Карточка игры / ROGUE BY ROGUEJotunnslayer Hordes of Hel
Оригинальный текст · АнглийскийHordes of Hel is a gripping roguelike horde-survivor game set in the dark realms of Norse Mythology. Fight waves of enemies to earn divine blessings of ancient Viking Deities, explore hostile worlds and face powerful bosses. Become a god-like warrior in this ultimate showdown.
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Обсуждения игроков
Оригинальный текст · АнглийскийAn isometric Norse-mythology horde-survivor roguelite (Games Farm / ARTillery, published by Grindstone) where you pick a class plus up to three gods for boons, clear map objectives and bosses, and grind meta-progression trees.
Оригинальный текст · АнглийскийPlayers rate it Very Positive on Steam (about 82.5% of roughly 7,800 reviews), and critics are lukewarm-to-favourable (Metacritic PC 79 from 8 critics; Switch 2 76 from 12). It is seen as a polished, good-looking, solid survivor-like that does not reinvent the genre. Praise centres on the art, class and god variety, and boss and map design; criticism centres on shallow content, weak late-game scaling, and a few dominant skills. It launched in Early Access on Jan 21, 2025 and hit 1.0 on Sep 3, 2025. It has kept getting updates since, including an endless mode, balance changes, a Conan DLC, a post-1.0 roadmap (Nov 2025) and console and Switch 2 ports. Console ports drew some technical complaints.
Что хвалят игроки
- Оригинальный текст · АнглийскийStrong presentation: dark, Diablo-like isometric art, detailed environments and enemy designs, and a powerful soundtrack that stands above typical pixel-art survivor-likes
- Оригинальный текст · АнглийскийSix classes each with a signature gimmick plus subclasses unlocked about ten levels into a run, giving more variety than generic +damage/+area/+crit picks
- Оригинальный текст · АнглийскийHades-style god system: choose up to three Norse gods whose boons have real interactions rather than plain stat sticks
- Оригинальный текст · АнглийскийDistinct maps with objectives and missions that reduce aimless circling, and cool boss fights
- Оригинальный текст · АнглийскийShort 10-20 minute runs suit quick sessions, and meta-progression gives that 'numbers go up' satisfaction
- Оригинальный текст · АнглийскийLocal/split-screen co-op, full controller support, and ongoing developer support with balance patches
- Оригинальный текст · АнглийскийPer-character meta-progression resets and higher difficulty tiers give optional challenge (praised by Rogueliker)
- Оригинальный текст · АнглийскийMany players call it a cheap, addictive 'brain-off' game with a long tail (one reviewer has 70+ hours and keeps returning)
Что критикуют игроки
- Оригинальный текст · АнглийскийLow run-to-run variety: many reviewers say runs feel the same and basic attacks feel as good as skills
- Оригинальный текст · АнглийскийLimited content at full price: few maps and enemies, and many players say they got their fill in 10-15 hours
- Оригинальный текст · АнглийскийA few dominant skills (Frost Ring is named) and god powers crowd out class abilities, so builds converge
- Оригинальный текст · АнглийскийCombat lacks impact: weak hit feedback, 'invisible' damage, skills that feel unsatisfying
- Оригинальный текст · АнглийскийSkill trees and meta-progression can be maxed quickly and lack depth, so progression ends early
- Оригинальный текст · АнглийскийPerformance: FPS drops in long sessions or on busy maps, large install size, and Steam Deck complaints despite Verified status
- Оригинальный текст · АнглийскийBalance swings: some builds are impossible while others are a 'screensaver', and higher difficulties have been called too easy
- Оригинальный текст · АнглийскийEndless mode runs out of skill choices around level 60, which pushes all-in no-healing builds
Отличительные особенности
- Оригинальный текст · АнглийскийNorse setting with a Hades-like choose-your-gods structure layered on a survivor-like
- Оригинальный текст · АнглийскийClass plus subclass system that changes the run mid-way
- Оригинальный текст · АнглийскийStory-mode maps built by hand with objectives rather than pure open arenas, plus boss encounters
- Оригинальный текст · АнглийскийHigher production value and art direction than most pixel-art genre peers
- Оригинальный текст · АнглийскийPer-character meta-progression reset option and a Conan DLC crossover
