
Dark fps shooter where player mission is to find missing pentagrams in 6 different maps and avoid deathly enemies
Modeled estimate, not a reported figure. How we estimate →
Media
About
Player controls lonely warrior character in this first person shooter with various enviroments. Player mission is to find pentagrams in 6 different levels. Finding pentagram finish levels and gives steam achievements. There are several different and dangerous enemies like slow Crawler monster, fast flying insects and most deathly bloody monster who has lot of power and they are also very fast. Player can collect and use different weapons, like rocket weapon, machine gun, shotgun, grenade launcher etc. Also player can pick up different items like more health, shield which protect limited time and increase player damage. Player starts levels without any weapons and his mission is to find different weapons and ammos so he can kill deathly enemies. After death player restart to start point. 6 different styled levels
- 6 levels with steam achievements
- Different weapons like: shotgun, grenade launcher, laser weapon, rocket launcher and riflegun
- Collect ammo pick-ups
- Health and shield pickups
Collect pentagrams to finish levels and achieve steam achievements
- Different enemies:
- Slowly walking monster
- Deathly flying insegths
- Big and fast bloody monsters
Stats
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
Engagement
Reviews
Just run and avoid enemies... Some u need to shoot. Find the Pentagrams. Easyish Achievements, 100% / ~1h.
[quote] [h2] 🚮 ❗ALERTA: [url=https://pt.wikipedia.org/wiki/Shovelware]SHOVELWARE[/url][/h2] Shovelware são Jogos feitos rapidamente e sem cuidado, juntando assets/imagens com cola (e as vezes IA), sem testes e sem paixão. Não foram feitos com o objetivo de serem jogados, mas para inflar bundles e enganar jogadores. [/quote] O de sempre de [b]Valkeala Software[/b]. [list] [*] 💩 jogos de baixíssima qualidade, [*] ⿻ lançar o mesmo jogo dezenas de vezes, mudando apenas alguns JPGs/assets [*] [b]pagar por reviews positivas[/b] O jogo tem 10 análises postadas no dia do lançamento, depois nada, pois só quem foi pago para avaliar jogou o jogo. [*] 🥷 roubar jogos-tutoriais e assets da Unity (Asset flip). [/list] 🚮 Tão ruim, mas tão ruim, que removi o jogo permanentemente da minha biblioteca. 🗣📢 Não deixe que jogos falsos poluam a Steam e tomem o lugar de jogos legítimos. Não avalie positivamente 'pela zoeira'.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 29 reviews with recorded playtime.
No, please. NOOOOOOOOOO!!!!111
Não faça com você mesmo, uma merda, horrivel, simplesmete quem fez isso vai pro inferno.
vou cometer suicidio hoje as 23:99
É impossivel jogar, a musica é muito alta e nao da para abaixar você morre e as armas somem. Muito ruim só para passar raiva todo bugado.
Way To Hell, developed by Valkeala Software and Tero Lunkka and published by Valkeala Software, is a stripped-down first-person shooter that embraces a minimalist approach to both gameplay and presentation. It places players in a bleak, hostile setting where survival and progression are driven by simple objectives rather than narrative or world-building. The game’s premise revolves around navigating a series of dangerous levels, collecting specific items, and staying alive against waves of enemies, offering an experience that feels more like a mechanical challenge than a story-driven journey. The gameplay is built around a straightforward loop that combines exploration, resource management, and combat. Each level tasks players with locating pentagrams scattered across the environment while dealing with enemies that roam or ambush along the way. This structure creates a slow, deliberate pace, as players must constantly scan their surroundings for both objectives and threats. Movement through the environment is cautious rather than aggressive, especially in the early stages where the player begins without weapons and must find them before engaging effectively in combat. Combat itself is functional but lacks depth. Once weapons are acquired—ranging from basic firearms to more powerful options like rocket launchers—the focus shifts to eliminating enemies that vary in speed and durability. While the presence of different enemy types adds some variation, their behavior remains predictable, relying more on numbers and positioning than on complex AI. This makes encounters manageable but also somewhat repetitive over time, as the challenge rarely evolves beyond dealing with larger groups or slightly tougher opponents. The level design supports the core gameplay but remains relatively simple. Each of the game’s stages introduces a different visual theme, but the layouts themselves are not particularly intricate. Environments serve primarily as spaces for combat and item collection, with limited emphasis on exploration beyond finding the required objectives. The inclusion of health pickups and temporary defensive boosts adds a layer of survivability, but these elements function more as basic support systems than as mechanics that significantly change how the game is played. Visually, Way To Hell reflects its low-budget origins, favoring practicality over polish. The environments are dark and consistent with the game’s tone, but they lack detail and variety. Character models and visual effects are serviceable but unremarkable, contributing to an overall presentation that feels functional rather than immersive. The aesthetic does manage to maintain a cohesive atmosphere, but it does little to elevate the experience beyond its mechanical foundation. The audio design follows a similar pattern, providing essential feedback without becoming a standout feature. Sound effects help indicate enemy presence and combat actions, but they do not add significant depth to the atmosphere. The lack of a memorable soundtrack or dynamic audio elements reinforces the game’s focus on simplicity, though it also limits its ability to create tension or emotional impact. One of the defining aspects of the game is its reliance on repetition and trial-and-error progression. Death results in restarting the level, encouraging players to learn enemy placements and optimize their approach over multiple attempts. This design can create moments of satisfaction when a level is finally completed, but it can also become frustrating, particularly when combined with the game’s limited variety and basic mechanics. The sense of progression is present, but it is tied more to persistence than to evolving gameplay systems. In terms of longevity, Way To Hell offers a relatively short experience. With only a handful of levels and a consistent gameplay loop, it does not provide much in the way of extended content or replayability beyond improving performance. Once the core structure is understood, there is little to surprise the player, which can make the experience feel repetitive during longer sessions. Ultimately, Way To Hell is a modest and straightforward FPS that delivers a simple gameplay loop without attempting to expand beyond its core concept. It offers moments of engagement through its survival-focused structure and gradual progression, but its lack of depth, variety, and polish prevents it from standing out. It is best suited for players looking for a basic, low-commitment shooter experience rather than a fully developed or immersive title. Rating: 5/10
I want high difficulty. It's too easy. The opponents are stupid... they react to me when i kill them ok.
oo easy, but this is the first time it hasn't annoyed me -_-
одна из самых необычных или даже странных игр этой игровой недели. рубрика моего "инди-трэш" продолжается... навеивает ретро-играми, как было при динохаврах, когда мы играл в пс1. но это может быть 6\10 (не более)
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Street karate 3 | $495.3 | 60 | 75% | $0.99 |
| Devilish Girl | $495.3 | 80 | 74% | $4.99 |
| My Sugar Mommy is a Futanari | $499 | 53 | 75% | $0.99 |
| Felix The Toy | $499.1 | 50 | 78% | $0.79 |
| First Day: Home Defender | $500.7 | 52 | 65% | $0.49 |
| Woman's body | $500.9 | 56 | 73% | $2.99 |
Related
| 7 Days to Die | $425.3M | 404.4K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294.2K | 88% | $49.99 |
| Palworld | $279.6M | 452.3K | 94% | $29.99 |
| The Forest | $254.8M | 678.8K | 96% | $19.99 |
| Ready or Not | $238.1M | 339.4K | 78% | $49.99 |
| Clair Obscur: Expedition 33 | $233.9M | 273.6K | 95% | $47.99 |