Game file / ROGUE BY ROGUEHalls of Torment
Slay hordes of terrifying monsters in this horde survival roguelite. Descend into the Halls of Torment where the Lords of the underworld await you. Treasures, magical trinkets, and a growing cast of heroes will grant you the power to vanquish these horrors from beyond. How long can you survive?
Why this score?
Original text · Simplified Chinese
稳定的割草、探索和装备循环具有吸引力,主要短板是中后段决策密度、信息说明与高负载表现。
Core gameplay
Weight 25%8.0 / 10Original text · Simplified Chinese
根据资料评估:探索、收集并赶赴战斗的节奏有清晰奖励反馈,快照同时指出计时中后段会出现较长的低决策等待。
Builds & strategy
Weight 25%8.0 / 10Original text · Simplified Chinese
根据资料评估:英雄、装备、技能与特质能相互配合,装备带回地面也影响下次选择;部分升级偏通用增益,取舍不总突出。
Replayability
Weight 20%7.0 / 10Original text · Simplified Chinese
根据资料评估:地图任务、角色和挑战目标带来不同开局,但见过主要遭遇后,反复生存至终点的应对方式变化有限。
Randomness & fairness
Weight 20%7.5 / 10Original text · Simplified Chinese
根据资料评估:可选择角色装备并借助药剂控制成长,降低纯抽取依赖;属性解释不清和部分稀有事件要求妨碍风险判断。
Polish & usability
Weight 10%6.5 / 10Original text · Simplified Chinese
根据资料评估:任务追踪有明确目标,但快照反复提到属性说明不直观及高密度战斗的性能问题,完成度不能仅以复古画面判断。
- Reviewer
Original text · Simplified Chinese
Rogue by Rogue · AI 资料评测- Version reviewed
Original text · Simplified Chinese
具体构建未知;以所引资料描述的版本为准
Scope and limitations
Original text · Simplified Chinese
基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。性能与操作结论来自收录反馈,未实测当前补丁;不同平台报告不可直接互相替代。
Review sources 02
- 01Archived materialView archived external material ↓
Original text · Simplified Chinese
收录评论与社区资料(2026-10-01 快照)
使用 作者观点摘要 的具体玩法优缺点(Tier list Part 3 (2025)、Top 10 of 2024 (#10))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。
- 02Web sourceView original ↗
Original text · Simplified Chinese
Halls of Torment — Steam 官方商店页
2026-10-08 访问。确认了英雄特质、技能装备、可回收装备、药剂及任务进度等已列功能。该页不作为实测性能或缺陷已修复的证据。
Video reviews
Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.
Other voices, for reference.
Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.
Community discussion
A Diablo 1/2-styled horde-survival (Vampire Survivors-like) action roguelite with pre-rendered retro art, from Chasing Carrots (Stuttgart), where you pick a hero, auto-fire abilities into huge mobs and fight a timed ~30-minute run to a boss.
Halls of Torment is rated Overwhelmingly Positive on Steam (about 95% of roughly 31.9k reviews) and scores 88 on Metacritic from 8 critics (user score 7.6). Critics and players alike treat it as one of the best Vampire Survivors-likes, mostly on the strength of its Diablo-era atmosphere, build variety and deep meta-progression, though several note it does not reinvent the genre. It was in Early Access from May 2023 (70k+ sales in week one) and had its 1.0 release on Sep 24, 2024; it is still being updated (Boglands DLC Nov 2025, a free Archives preview-update series running through Sep 2026). Recent reviews are a bit cooler (about 83% positive over the last 30 days in one snapshot), driven by stability complaints on high Agony difficulties and by fatigue with fixed-length runs.
