letting the characters speak for themselves. You play as a gamer in an arcade, playing a game. And in-game it seems the apocalypse has occurred. But over time, it gets harder to tell where the real world ends and the game world begins. Are you *just* playing a game in a game? Or are you using a game to control a series of zombie proxies to clear out the Tower of Barbs that exists in real life and is inaccessible to normal living humans? It's just not clear, and there's something so beautiful about that. But in Inferno, that all goes out the ♥♥♥♥♥♥♥ window. There's an attempt to replicate the idea, but it just comes off as a shallow rehash complete with the "we have to beat the evil corporation to stop the end of the world" schtick. It wouldn't be such a bad thing if they really went all out on the campiness to sell it. But they take it so damned seriously, even all the NPCs are literally just depressed sad-sacks who barely bother to hide it. The character writing feels like a cry for help from the developers themselves. All their regrets, angst, and worries left over from the failure of Deathverse just got bundled up and thrown into this. It would be compelling, if the game were worth a ♥♥♥♥. The inherent mirth in the original is just gone here. And no matter how hard they try to replicate it, it'll always be an obvious replication. I want to love this game, but I only want to love it because I want this IP to survive. I don't have faith it will. I bought this for the price of a half-pint of Paul Masson, and I still feel like I got robbed. There's too much broken, and too much wrong with this game for it to survive long enough to save itself. I pray I'm wrong.
I'll keep it simple, it's not worthy of being called LET IT DIE, it's barely worthy being called a rogue-like
Whoever thought that they should make this a different game from let it die (the original) should be immediately fired, and barred from ever making game design choices again in the future. This could have been the game that we all always wanted. But, instead its the game that no one asked for, and its also under developed, like a 13 year old drink alcohol. Embarrassing work. This is not Let It Die, this is something different under the Let It Die IP. Like Disney bought Let It Die. Thank god that I didn't pay full price. Do not buy this game. They should delete it and make the proper sequel.
Its not a sequel to let it die. Instead its an extraction shooter battle royale thing that just... doesnt work. It got plenty of style, but its aimed at a different audience. There's very little felt progression, the maps are uninteresting and seem like a mess of assets fused togheter. Its got less charm than the original overall, too, and somehow they made the combat even clunkier than the original. Maybe they will one day realize people want a real sequel to let it die, and not whatever they're trying to do.
LET IT DIE: INFERNO takes the foundation established by its predecessor and reshapes it into a darker, more ambitious roguelite action experience centered on survival, progression, and relentless combat. Developed by Supertrick Games and published by GungHo Online Entertainment, the game sends players into the depths of the Hell Gate, a dangerous realm filled with grotesque creatures, deadly traps, and valuable treasures. Rather than simply repeating the formula of the original title, this sequel introduces a fresh direction that focuses on descending through increasingly hostile environments while uncovering the mysteries hidden beneath the surface. The game's greatest strength lies in its fast and satisfying combat system. Battles are aggressive, demanding constant movement, precise timing, and careful resource management. Every encounter feels dangerous, especially during deeper runs where enemies become stronger and more unpredictable. The combat encourages experimentation through a variety