
You don't know who you are, where you are and why you are here, you know just thing, you want to survive and get out of HELL!
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 25 → 0/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
Stats
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"Mastema: Out of Hell" is a fantastic looking platformer that suffers from problematic controls and some questionable game design choices, which makes the game more difficult than it needed to be. However, it is still very fun and playable and can be beaten if you are determined enough. I beat the game after sinking several hours into it. [b]GRAPHICS & SOUND[/b] - The game looks beautiful. It's got some excellent 1990s era SNES-like pixel graphics. The background art, tilesets and sprites (especially the boss sprites) are gorgeous to look at. -The game's music is fantastic and moody and goes well with the art and the overall theme of the game. -The graphics and music make the game feel like it was actually made in the '90s, and not just another modern retro indie pixel art game. [b]GAMEPLAY[/b] - The opening cutscene sold me the idea that the game is all about fighting demons with a fancy sword. But once the first level started, I felt a bit let down. It turned out that the game is a rather simple platformer where you basically jump across platforms, collect stuff and avoid dangers and enemies. It's still fun for the most part though! [b]WEAPON & COMBAT[/b] - Remember that fancy sword I was talking about earlier? Well, you don't carry it by default. Rather, the sword is a temporary power-up that appears once every few levels. If you collect it, you get the ability to shoot swords like bullets! And even then, the "sword-bullet" doesn't travel very far and sometimes pressing the shoot button doesn't always spawn the "sword-bullet" thingy. - If you lose a life, your sword is gone. And if the level you died in does not have a sword power-up, good luck to you because you'll need to resort to plan B: just jump over enemies and hope not to run into the big enemies, because you can't jump over them without getting hurt. - Every now and then you'll find a power-up that lets you perform a special fiery attack, which destroys all enemies it comes into contact with. There are 5 types of special attacks: a tornade, a giant fireball that spins around you, a large monster from beneath and a bull that moves horizontally across the screen. I thought these were pretty cool! [b]COLLECTIBLES[/b] - Shiny stones (collecting 100 of them grants you an extra life) - Special attacks - Health and lives [b]CONTROLS[/b] - As for the controls, it's not the smoothest but believe me, it's not that bad. - The controls are manageable for the most part. However, they feel inadequate whenever you're required to perform perfect jumps at the edge of platforms. This happened to me over and over. - This, combined with the issues pertaining to the sword mentioned earlier makes the player feel incompetent and weak and may discourage them from playing further. - Upon getting hit by an enemy, you aren't knocked back, which feels odd. But in hindsight, it might actually be a good thing because you don't have to worry about getting knocked off ledges in this game that already suffers from awkward controls. [b]LEVEL DESIGN[/b] - There are 20 worlds, each broken up into three stages. - Each stage is very short and can be beaten in a few minutes, which IMO is a good thing as it makes it easier to practice a stage and it. - Dying mid stage takes you back to the start of the stage. A "game over" sends you back to the home screen where you can choose to continue where you left off. - The level artworks (such as the tiles and background art) are nicely done and create a dark and other-worldly atmosphere. - Each world has it's own unique visual theme to it - skeletons, insects, ice, fire, forest, dungeon etc which adds visual variety. - Some levels have some very nice set pieces in the levels. [b]ENEMIES & BOSSES[/b] - The enemies in the game are visually impressive and nicely animated. Unfortunately, they're also very dumb because enemy AI is non-existent. Most enemies simply patrol their areas and are completely indifferent to you even if you are standing close to them. - The Bosses are large demons and monsters - an alien looking rhino, a demonic gorilla, a sphynx statue, a a giant demon head, to name a few. Bosses do pose a challenge, but they all have just 1 to 3 attacks and fairly small HPs and can be beaten once you figure out their patterns. One issue is that they don't have a health bar so you won't be able to keep track of their health status. [b]CONCLUSION[/b] While the controls could be vastly improved, it still offers hours of entertainment. If you have a fondness for retro pixel art and the patience to master each level, then get this game!
