
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 →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
Reviews, worldwide (the counter carries no country): 1/day in the week to Sep 10 → 2.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
An endlessly replayable, roguelite survival action game from the world of LET IT DIE in which you scavenge SPLithium in the brutal depths of Hell Gate and fight to make it out alive, or rot into oblivion.
In this hellish environment, each exploration features randomized enemy placements and loot, making no two runs the same. Die, and lose not only the items you’re carrying, but even your own Body.
Continue evolving your strategy to descend deeper into Hell Gate and return with items and equipment that you can use to craft weapons and armor that will strengthen you in your runs.
Begin your descent into the depths of Hell Gate as one of Raiders, each with different skills. Experiment with each Raider’s unique playstyle, high-powered skill, and passive abilities as you obliterate all enemies who stand in your way.
For Raider mastery, death is only the beginning. Every run accumulates Mastery Points that you can use to continuously enhance your Body. Utilize Mastery Switch with eight different Bodies to switch up your playstyle so that your enemies never know what’s coming. There are countless ways in which you can build your Body to suit the playstyle that best works for you.
Team up with a friend and descend into the depths of Hell Gate, an apocalyptic chasm teeming with monstrous creatures known as Yuckies and hostile Yotsuyama forces who will come at you without end.
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.
Weapons and armor come with randomized traits that create endless possibilities for buffs and attacks, making each find a unique, once-in-a-lifetime discovery.
“Death Jamboree” returns from DEATHVERSE: LET IT DIE in a new form! For those who love competitive play, we recommend this PvP mode.

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!
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. Each new world may bring unseen equipment, enemies, and fields.
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.
Keep exploring the ever-reincarnating Hell Gate that presents endless possibilities with each run.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99−60% | 809reviews | 53% | — | $191.6K |
| $24.99 | 920ratings | 58% | — | 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.
Engagement
Reviews
Themes across 83 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Nobody will read thisn but it's fine, I just wanna rant anyway. I like the game on paper, especially since they added PvE but man the balancing is bad for solo play. Especially the combat stage. They add a shielder monster that is tanky so it's impossbile to stun the other monsters so it's dangerous to attack and when there's an opportunity to hit the shielder the target refuses to hit it, the auto targeting is so strong that if there's more than 1 mob I never hit the right one unless I lock on but then I can't see well if monster are circling me. A solo mode exists and it should be balanced accordingly for solo player. A wave of mobs that have the classical RPG trinity and targeting that works against us on top of it. This game is stalling solo players that haven't been grinding since day 1. The targeting is so bad that that we often run into the situation where we manage to stun 2 monster at once but our character can't hit any because the tracking is confused. Shadow boxing between two stunned monster is really fun, considering death means losing all our gears and loot. And this character that has a drop kick, if I use lock on, it always whifs despite the fact we have good control over the direction of the hit. So many time I ended up doing a drop kick that travelled around the monster instead of hitting it so to use it I got use to play without lock on. But then that's where tracking goes completely crazy when there's more than 1 monster. Either way, it'll ♥♥♥♥ up many fights. The combat feels quite unfair sometimes, I suspect there's some input reading from the AI. The hit detection is really bad too, I think many people will want to pull their hair. Try it if you guys don't believe me. You block they guard break, you parry that do quick attack that blocking would be enough, they stun lock you often. They often do the exact type of move that would bypass your current input, it's garbage cheating often times. For 15min the run could be perfectly fine then suddenly a single humanoid enemy can stunlock our character to death, avoid all parry and counters and cancel every actions. A typical death is you get pushed next to a pot or a small box, you can't get out, camera is too close then the mobs just stunlock you there, If we attack they attack quicker and interrupt since we're recovering, if we hold block they use a break attack, if we parry randomly we just whiff then they punish and we can't roll out of the object so we're stuck there to death and it's common way to die. Also it's only low-key but they inserted a bit of DEI as well. No one will make me believe it's coincidental that out of the 3 female characters, there are 1 white skin, 1 black skin and 1 blue skinned alien when all 4 males are pales af and one is g4y. I could be wrong but not like I'll have the answer to my doubt anyway. I do appreciate that they at least made different footsteps for shoes and bare feet though (unfortunately they forgot to adjust the sound when we're crouching). This is a the kind of care for details most AAA don't give a poop about. Looking at you, Crapcom, Bamco and Ubisoft for example. Why does this mixed bag of a game has more heart and effort poured into it? Also why do all the bottom parts have socks? they literally modeled the feet but they're hidden for EVERY single bottom part. Socks should be tied to the shoes (feet slot). PS: I do have fun with the game but past the early stage it's becoming quite unfair and I wanna flip tables sometimes.
