
Hell Clock
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Hell Clock
Hell Clock blends Roguelike and ARPG combat across dungeon descents that reshape your build. As Pajeú, fight the undead, gather loot, and combine Relics and Blessings into new ability setups. Knife strikes, a great bell, and a sidearm offer distinct ways to attack; Relaxed Mode removes time pressure, while Hardcore Mode pushes the challenge. Steam player reviews: 83% positive from 3,651 reviews. English and Brazilian Portuguese have full audio.
Credits
Lowest recorded in 36 months
$0.472026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
| Portuguese-Brazil | Yes | Yes | Yes |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-11-09
02Before you buy
Modes and play
Hell Clock mixes Roguelike and ARPG combat with loot, Relics and build choices. Relaxed Mode removes time pressure, while Hardcore Mode raises the challenge.
Language and controls
The Steam PC version has full controller support. English and Brazilian Portuguese have full audio; other supported languages provide subtitles.
03Frequently asked questions
What is Hell Clock about?
Play as Pajeú, fighting through dungeons to rescue the soul of his fallen mentor.
Can I play solo?
Yes. The Steam PC version is categorized as single-player.
What happens after the campaign?
The story campaign has three acts, followed by the Ascension endgame system.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I wanted to recommend this game, but unfortunately I cannot. As someone who loves both Roguelikes and ARPGs, the moment I learned of this game I rushed to buy it and give it a try, and at first it was everything I hoped for. But the more you play it, the more its flaws stick out. (As of writing this review I've unlocked every achievement and cleared half of Nightmare difficulty) Cons: Layouts have 0 randomization - This is honestly pretty shocking, considering that stage randomization is a staple of BOTH genres. Since the entire premise of the game is playing the dungeon over and over again, this gets boring exceptionally fast. Blessed Gear fights every other system - For those not familiar with the game, Blessed Gear is what you equip to your character and lasts between runs, basically the core of ARPG progression. The problem is that you have no inventory for it, so whenever a piece of gear drops, you have to decide on the spot to equip it or to trash it. The reason this is so much of an issue is that every other Roguelite progression system the game has is extremely flexible and allows you to re-spec for free or low cost. Those systems all support experimenting with various builds and trying out new configurations. Gear absolutely does not. I've been playing a melee lightning build and really want to try out a spell plague build, but because my gear is so focused it feels like I simply can't make that transition, despite all the other game systems easily allowing me to. Trinkets - This system honestly makes no sense to me. Trinkets are random items that drop from monsters like candy and are essentially temporary gear for the run. These are fixed and offer small stat bonuses, upgrading as you find higher rarity ones the deeper you get. Due to the nature of how they upgrade, monsters are naturally getting stronger as well, meaning they have no discernible impact on your run whatsoever. I have never once seen a trinket upgrade and thought "oh boy, I'm going to be so much stronger now." If monster scaling were simply toned back slightly, this system could be entirely removed and you wouldn't notice a single difference. So... why does it exist? Balance Issues - Balance is wild. Across all of my runs, literally 100% of my deaths have been one shots. Monsters themselves never seem to really deal any damage, with the main sources of incoming damage usually being ground effects. It's extremely common to be blasting through, slaughtering everything in seconds, only to then suddenly be instantly dead. Early Access - This game is obviously in an Early Access state, and yet it's not being advertised that way at all. It feels fairly deceptive as a result. 80% of the Ascension game mode is "Coming Soon!", and the core campaign is the standard three acts that you play over three difficulties. Within 10 hours I've experienced everything the game has to offer, with only difficulty increases and trying out new builds remaining. Pros: Skills - The skills you select before beginning a run aren't just the abilities you're going to be using over the run, they also provide passive bonuses to your character. This both means that while you're looking for synergistic abilities, you also need to consider how those bonuses will benefit you, on top of deciding how to level them during the run. It's an incredibly interesting system and something I haven't seen before. As far as leveling the skills when you gain levels, the RNG nature of the process very much fits in with the Roguelike nature of the game, ensuring a unique experience each time you descend. (Although the options aren't terribly well balanced, often leaving you waiting in frustration for the legendary tier damage buff of your main damage skill) Relics - While essentially a direct rip from Path of Exile's Sanctum mode, this is instead the core Roguelite mechanic supporting your build. These are the items you store in your stash, upgrade, and swap out to modify your build. It's nothing particularly new or innovative, but it's flexible and makes a lot of sense for this genre mishmash. All things considered, the game isn't bad but it also isn't good. It needs a lot of work, and the devs seriously need to acknowledge that the game is in Early Access. I want to keep playing, but with the lack of any stage randomization I've already gotten sick of running the exact same stages over and over and over, and the most realistic way of trying out a new build is with an entirely new save file and starting over from scratch which isn't even remotely appealing. 9/26/2025 Update By bundling the game with Grim Dawn, it shows that Crate is at least aware of the Constellation system and has no objection to it being a direct copy, so I've updated the review to remove my original plagiarism point. I still cannot recommend this game for the other mentioned reasons, however.Show moreShow less