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.
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
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
☀️
Mastema: Out of Hell is a retro-inspired action platformer developed by Oscar Celestini and published by Forever Entertainment S. A., and it positions itself firmly as a love letter to the unforgiving 16-bit era of side-scrolling games. From its opening moments, the game establishes a bleak and oppressive atmosphere, casting the player into the depths of Hell with no exposition-heavy introduction or guiding hand. You awaken nameless and disoriented, driven only by survival and the instinct to push forward through hostile environments packed with demonic enemies, deadly traps, and relentless platforming challenges. This minimalist narrative approach works in the game’s favor, letting the environment and moment-to-moment gameplay communicate its themes of isolation, punishment, and perseverance. Visually, Mastema: Out of Hell embraces classic pixel art aesthetics with bold colors, chunky sprites, and a visual language reminiscent of early console action titles. While the graphical fidelity is intentionally modest, the art direction succeeds in creating a consistent and memorable vision of Hell that feels more stylized than realistic. Lava-filled caverns, crumbling stone platforms, infernal machinery, and grotesque demonic foes populate over fifty levels, each designed to test reflexes and spatial awareness. The environments rarely feel decorative; instead, every screen is constructed as a mechanical challenge, with hazards and enemy placements designed to punish hesitation and reward precision. Gameplay revolves around straightforward platforming fundamentals: running, jumping, attacking, and reacting quickly to environmental threats. The simplicity of the controls reflects the game’s retro inspirations, but this also places a heavy burden on level design to maintain engagement. Throughout the campaign, players gain access to different weapons that alter attack patterns and provide brief moments of variety, though the core mechanics remain consistent from start to finish. Combat is functional rather than elaborate, serving primarily as another obstacle layered onto the already demanding platforming. Encounters often require careful timing and positioning rather than brute force, especially when multiple enemies and environmental hazards overlap. Difficulty is one of the defining traits of Mastema: Out of Hell, and it is unafraid to frustrate players in pursuit of its old-school identity. Instant-death traps, narrow jumps, and tightly spaced hazards are common, demanding patience and repetition. Progress frequently comes through trial and error, and while checkpoints help reduce excessive backtracking, the game still expects players to learn from failure and adapt. For fans of punishing platformers, this can be deeply satisfying, turning each cleared section into a small victory. For others, the difficulty can feel uneven, especially when compounded by occasionally stiff movement or imprecise collision detection, which can make certain deaths feel unfair rather than instructive. Boss encounters provide a welcome change of pace, emphasizing pattern recognition and endurance over raw reflexes. These fights are visually distinct and mechanically more focused, often requiring players to learn attack sequences and exploit brief openings. While not overly complex, they serve as effective milestones that break up the linear progression and reinforce the game’s themes of persistence against overwhelming odds. The sense of accomplishment after defeating a boss is one of the game’s strongest emotional payoffs, particularly given the hostile nature of the levels leading up to them. Audio design complements the visual and mechanical choices well, with music that channels retro chip-style compositions and darker melodic tones. The soundtrack reinforces the oppressive atmosphere without becoming monotonous, providing just enough energy to keep tension high during extended platforming segments. Sound effects are simple but effective, clearly communicating danger, enemy attacks, and player actions, which is crucial in a game where reaction time often determines success or failure. Overall, Mastema: Out of Hell is a focused and unapologetic indie platformer that knows its audience. It does not attempt to modernize its design philosophy or soften its difficulty, instead leaning fully into the conventions of classic action platformers. This commitment gives the game a clear identity, even if it limits its broader appeal. For players who appreciate pixel art, demanding level design, and a stripped-down approach to gameplay, it offers a challenging descent through a stylized vision of Hell that rewards persistence and mastery. While its rough edges and rigid mechanics may alienate some, those willing to embrace its retro sensibilities will find a compact but intense experience that reflects both the passion and limitations of its indie roots. Rating: 6/10
Grande jogo ao estilo retro 8-Bits, recomendo demais para quem curte um bom jogo de plataforma retro.