What players praise
- Diablo 1/2 pre-rendered pixel aesthetic, gothic atmosphere and music nail late-90s ARPG nostalgia; PC Gamer and many Steam reviewers single this out
- Large hero roster with distinct playstyles plus a huge pool of traits, abilities and items (reviewers cite 1,000+ traits, 60 items, hundreds of rare variants) gives real build variety
- Deep meta-progression and unlocks (maps, heroes, quests, Agony difficulty tiers) keep the 'one more run' loop going for hundreds of hours
- Excellent value: usually under $10, and several players report 100-300+ hours
- Satisfying power fantasy as builds snowball and the screen fills with effects; ARPG-style itemisation and loot feel instead of only passive upgrades
- Polished quest/achievement tracker (500 achievements) that gives clear goals; one reviewer calls it the best tracker they have seen
- Actively supported developer: years of free updates, paid but well-received DLC, plus mobile (Oct 2024) and PS5/Xbox (Oct 2025) ports
What players criticize
- Fixed ~25-30 minute runs: the first ~10 minutes are busy, then long stretches of low-decision autopilot waiting for the boss timer; many negative reviews cite boredom here
- Crashes and performance problems in late-game/high Agony content with massive hordes, especially certain abilities (for example Avalanche) and the Boglands map; also reported on Steam Deck and Linux despite 'Verified' status
- Buildcraft and map design can feel samey: some players say unlocking all maps/heroes changes little, and Ars Technica (per Wikipedia) noted levels lack distinct identity
- Does not innovate beyond the Vampire Survivors formula; several critics and positive reviewers say so
- Some achievements depend on rare RNG spawns/events that may not appear, turning completion into waiting
- Missing quality-of-life options: no game-speed or run-length toggle, no save-and-resume mid run, no mute when unfocused (per one reviewer)
- Sparse 'dopamine drip' feel: one reviewer said it made them hyper-aware of time spent and they walked away
- Some reviewers find the game slow and primitive early on: few skills, several heroes feel alike, and some characters are noticeably weaker than others
Distinctive features
- Fully Diablo-flavoured presentation: pre-rendered sprites, ARPG loot vocabulary, dark fantasy underworld framing and 'Lords' as bosses
- Creative director's pitch: Diablo as a three-course meal, this as the candy bar; it plays like a compressed ARPG instead of an arcade score-chaser
- Very deep trait/item/rare-variant system and a 500-quest progression layer on top of the usual survivors loop
- Timed structure with a mid-run boss spawn and a 30-minute main boss, closer to a Diablo act structure than endless survival
- Built in the open-source Godot engine after the team moved away from Unity; five-person studio and a cheap ($6.66) price point
Divided opinions
- Run length: some love 30 minutes as a satisfying build-up to a boss, others find it far too long for this genre
- Depth vs sameness: fans say it has enormous depth if you dig down, critics of it say builds and maps blur together
- Innovation: 'best in genre execution' versus 'nothing new beyond Vampire Survivors'
- Value of the Boglands DLC and the post-launch updates: praised by many, but one reviewer reported game-breaking bugs two weeks after the DLC launch
Repetition and friction
- Long stretches of standing and auto-attacking after the map is cleared, waiting for the 30-minute boss
- Grinding the 500 achievements, especially those tied to rare enemies or events that refuse to spawn
- Crash-induced loss of progress and the need to avoid certain abilities or maps to stay stable at high difficulty
- Unlock treadmill where heroes/maps unlocked late do not noticeably change how runs play
- Level-up and item pause screens stretch the nominal 30-minute run to roughly 40 real minutes, with no suspend option
Hoped-for improvements
- Add run-length options, a speed-up/turbo toggle, or save-and-return so the 30-minute loop is less of a commitment
- Fix stability and memory issues at Agony 3+ and in the Bog before shipping more content (a recurring 'fix crashes first' request on Steam)
- Make achievements less RNG-dependent so quests/spawns reliably appear
- Increase decision density mid-run (more mid-run choices, events, more differentiated maps) to cut the autopilot stretch
- Add audio option to mute when the window is not in focus and general QoL settings
- Make buildcraft more exciting / make hero and map unlocks change gameplay more meaningfully
Early Access launched May 24, 2023 with 70k+ units in week one; 1.0 launched Sep 24, 2024 with peak concurrents since Aug 2023, and 1M+ Steam sales by Oct 2024. Steam Revenue Calculator estimates about $7.0M gross and about $2.1M net (Boxleiter-based, order-of-magnitude only). Nominated for Mobile Game of the Year at the 28th D.I.C.E. Awards. Mobile ports Oct 2024 (Erabit Studios) and PS5/Xbox Oct 2025. Boglands DLC arrived with the Nov 2025 Bog update, and a free 'Archives' preview update series ran from Mar 2026 through Sep 28, 2026; fix patches for crashes and resource leaks shipped Nov 2025 and Apr 2026, though some recent reviews still report crashes at Agony 3+ and Steam Deck issues. The Steam forum keeps a pinned known-issues thread and the crash/technical topics dominate player discussion. Windows and Linux on Steam, no Mac.
