

Metal: Hellsinger
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 Metal: Hellsinger
Metal: Hellsinger is a rhythm FPS where you fight demons to a heavy-metal beat. The more accurately you shoot on rhythm, the more intense the music becomes and the more damage you deal. On Steam for PC, play as The Unknown in a revenge story across Hell. Single-player also includes Leviathan, with increasingly challenging demon waves. Player reviews: 96% positive from 14,023 reviews. Released: September 14, 2022. Interface languages: Simplified Chinese, English, French, Italian, German, Spanish, Japanese, Korean, Polish, Portuguese-Brazil, Russian, and Ukrainian.
Credits
Lowest recorded in 36 months
$2.832026-07-30 · 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 |
| French | Yes | Yes | — |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
Steam PC edition data · 2026-10-16
02Before you buy
Gameplay and modes
This rhythm FPS rewards shooting on the beat: tighter timing intensifies the music and increases damage. Steam PC includes single-player and Leviathan, a mode built around escalating demon waves.
Language
Interface languages include English, German, French, Italian, Spanish, Japanese, Polish, Portuguese, Simplified Chinese and Traditional Chinese, among others. English has full audio; supported languages have subtitles.
03Frequently asked questions
What is the story about?
You play as The Unknown, fighting through Hell on a quest for vengeance against the Red Judge.
Who performs the music?
Two Feathers created the tracks for the game, featuring metal vocalists including Serj Tankian, Randy Blythe and Alissa White-Gluz.
Is there a mode beyond the story?
Yes. Leviathan challenges you to survive increasingly difficult demon waves in arenas and choose upgrades as you progress.
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.
Headbanging doesn't help my aimShow moreShow less
They nailed the music and aesthetics, with an absolutely loaded cast of vocalists and tracks, and got the core mechanics of the game right, but failed to really pull together the ideas here into a cohesive game. It just feels disjointed Take for example the central mechanic of the beat. While you operate on the rules of following the beat, the enemies are basically standard doom-like enemies you could see in any game that the devs elected to not have follow any such rules at all. While I understand something like this would've taken a ton of time and resources, it really can feel off to have everything in the game going at the pace of the music except the enemies. The hit streak counter also feels like the game is actively discouraging you from using certain tools. Both the sword and the shotgun are fun to use and effective weapons. I especially love the swords ultimate. But they have tied the hit streak counter to not only not missing beats, but not getting hit, and enemy tells in this game are not exactly the best, especially up close. This effectively reinforces run and gun gameplay and encourages long range weapon use instead of diving in with close range weapons, as the hit streak, more than just giving score, gives buffs and bonuses, which you essentially can easily throw away by going in close range and relying on slaughters to restore health and keep you going. I think the reward for going hitless and the reward for consistently keeping on beat should've been separate. They don't work well together. Torments are another problem. At their core, the challenges can feel legitimately interesting and challenging. But more often than not, you find yourself wasting time looking for enemies who spawn on the edges of these maps, and stay there, oftentimes stuck on the terrain or simply standing there. And the restart loop for failure is a bit longer than I would have liked. Instant retries on challenges like this are a must, but instead, we have to listen to the narrator speak for around 5 seconds, watch a score meter go up (In a mode where anything but the completed challenge is essentially meaningless), and then hit restart. It's easier just to pause right before you fail and hit restart. Speaking of the narrator, he VERY quickly outstays his welcome. The voicework itself is great. But I can hardly think of any game that has benefited from near constant narration and one liners from a single character, and this is no exception. You will find yourself tiring of the narration quite quickly. Another thing you will find yourself tired of very quickly is the boss encounters. While each has a little mechanic or two here or there in an attempt to keep fresh, it tends to fall flat. Each boss follows virtually the same pattern of firing off projectiles before engaging in their unique mechanic before summoning a wave of enemies. Just like the designs of the fights themselves, all of them are near identical visually with just slight differences. That isn't to say there isn't anything good about this game. The core loop of trying to shoot, dodge, and reload on the beat is pretty inherently fun. While it can vary by each individuals taste, I personally love the vocal lineup, being stacked with some of my favorite metal vocalists of all time. The inclusion of soilwork singer Bjorn Strid was especially a nice surprise. But it feels as though the developers did not properly synchronize design choices across mechanics, and the repetition will kick in before the end of the second hour. At 30$, it can be a good buy if you really are itching for something different in a rhythm game or a shooter, or are a fan of metal as a genre as I am, but if any of those things are untrue of you, I would recommend skipping.Show moreShow less
Give me an endless mode where i choose the songs i want you cowards.Show moreShow less