Boże, jak ta gra wk*****. Jest "trudna" bo jest tak źle zaprojektowana, ~90% śmierci do spadek w przepaść, bo skok wymagał precyzji co do piksela i to nawet nie jest w jakimś wymagającym segmencie, tylko przy czymś co wygląda jak normalny skok. Gdyby nie to, to gra była by "ok", nic więcej.
all i want to know is who traumatized the developer positive review is a meme btw, i just don't want to upset the poor guy even more
да
This game is honestly kind of a gem if you can get past some of the more perplexing decisions and janky game design issues. It feels very much like one of those "cookie cutter" side scroller action games from the SNES/Genesis era, but with the difficulty cranked up and tons of forgiveness with continues after each main level. The graphics are definitely the highlight. I thought "Mastema" was the protagonist (The bloody maskless Deadpool looking guy) but actually his soul is trapped by Mastema, who is a woman/demon you fight at the end. I absolutely love the graphics, not only are they retro faithful but there are tons of unique sprites for boss animations etc. that make it feel even more authentic while still upping the quality with modern PC hardware. Basically, every level is three stages, with many boss fights. There are branching paths, but if you miss some you can use the stage select post-game and play the ones you missed (There's an achievement for each). The game isn't hard, but it can be very frustrating. Some stages don't grant any weapons and jumping on enemies sometimes kills them but also damages you. There's no recovery time (Think of Mario blinking before being able to take damage again) so basically if you end up in a bad spot you'll die instantly. Beyond that the levels are short and fun. Each one is really just about 60 seconds but you might die a dozen times because of the platforming. The game loves to force you to make pixel-perfect ledge jumps and due to the guy's animation it's sometimes hard to gauge. Further, turning while attacking with the weapon has a delay that can ruin your game simply because many boss fights require perfection to win. The one weapon, the flame sword, is more like a projectile with infinite ammo. When you have it, the combat is easy, but many enemies have tons of health and it's often faster just to collide into them to progress. Later on the last few stages get truly brutal, as there are tons of instant deathtraps and enemies that instakill. The final boss, in particular, took me about ten attempts simply because the pattern is very difficult to figure out. I do like that the bosses usually have a "trick" to them that involves figuring out the exact place to stand, and then they become much easier. The music is great, and really the only truly terrible thing about the whole game is his death scream, which you will probably hear hundreds of times. The issue isn't the scream itself, but you can't adjust it and it's by default louder than everything else. You only have the option to either play with no sound or play with sound and hear him scream loudly in agony every time you fall into a pit. This game is totally worth playing if you're familiar with 90s platformer difficulty and don't mind that it's an indie game that's rough around the edges. I honestly kind of loved the experience and found completing it very satisfying. It's a weird mental trip into an alternate 90s reality where parents bought their kids platformers with bloody mangled faces on them. Rated "M" for masterful.
just as every review says the controls are literally hell with no way of changing them W artwork though
Игра полное дэрмище но карточки вроде уводят в окуп если покупать игру за 12-13р ключем
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.7M | 61K | 97% | $14.99 | |
| $6M | 7.1K | 95% | $24.99 | |
| $5.2M | 12.3K | 95% | $17.99 | |
| $2.2M | 3.6K | 89% | $29.99 | |
| $1.2M | 4.4K | 97% | $14.99 | |
| $518.4K | 4.2K | 79% | $6.74 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $14.1K | 105 | 78% | $5.99 | |
| $14.1K | 63 | 76% | $9.99 | |
| $14.1K | 171 | 72% | $3.99 | |
| $14.1K | 98 | 78% | $9.99 | |
| $14.1K | 52 | 56% | $6.99 | |
| $14.1K | 56 | 64% | $9.99 |