of weapons, equipment options, and customization systems that allow players to develop their own approach to survival. Whether favoring speed, power, or a balanced style, players are given enough flexibility to adapt their tactics to the challenges ahead. A major highlight is the roguelite structure that drives the entire experience. Each expedition into the Hell Gate presents new opportunities and risks, creating a cycle of progression that remains engaging for long stretches of play. The procedural elements help maintain variety, ensuring that repeated runs rarely feel identical. Defeat carries consequences, but every failure also contributes to long-term growth through collected resources, upgraded gear, and accumulated knowledge. This balance between punishment and reward keeps the gameplay loop compelling and encourages players to continue pushing deeper into the game's dangerous world. Visually, LET IT DIE: INFERNO stands apart from many other action roguelites thanks to its unusual interpretation of hell. Instead of relying solely on grim darkness, the game embraces a bizarre and colorful aesthetic filled with surreal designs and strange environmental details. The result is a setting that feels both unsettling and fascinating. The art direction successfully creates an atmosphere that is memorable and distinctive, making exploration rewarding even when players are not actively engaged in combat. Combined with dramatic visual effects and imaginative enemy designs, the world maintains a strong identity throughout the adventure. Progression systems have also received considerable attention. Players can collect materials, improve equipment, unlock new capabilities, and utilize unique character mechanics that add depth to each run. These systems provide a strong sense of advancement without completely removing the challenge that defines the genre. Decisions regarding upgrades and loadouts become increasingly important as players venture deeper into more dangerous territory. This layer of strategic planning complements the action-oriented gameplay and gives the experience additional longevity. The game's narrative takes a more indirect approach, relying on environmental storytelling, mysterious lore, and eccentric characters to build intrigue. Returning fans will appreciate the presence of familiar elements, including the iconic Uncle Death, whose bizarre personality continues to inject humor into an otherwise brutal world. While the story is not presented in a traditional cinematic fashion, the setting contains enough mystery to motivate exploration and encourage players to piece together the larger picture themselves. Not every aspect of the game will appeal to everyone. Its difficulty can be demanding, especially for players unfamiliar with roguelites or action games that require precise execution. Some members of the community have also expressed mixed opinions regarding the use of AI-assisted content in portions of the game's production. Although the development team has stated that such assets were refined and integrated into the final product by human creators, the topic remains a point of discussion among players. Fortunately, these concerns do not significantly diminish the quality of the core gameplay experience. Overall, LET IT DIE: INFERNO succeeds as a stylish and challenging action roguelite that expands upon the ideas of the original while introducing enough new mechanics and concepts to feel like a meaningful evolution. Its addictive progression loop, intense combat encounters, imaginative world design, and strong sense of identity make it a worthwhile experience for fans of the genre. Players willing to embrace repeated failure, experimentation, and gradual mastery will find plenty to enjoy as they descend ever deeper into its strange and dangerous underworld. Rating: 6/10