Good game, but the Reliquary is in desperate need of a search bar. Sorting through pages of relics is not funShow moreShow less
The initial premise is fun, but mid to late game is just non-existent. Defense doesn't matter *at all* once you get a token amount of life steal. But boss hitpoints vastly outscale anything else in the game. Bosses are just mindless grinds. Their attacks don't matter. Their movement patterns don't matter. Just keep using all your cooldowns for 20 ♥♥♥♥♥♥♥ minutes until the boss is dead. The only defensive equip I have is 1% life steal and it's enough to completely counteract all enemy damage. Very poorly balanced. Edit: The devs updated how lifesteal works because "rookie" players could become invincible with just a single item of lifesteal. It's not a balance issue according to the devs. Just a problem with rookie players. ♥♥♥♥ these passive aggressive devs.Show moreShow less
My video review with more then 40 hours gameplay: https://www.youtube.com/watch?v=dgUHWJ6KZE4 Hell Clock is a roguelite game that feels distinct from others in its genre. It focuses on buildcrafting and adaptability while pushing difficulty and, optionally, time to their limits. It's designed to reward skillful play, where remembering various builds and knowing how to adjust them to random drops will help you survive and progress. Compared to games like Diablo and Path of Exile, Hell Clock is much more compact in scope. It has a limited number of items, meaning that crafting builds relies less on luck and more on understanding the available "ingredients" and how to combine them effectively for powerful results—something that comes with experience. The game features an optional timer, which, while initially optional, reveals its true purpose in the endgame: to challenge and guide you. A timer encourages constant build optimization to sustain yourself and complete runs efficiently. This avoids situations where a highly survivable boss fight might take 30 minutes to finish. The fun lies in fast completion of runs, in knowing you can beat the timer and create powerful builds that allow you to stream through levels—that's when you know you've got it right! A wide range of skill tree options allows you to further customize and amplify your builds. The game is built for speed. Everything is wiped after each 3-Act clearance, except for your Constellation points. The enjoyment comes from knowing great builds and hoping for specific drops as you expand your knowledge in mastering more builds to become more versatile and know what to do when you don't get what you need. It features a beautiful art style, very addicting combat, a great depth of hand-crafted synergies, amazing music, and a spectacle of visual effects. Some players might connect with it, others might not. But if you're like me, once you realize its unique take on the genre, you'll learn to love, enjoy, and appreciate it. The developer also tests the end-game and plans to add more content so it's worth following it for new updates. And by the way, they are amazing.. always been there for supporting and responding to my questions and help solve issue while working in finishing their game. I don't take it for granted.Show moreShow less
TLDR: Diablo 3-like, roguelite game initially shows promise, but after 10 hours of playing the glaring issues of design choice and balance problems come to the surface. Those issues sap any enjoyment I had in the game. Hell Clock is an action, roguelite game that is a homage to Diablo 3 mostly. Like many roguelites before, this game revolves around the loop of: run through multiple areas until you die, go back to town and use currency to permanently upgrade you character, then run through again to hopefully get further. To upgrade your character, you can equip gear, invest in a skill tree, equip powerful relics, and upgrade your items. As it is called Hell *Clock*, there is a timer to each run, starting out at 7 minutes, but can be increased later. The game starts out with your character arriving in town, and a townsperson being attacked by zombie-like enemies. After you dispatch them with ease, you enter a basement which sends you to the beginning of your first run. Diablo 3 fans will notice the similarity of the beginning of the game as well as the beginning of Act 2 (which I did complete). What I liked: - I really enjoyed the graphic and art direction of the game. The graphics are smooth and clear, and I didn't ever really question what was happening on the screen. - The relics felt really impactful in what they added to your abilities and how they augmented your skills. - The controls using KB&M worked quite well for this game. What I didn't like: - The clock, other than fulfilling the name of the game, has absolutely no place in this game. I get