Community sources
- Local file of top helpful positive and negative English Steam reviews (18 each) ↗
- Local Steam metadata: review counts, Metacritic 88, price, SteamSpy owners, revenue estimate ↗
- Metascore 88 from 8 critics, user score 7.6 from 93 ratings, critic themes ↗
- Per-outlet critic scores and takeaways (PC Gamer 90, Gameliner 100, etc.) ↗
- Steam store page: release status, review summary, tags, DLC list ↗
- Steam news feed: update cadence, Boglands update, crash fixes, Archives preview series ↗
- Steam discussion topics: crashes, difficulty, achievements, DLC unlocking ↗
- Development history, timeline, ports, OpenCritic 93% recommend, 1M+ sales, D.I.C.E. nomination, Ars Technica comment ↗
- Estimated gross/net revenue (Boxleiter method) ↗
Archived creator commentary 2
Third-party summaries based on automatic captions may contain transcription or interpretation errors.
Tier list Part 3 (2025)
Halls of Torment is a horde-survivor roguelike with a dark, old-school Diablo look. It keeps core gameplay simple and instead leans on exploration, a huge amount of unlockables, and a strong sense of progression. He compares the early hours to first playing Vampire Survivors. Drawbacks are poor UI and stat explanations, limited replayability once everything is seen, and too little content per level. His main complaint is simply wanting more, and he places it in A tier.
What the creator praises
- Visuals evoke classic Diablo and have a unique charm
- Massive amount of unlockables, with achievement boards per character and general boards
- First few hours of progression feel amazing, like early Vampire Survivors
- Each new level looks different with new enemies, bosses, characters and abilities
- Hidden quests in levels (find a tome, follow a blood trail) reward exploration, e.g. boss damage and unlocks
- Abilities are cool and some unique; upgrading then evolving them feels great
- Infinite borderless level layouts encourage exploring
Issues raised by the creator
- Game explains itself terribly; UI is bad, e.g. keyword 'force' needs multiple clicks and stays confusing
- Stat explanations barely matter since most picks are generally good
- Less replayable than other horde-likes once all levels, bosses and abilities are seen
- Only one unique quest per level, which disappointed him once he knew
- Wants more unique things to find, more bosses and more levels
Design observations
- Doesn't innovate on mechanics; focuses on overall experience, exploration and progression instead
- In-run quests narrated by a voice tie exploration to boss damage and unlocks
- Unlock-driven structure where progress is constant, with thousands of things to unlock
Top 10 of 2024 (#10)
Halls of Torment is a top-down bullet heaven (which he calls a 'horde-like') with simple controls: move and occasionally aim abilities. He calls it one of the best horde-likes of the year even though it is less unique than other games on his list. Its Diablo 1 style look and hack-and-slash feel are a highlight. His verdict is a solid pick for anyone wanting a simple take that recaptures some of the Vampire Survivors thrill.
What the creator praises
- Aesthetics and hack-and-slash gameplay reminiscent of Diablo 1
- Plenty of unlockable characters
- Unique equipment that opens up many possible builds
- Pacing is the best part: constant reward from new maps, secrets, characters and achievements in early hours
- Every run feels rewarding and keeps him engaged
Issues raised by the creator
- Gameplay is a bit more repetitive than Vampire Survivors
- Wants more secrets and late-game content such as extra encounters or events during runs
- Wants more abilities to unlock
- User interface and information given to players are weak; stats are hard to understand
Design observations
- Not especially unique in a crowded genre, but stands out through polish and reward pacing
- Early-game discovery loop of maps, secrets and characters keeps runs feeling rewarding