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When this game launched, there was a heavy focus on PvP and forcing it onto players regardless if they wanted it or not. There was zero way to go about just venturing through Hell Gate on your own. This has since been remedied by separate PvE and PvPvE queues. As well as Duos which, for once in Let it Die history, Co-Op is possible. It seems the devs have listened to those who are very much just wanting to explore this cool world they've made and enjoy this game for what it is, which is COOL. I LIKE IT but it is NOT Let it Die in the slightest. The combat in the original wasn't the most complex stuff but when you upped your mastery of weapons, you unlocked new attacks with said weapons, opening up more options on how you would approach combatting haters and screamers in the Tower of Barbs. In this game, the focus seems to have shifted to Guarding and Countering, with rolls in-between. Your weapons in Inferno only have one attack. With a rage move and a guard counter. That's it. While it isn't the worst, some weapons just feel so odd to use, while others are game breaking. Why would anyone ever use the Laser Box that has the range of your piss stream over the Wheel Blade which has excellent reach and will always hit before your enemies attacks come out? Why would you ever use the Scythe for Occult Science when the Tree weapon hits harder and has that added Curse buff? You have options but often times those options punish you in some way or another by not going for the best one given to you. The story is not the worst but it seems like the writers missed the point with Suda's original vision and just watched one of those "LET IT DIE THE MOVIE - ALL CUTSCENES AND ENDING" videos and said "mm yeah I got this". Uncle Death is flanderized so badly. He's supposed to be this weird entity that is mysterious. He's always there but not really, cheering you on but wanting you to lose because, at the end of the day, you're playing his game. He wants to keep having fun with you. Here he's that weird older coworker you got that's using younger demographics slang to fit in. Acting decades younger than he actually is because WHOA ISNT THAT GOOFY? The voice acting as well just goes this route as well when the OG Uncle was just some dude. The playbooks already there, you don't have to complicate things. I'm not asking for the same game again, just that you understand the original that your game is named after. The bodies are one of the more interesting aspects. They're the replacement of your fighters from the OG. Here they're different people entirely. Your All Rounder is Timothy, your DPS is Pearl, your Collector is Patrick, etc. They all have unique abilities that I feel make them really stand out and not feel like one could replace the other. The issue is that, like the weapons, you have some characters that just trivialize the use of the others. Timothy has the skill Fire Up, this fills his Health Bar up a little along with his Rage gauge. Up his Mastery, and this becomes the equivalent of a Small Vitanon. Pearls damage, with the right body cores, makes short work of any enemy you come across. One Legendary Greatsword swing on a Humanoid annihilates them. Why in the hell would I play Patrick for if he has no way to sustain himself or fight back. This makes Sasuke the better option than Patrick as he has Stamina up and Inventory Weight up, AND a skill that you'll use much more often... except that Sasuke costs real world money to obtain so again, just go Timothy, up your inventory space, and trivialize both of them. This again is being remedied by giving newer bodies better skills. Inva is pretty neat. Her stun can either end fights by making the enemy vulnerable for a killing blow or give you plenty of time to retreat and recover from a bad situation. More like this! Finally, the game loop is... good? I like it. I enjoy delving deeper into Hell Gate, getting better gear