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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
Hours played at review time, across 83 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
别买,垃圾,抄袭三角洲玩法,从基地出发然后下去还限制时间,还要你完成任务才可以回来,还是第一代好玩,这个除了画质比第一代好,没别的了,第一代的各种都没继承,一代还可以装备6个武器,这个只能2把,一代没有时间限制想逛多久就多久,这个只给20分钟,第二次下去的任务还要你前往更深处,打到500深处才可以坐火箭回家,不然你就只能等死,20分钟到你还没坐火箭,就会发生地狱门混乱,然后你一直扣血最后死掉。
За 400 рублей пару вечеров побегать слушая фоном что то на 2-м мониторе сойдет. По сравнению с 1-ой частью где я куда больше времени провел на ps5 это куда примитивней кажется. Если в 1-ой части не везде рогалик и некоторые станции фиксированы и можно было с разной целью выбирать разные маршруты (фарм, более быстрый проход), то здесь полностью лабиринт-рогалик что очень на любителя ИМХО где больше импровизации и меньше вариативности. Нет огнестрела нормально с патронами + нет прочности у предметов. Есть счет по времени и я так понимаю нужно максимально быстро пройти в конечную зону что бы победить босса, но на каждой следующей локации нужна редкость выше что не улетать от ваншота и дамажить противников. PVP в игре нет т к тупо нет игроков и можно больше часа ждать матч который никогда не состоится. Крафт снаряжения абсолютно мусорный. "Аукцион" игроков тоже фигня тебе минимальная сумма предмета ломает смысл тариться там. Есть вайп который почти полностью прогресс сбривает оставляя донат валюту и бижутерию. Музыки достаточно мало хоть она и прикольная. Визуально тоже в этом что то есть, модельки персонажей самобытные, а оружие с разнообразным хоть и скудным мувсетом. В целом, кажется, как будто бы тут тотально сэкономили на всем кроме моделек персонажей. Строго по скидке для малочисленный фанатов нишевой 1-ой части и фанатов soulslike на безрыбье попробовать потыкать
took out pvp
game is steering into a better direction, it has gone from from sh*t to poop
Jeu correcte, pour le prix un peu insuffisant On sens que les dev on gardé quelque aspect de LID mais c'est pas trés bien exploité Les level design sont ne sont pas a mon gout, ce n'est que subjectif, les ennemis varie trés peu (mise a part rajouté des adjectif avant ou prés le nom de l'ennemis n'en fait pas un nouvelle adversaire) pour les aspect un peu plus multijoueur, ca demande plus de contenu pour le Gameplay, les mouvement sont moin reactif, les moveset sont bien trop simple j'aurai aimé des combo ou des attaques atypique, comme les attaques sauté ou autre le jeux dans l'ensemble et mou la bande sont et correct mais repetitive le "gros" ajout de ce jeux sont les petites histoire des personnage du lobby mais mise a part ça... pas grand chose de neuf et beaucoup de chose passé a la trappe qui valait vraiment le coup Sinon dans l'ensemble c'est une jeux bien, pas un BON jeux mais il es bien pour passé le temp disons...