that the devs were trying to add their own gimmick to set their game apart, but it doesn't do anything to add pressure or fun to the game. Now, you can turn it off, but then that actually adds problems rather than solves them. See, there are skill tree nodes and enemy drops which add time. If you turn off the clock, then the skill tree nodes stay. That means you still have to waste skill points (which get costly later) to access nodes behind them. As for the drops, they also remain if the clock is turned off. I can't tell, but I assume that those drops (since they are random) take up a drop "slot" in a boss or chest drop list. So, you can end up with three of them dropping from a boss, rather than components or trinkets which help you. Furthermore, there is a mechanic to have you loot all gold/trinkets on a map when you kill the last monster in that map. So, the game actually encourages you in a way to SPEND time killing, rather than saving it. Therefore, turning off the clock doesn't matter in the end. Also, as an aside, if you turn off the clock, you get reminder (to end the run via the menu) that pops up on the screen, blocking a significant area. - The progression balance is completely off. At first, when you get your first relics, you get a huge bump in damage and progression. Then you hit a wall for the next 3+ runs as you grind out currency to invest in the skill tree. From that point on, I never felt a significant bump except when you get more relic slots, but those require either progression on the skill tree (grind) or finishing acts (passing those walls). Now, you can customize difficulty. You can turn on Vengeance mode (think God Mode from Hades) which increases your damage and resistance every time you return to town. I started out as Veteran (the "definitive" experience) without the vengeance mode. Way too grindy. Then I did normal with the vengeance mode. Way too easy. Then I did Veteran with the vengeance mode. That seemed to work, yet I still hit smaller walls that took grinding out the skill tree. - This last one is a bit of a nitpick. You are able to reroll stats on relics (which is good). To do so, you need to loot fragments of "tools" which turn into a usable item after a certain amount of fragments. So, those drops are RNG based (though you can loot fully formed items once in a long while). Now when you use one to reroll a stat, the stat which gets rerolled (items can have 5, maybe more different stats) is done at random. You can lock a stat to prevent it from being rerolled, but which stat gets locked is done at RANDOM. So, random drops followed by random locks followed by random rerolls making a very frustrating experience if you are trying to tailor your stats to a specific build. Now, I bought this game on HB Choice. So, it didn't cost me more than a cup of coffee. Yet, I feel like I paid to do a chore in a genre of games I otherwise enjoy. The sense of progression is such an important part of the roguelite genre, and I feel like the game fails to live up to it. It feels like an Early Access game, yet it is 1.2 and the dev is releasing a DLC next month. So, I doubt the issues I brought up will be addressed at all. Thanks for reading.Show moreShow less
Whoever came up with the idea of mixing Hades with Path of Exile (or Last Epoch) is an evil genius that created digital heroin.Show moreShow less
not bad but as arpg it lack variety/depth as roguelike it lack impactful in-run upgrade basically every run you will pick the same stuff because you already decide your build from your relic there are no excited non-permanent upgrade for you to make different decision each run edit: the new updated improve arpg aspect with crafting but the game still expect you to do ascension so all the loot crafted will get reset anyway so it the same issues about what this game is try to be both but not great at eitherShow moreShow less
I rarely make reviews, but I felt this game merited some positive light. If you like intelligent build diversity in rogue-likes, this is the game for you. The recent abundance of rogue-like slop that's just monotonous bland builds has made me feel like the genre has reached over-saturation and is about to die. Hell Clock has revitalized my faith that the genre still has something left in the tank to make me feel exited about playing. I hate to say it but any of the negative reviews on this game are coming from gamer's that are hyper-fixed on immediate reward with very little thought, planning, and patience. The game has been out for a little less than 48 hours and people are already complaining about pacing "end-game" being too difficult... please....If you want dopamine that quickly, there are Clicker or Gacha games that will happily provide you your fix and take your money. I whole hardheartedly hope that the Developers see this review and will pay little mind to the reviews exclaiming that the game is any less than a great addition to Rogue-likes. I appreciate all of your efforts. It shows that your heart in this game. Thank you! p.s. don't nerf my summoner catholic guard+cross build :DShow moreShow less
I feel like I've been lied to by a lot of these positive reviews? The pacing is pretty awful with the only real difficulty in the game being dps checks. Hitting literally unbeatable walls of sponge time after time is not well-designed gameplay. This is coming from someone with hundreds of hours in other ARPGs. There is no player choice early on besides half a dozen active skills to choose from.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.