I'm going to be honest. Don't have the negative review dissuade you from buying it, but read on if you want my reasoning for why I would strictly not recommend it outright. TL;DR: Metal: Hellsinger has everything it needs to be a fantastic release on the art and music side, but falls short in the rhythm and gameplay aspects. I have about 60 hours in the game's sibling only other counterpart, BPM: Bullets Per Minute, and have been an avid FPS gamer for longer than a decade now. This game's music is fantastic, the scoring system is great, the little side challenges hearken back to the Doom 2016 relic challenges and the Doom Eternal Slayer Gates. The weapons and viewmodel animations are fantastic. The gameplay, however is lacking a lot. Movement feels floaty, and after certain actions you lose all of your momentum seemingly from nothing. Firing and reloading your weapons isn't satisfying at all in comparison to similar games (BPM, Doom Eternal, etc,). It lacks the "little" touches. The noises that the reloads make, the non-overt animations, the fact that the guns barely stand out from the environment do the design a disservice. The shotgun racking automatically, reloading automatically finishing whether or not you hit the active reload timing, and other little "game does it for you" mechanics, while accessible, takes a lot out of the feeling of the "shoot on the beat" style gameplay, These are small things that add up to... really not a very satisfying game feel and a slightly boring gameplay loop overall. My biggest, 1000% largest gripe with the arsenal so far (Having unlocked all weapons) is that the Vulcan does rocket jumps, yes it does. Rocket Jumping feels flaccid. Rocket jumping feeling flaccid is probably the worst thing I can think of to put in a game, it's so feast or famine. Either its really good because its fun and effective, or you're better off not implementing the mechanic. Here, its the latter. Past this point, minor spoilers The enemy types are also a pain to deal with. You have the generic fodder enemies that serve as health refills if you glory kill them, the generic ranged enemy that has a weak melee attack when you get close. The generic tank enemy that's slow, deals a lot of damage and has a gap closer. And the generic shield enemy that (for some ungodly reason) does more damage and has a higher HP total than the normal ranged enemy with a shield that you have to bypass to deal damage. Other enemy types are lifted straight from Doom 2016 and Doom Eternal in terms of enemy design. The Stalkers are Prowlers. The Heirophants are Summoners. The different between Metal: Hellsinger's encounter design and Doom 2016 and Eternal encounter design is that Doom's encounters were peppered with fodder to replenish resources and all of the other enemies were specialized enough to make target priority a real thing. A pinky would always rank higher than an imp, unless the imp was charging a big fireball. Here... it's kind of take care of what's in front of you? Behemoths are easily kited, which is fine but there's no real threat from a fast enemy. I'm not saying the Stalker is fast, I'm saying the Stalker just teleports where it wants to. There's nothing that really rushes the player down, trying to either corner them or force them to take a hit from the behemoth. Shield Cambions are a pain. You know how dangerous Shield guys in Doom are? You know how you can overload their shields with energy weapons? Yeah no, here its just get behind them. You know Guardians from BPM? You know how you can either get behind them if you're quick or you can wait for their downtime after their attack? Yeah no, here its just get behind them or just spam sword attacks until they die. A slight boost in the player's walking speed would also make the enemies less annoying to deal with. I can't tell you how many times I got clipped in arenas by an Eyeless because the aoe is way too large and the player moves way too ♥♥♥♥♥♥♥ slow. The bossfights so far, the first 4 hells, which are the ones I've played, are very lackluster as well. It can actually be boiled down into four steps: Introduction > Add Wave > Bullet Hell > Repeat at step 2. There's almost no rhythm to the bosses, or any of the enemies for that matter, and they kind of just do whatever whenever. This would be absolutely fine, had BPM not been released two years ago. If you've ever played, think Draugr. Draugr is a fantastic implementation of the rhythm mechanic in a boss fight. Slow projectiles, fast projectiles, floor AOE, side cleaves where you have to dodge left or right, and an adds attack that is dangerous enough to get you to clear them ASAP but not annoying enough to break the flow of the whole fight. Here, the boss says "I'm going to vomit projectiles, then I'm going to go invulnerable to give you a wave of adds, then I'll go back to vomiting projectiles." That is a very weak boss fight in my honest opinion. Give me mechanics that actually matter. Make me juggle those mechanics with an add wave of smaller units. A boss arena is a stage for the boss, not for the boss to go take a water break 2 minutes into the performance for a can-can dance. That's it, if I go any farther I'll ramble on and on about how disappointing this game has been so far.Show moreShow less
Metal album that comes with a free game.Show moreShow less
Really fun gameplay with awesome music, WAY too short.Show moreShow less
The developers are the CIA, the game is crack, and I'm a minority in America during the 80s.Show moreShow less
Cool idea. Cool soundtrack. But if you played the demo, you kinda played the whole game. It got stale really fast. The only thing that motivates me to finish all the hells is the fact that i am a metalhead and i want to play through all the songs here. There just needs to be something more to it, for my taste at least.Show moreShow less
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This game fell short of my expectations. I wanted to like it. PROS: *Awesome soundtrack *Cool art style/atmosphere *Cheesy story and voice acting (In a good way) *Game is fairly easy until final boss *When you get in the flow and play on beat it is pretty satisfying (I refuse to use "always on beat mode" that's cheating) CONS: *Too expensive, not enough content *Only 9 levels *Level design is too simple and repetitive *Levels are approx 20 minutes, have no checkpoints, and you only have 3 lives *Not enough enemy Variety (6 Types total, 5 are reskins, and the same 1 boss is repeated every level) *Game randomly stutters and breaks your combo (only happened 4 times but it's annoying) TL;DR $29.99 IS WAAAAY TOO MUCH FOR SO LITTLE CONTENT. If you are interested in this game wait for a steep discount. There is little replay value. If you want a better rhythm sync game try "Crypt of the Necrodancer" it has way more replay value.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.