worst then the first game
好游戏啊,上头,根本停不下,玩了几天 解锁了 茵瓦,也解锁了 米莲,顺利通关,进入了第四章无限循环。凡是因为 怪读指令而打差评的,都是菜逼,要不然我咋通关的。不要怪游戏,多考虑下自己的技术问题。总之这游戏超高难度,菜逼绕道。
Here is my review on Let it Die Inferno this game will never be like the first one They didn't learn from death verse how that game was a complete failure this type of game is pve/pvp Extraction game all so in my eyes this game will not last They should not have charged for This game it should have been free I keep asking myself why do I continue to play when the AI is not a fair fight In the first let it die didn't have weight Limits this thing does in the old let it die you could upgrade your weapons and armor to me in this game that is nonexistent Also when you die you lose all your stuff That's really frustrating when weapons are hard to come by You have a safe pocket but you can't carry very much with you And the performance is horrendous there are a lot of mixed reviews and I truly have to say gung ho has truly let the let it die franchise go to waste thank God the original one will be offline soon there that is where my focus will be until they fix this game and make it right All in all I would say if you want to waste your money then so be it But I would not recommend this game to anybody and I don't care at the Developers see my review Shame on you gung ho I was really hoping this game would be promising but in reality it's not They have a lot of work to do but I'm afraid this game will have the same Ending as Let it die Death Verse did by the server shutting down Don't charge for something that's not even complete and not as anywhere good as the first game all so you give you a timer on the map witch is only 20 mins too get in and get out of the map
## Minha experiência com Let It Die: Inferno Comprei **Let It Die: Inferno** principalmente por gostar muito da franquia e por ter tido uma experiência marcante com o primeiro **LET IT DIE**. Eu esperava que o novo jogo representasse uma evolução daquela identidade, mantendo a essência que tornou o primeiro título interessante, mas trazendo novas possibilidades para a atual geração. Minha expectativa era encontrar novamente aquela mistura de ação com elementos **souls-like e roguelike**, progressão, exploração e uma sensação constante de descoberta. Também imaginava que a sequência pudesse expandir a fórmula com recursos que não estavam presentes no primeiro jogo, principalmente algum tipo de **modo cooperativo**, algo que sempre considerei uma possibilidade interessante para a franquia. Infelizmente, minha experiência com **Let It Die: Inferno** não correspondeu a essas expectativas. O principal problema, para mim, é a **repetitividade**. Depois de algumas horas, a estrutura começa a parecer muito previsível: entrar, enfrentar inimigos, coletar recursos, fazer farm, melhorar alguma coisa e repetir o processo. O problema não é existir farm — esse tipo de progressão pode funcionar muito bem —, mas a sensação de que o farm acaba sendo praticamente o próprio objetivo do jogo. Senti falta de um **objetivo mais claro e de uma progressão que desse ao jogador motivos para continuar além de simplesmente ficar mais forte para repetir o mesmo ciclo**. No primeiro *LET IT DIE*, apesar de também existir bastante repetição e grind, havia uma identidade e uma estrutura de progressão que, pessoalmente, me prendiam muito mais. Em *Inferno*, tive a sensação de que a experiência do jogador foi construída excessivamente em torno do ciclo de repetição. Em determinado momento, em vez de pensar "quero descobrir o que existe depois", comecei a pensar "vou ter que fazer isso de novo para conseguir avançar". Essa diferença é importante, porque transforma o grind de uma ferramenta de progressão em uma obrigação. Outro ponto que me decepcionou foi a **variedade da experiência**. Eu esperava que uma nova geração da franquia aproveitasse a oportunidade para ampliar bastante a fórmula do primeiro jogo. Porém, durante minha experiência, senti que faltaram sistemas e atividades capazes de quebrar o ciclo principal e dar uma sensação maior de evolução. Também tive problemas relacionados à **otimização e desempenho**. Mesmo gostando da franquia e tendo interesse genuíno em continuar jogando, problemas técnicos acabam prejudicando ainda mais uma experiência que já depende bastante da repetição. Quando o jogo exige que o jogador repita determinadas atividades muitas vezes, a parte técnica precisa ser especialmente consistente. Quero deixar claro que **não considero Let It Die: Inferno um jogo simplesmente "ruim"**. Existe uma base interessante e ainda gosto muito da franquia e do trabalho dos desenvolvedores. Justamente por isso minha decepção é maior. Eu comprei o jogo porque acredito na franquia e porque queria ver o que os criadores fariam depois de *LET IT DIE*. Talvez minha expectativa tenha sido alta demais, mas acredito que isso também seja consequência da força que o primeiro jogo teve para mim. Gostaria muito que, no futuro, a equipe pudesse considerar desenvolver algo mais próximo da identidade do primeiro *LET IT DIE*, mas sem simplesmente copiá-lo. Uma evolução daquela fórmula, com: * mais variedade de atividades; * objetivos e progressão mais significativos; * menos dependência de grind repetitivo; * maior sensação de descoberta; * melhor otimização; * sistemas que valorizem mais a experiência do jogador; * e, principalmente, possibilidades de **cooperação/multiplayer**, algo que acredito que combinaria muito com o universo da franquia. Continuo tendo interesse na série e espero que os próximos projetos possam explorar esse potencial. Por esses motivos, apesar de gostar muito da franquia e respeitar o trabalho da equipe, **solicito o reembolso de Let It Die: Inferno**. Minha decisão não vem de considerar o jogo sem qualidade, mas de perceber que a experiência oferecida atualmente não corresponde ao tipo de experiência que eu esperava encontrar como fã do primeiro jogo. Espero sinceramente que vocês continuem trabalhando na franquia e que, em algum momento, possamos ver um novo *Let It Die* que consiga recuperar aquela sensação única do primeiro jogo e, ao mesmo tempo, evoluir a fórmula de maneira mais ambiciosa.
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.
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