so that you can face the increasing threat of Yuckies and Yotsuyama inside. Picking and choosing what you should take and leave. Is this neat weightless Legendary Katana with added attack worth picking up over this red flower that sells for a fat sack of Kill Coins? Do you have the space in your safe box for it? Should you keep going in the PoI for the possibility of more loot? Or is it safe to not get greedy and Extract? I feel this extraction type game works in this setting, but make it more like Tarkov. In the sense that you have multiple drop points, multiple maps to go to. Limiting Hell Gate to just one route that is new every season feels like a step in the right direction, but that's too much time and causes things to get a bit stale. I like the subway station PoI a LOT. I also like this new Yotsuyama Castle PoI. But sometimes I want to go back to that subway station, expand on it a little. The devs seem to be leaning towards making the game better and I look forward to seeing what else they'll do. But again, if you're looking for Let it Die, this is not the game. Its a neat little thing they got going on here, with a good bit of enjoyment to be had, but all the charm from a GHM game is nowhere to be found. That doesn't mean that this is an immediate pass, just not to get your expectations to a point that this game will never meet.
[h1]楽しい!が惜しい![/h1] という感想です。 私は2026/06/09のシーズン3(大型アップデート)と大幅セールを機に始めました。 上達を実感しやすい構造で非常に中毒性が高く、楽しんでいます。 レビューの多くはシーズン1(PvEvPが強制だった頃)のものとなっておりますので、気になっている方はぜひ手に取っていただくことをオススメします。 ゲームとしての流れは完成されているのですが、随所で不満点が上がります。 その中でも[b]高難易度と理不尽要素、それを乗り越えて楽しむ方法[/b]について取り上げます。 これから始める方や、躓いている方はぜひ参考にしてみてください。 [b]事前情報なしにプレイしたい方は自衛をお願いします。[/b] [h1]1,敵の攻撃が痛すぎる![/h1] 難易度を高くしている最たる要因が敵の強さです。 多くのセンパイは、3層(鬼門迷宮)の序盤で、その辺の敵に脊髄を飛ばされた経験があるのではないでしょうか。 というのも、ゲーム中盤から敵の強さが引きあがり、攻撃を数回受けただけでゲームオーバーになることもザラです。 また、一部の敵はプレイヤー側の武器を持っており、本来プレイヤーの特権であるはずの必殺技をバンバン使ってきます。 防御しようにもガードブレイク(防御不可攻撃)を混ぜてきたり、圧倒的な反応速度でこちらの攻撃を防いできたりとやりたい放題です。 若干私怨が混ざりましたが、こんな敵を前にプレイヤーはどうしたらいいか。 詳細な攻略ではなく、[b]考え方を記載します。[/b] [h2]戦闘は後出しジャンケンである[/h2] 多くの始めたてのセンパイがやられてしまう原因がこれです。 通常攻撃、必殺技などありますが、[b]通常攻撃はジャブではありません。[/b] ...?と思われた方が大半でしょう。 簡単に説明します。 とりあえず攻撃を振る という行動は、そのまま被弾に繋がってしまいます。 このゲームの攻撃は基本的に前隙と後隙がしっかり存在します。 言うならば格闘ゲームのようなもので、通常攻撃であっても適切に使わなければ、当てる前にキャンセルされてしまったり、防御されて反撃をくらったりするわけです。 そこですることは、[b]相手の行動を見ること。[/b] "相手が攻撃をしてくるなら"防御や回避。 "相手が防御をしてくるなら"ガードブレイク。 "相手が隙を晒したら"必殺技。 といった具合に、相手に合わせてあげることが大切です。 これを繰り返すうちに、どの敵にどういう行動をすればいいか分かってきて。 そしてうまくこちらの行動を通せたとき。 [h3]最高に楽しいです。[/h3] してやったりです。 [h1]2,集団の敵にボコボコにされる![/h1] おそらく最も不快になる原因です。 攻撃を振るにも攻撃を受けてひるまされ、必殺技も使えず、逃げられず。 後出しジャンケンするにも、相手が4人とかいようもんならそんなこと言ってられません。 お察しの方も多いでしょうが、[b]各個撃破を心掛けましょう。[/b] あなたの通った道に有機物は何一つ残らないと思ってください。 いや植物は残ります。 これの大事なところは、[b]退路も確保している[/b]という点です。 思わぬ接敵で2~3体の敵に見つかってしまった場合。 逃げた先でさらに多くの敵と見つかっては更に不利になってしまいます。 そこで先に安全な退路を作っておくのです。 圧倒的な不利になる前に、思わぬ接敵を乗り越えたときの達成感は...いいですよ。 [h1]3,ヒトガタとかいうバケモノどうしたらいいの![/h1] スゥゥゥ.........。 先ほど例に出した、プレイヤーの武器を使ってくる敵です。 こいつが本作を高難易度たらしめている張本人であり、諸悪の根源であり、人類の敵であり、世界から争いが絶えない原因です。 しかしこいつは同時に本作の楽しさを象徴する存在でもあります。 [b]こいつとの戦闘が一番ヒリついて楽しいです。[/b]悔しいです。 ですが1回読み負けただけで体力全快から0までもっていかれたらキレます。 こいつとの戦闘で大事になる要素は[b]2つ[/b]あります。 我慢できません。 未来のセンパイがコテンパンにしてくれるよう、こいつだけは詳細に対策を書いてやります。 [h3]青いオーラが出たら必ず必殺技を打ってくる[/h3] [strike]そもそも使ってこないでください[/strike] 戦闘中、青いモヤモヤをまといながら近づいてくることがあります。 これが必殺技を使う合図です。 [b]必ず[/b]必殺技を使ってきます。 これすなわち、[b]ガードブレイクを使ってこない[/b]ってことです。 ここで、もう一つの大事な要素です。 [h3]ガード強度を上げる[/h3] 本作の防御は、ガード強度というステータスでダメージカット率が変わります。 100であれば完全カット、0であれば防御しても意味がありません。 必殺技は当然(考えうる限り最大級の罵倒)痛いですが、ガード強度を高くして防御で受ければ、そのまま反撃できてしまいます。 これが分かってくると、必殺技の合図がチャンスになるわけですね。 それ以外は...後出しジャンケンでなんとかしましょう。 [h1]4,やっぱり評価微妙だし怖いよ![/h1] 見てください。 購入して1週間足らずで50時間やってる人がいますよ。 [h1]総評[/h1] まだまだ成長段階な本作。 決して万人受けする作品ではないですが、作品を良くしようとする運営の姿勢、コミュニティの温かさ、なにより素敵な世界観。 良い要素はたくさんあります。 センパイのレイダー協会への加入を、心よりお待ちしております。
I love let it die. but this game is the worst game I have played in years.
I AM UNCLE DEATH’S TOP GUY AND I LOVE THIS GAME
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