- Оригинальный текст · АнглийскийComparisons players make: Vampire Survivors x Diablo, Hades x Vampire Survivors, or 'Death Must Die in 3D'
Спорные моменты
- Оригинальный текст · АнглийскийDifficulty: some say it is tougher than peers, others say Insane is trivial once you have upgrades
- Оригинальный текст · АнглийскийBuild variety: fans praise god and subclass interactions, detractors say a couple of skills dominate
- Оригинальный текст · АнглийскийValue: worth it at a sale price or under $20 for some, too thin for the price for others (10 hours vs 70+)
- Оригинальный текст · АнглийскийOriginality: 'derivative but well done' versus 'feels uninspired'
Повторы и неудобства
- Оригинальный текст · АнглийскийGrinding skill trees and stones for 100% gets repetitive after about 10 hours
- Оригинальный текст · АнглийскийRepetitive music and samey runs in long sessions
- Оригинальный текст · АнглийскийEarly maps described as barren, open arenas that can feel sleepy or slow (some wish for a speed-up option)
- Оригинальный текст · АнглийскийEndless mode's dry skill pool after level 60
- Оригинальный текст · АнглийскийEnemies that teleport or catch you instantly, which makes kiting and repositioning feel ineffective
- Оригинальный текст · АнглийскийConan DLC seen by some as minimal and not worth the price, and DLC detection bugs reported
Ожидаемые улучшения
- Оригинальный текст · АнглийскийMore maps, enemies and bosses, plus more late-game content beyond maxing the trees
- Оригинальный текст · АнглийскийRebalance dominant skills and give class abilities a bigger role relative to gods (players want more class slots or stronger class flavour)
- Оригинальный текст · АнглийскийDeeper meta-progression, such as branching trees, gear or loot to chase, and better endless-mode scaling after level 60
- Оригинальный текст · АнглийскийBetter combat feedback (damage numbers, impact) and optimisation for FPS, Steam Deck and consoles
- Оригинальный текст · АнглийскийFix manual-aim options, which some say do not work right, and improve translations of in-game descriptions
- Оригинальный текст · АнглийскийOnline co-op (currently local/shared-screen only) and a harder top difficulty
Оригинальный текст · АнглийскийEarly Access started Jan 21, 2025; 1.0 released Sep 3, 2025 with endless mode added, priced around $15 list at launch (Steam showed $8.99 at snapshot time). SteamSpy estimates 200k-500k owners; the revenue calculator estimates roughly $2.27M gross and $670K net, with no copies figure. The OpenCritic page could not be confirmed, so it is left null. Steam: 82.5% positive overall; recent reviews were about 80% positive in the store snapshot. Metacritic headline 76 is the Switch 2 page; PC is 79 from 8 critics. User score 6.7 is based on only 6 ratings, so it is not reliable. Post-launch: a Conan DLC, skin pack, a post-1.0 roadmap (Nov 2025) and Switch 2/console ports. Switch 2 port criticised for framerate and crashes by Gaming Nexus and Nintendo News PL, and the Steam Deck build has negative feedback despite its Verified badge. PC (Windows) only on Steam. A few early reviewers say the game got easier after balance patches.
Источники сообщества
- Оригинальный текст · АнглийскийLocal file of top helpful positive and negative English Steam reviews ↗
- Оригинальный текст · АнглийскийLocal Steam metadata: review totals, SteamSpy owners, revenue estimate ↗
- Оригинальный текст · АнглийскийSteam store page: Early Access dates, review summary, critic quotes from Rogueliker and The Outerhaven ↗
- Оригинальный текст · АнглийскийMetacritic: PC Metascore 79 (8 critics), Switch 2 76 (12 critics), PS5 78 (4), user 6.7 on 6 ratings (Switch 2 page) ↗
- Оригинальный текст · АнглийскийRogueliker review: praise for level design, build variety and meta-reset; jerky movement and repetitive effects ↗
- Оригинальный текст · АнглийскийSteam community forum: Steam Deck crashes, Switch 2 port complaints, Conan DLC bug, content and online co-op requests, roadmap ↗
- Оригинальный текст · АнглийскийEstimated gross and net revenue (Boxleiter method) ↗
- Оригинальный текст · АнглийскийChecked for an OpenCritic entry; nothing found ↗
Архив мнений автора 1
Сторонние пересказы на основе автоматических субтитров могут содержать ошибки расшифровки или интерпретации.
Оригинальный текст · АнглийскийTier list Part 4 (2025)
Оригинальный текст · АнглийскийJotunnslayer is a Diablo II-inspired survivors-like with striking visuals, where you pick god paths and character skills that produce wildly different spell effects. He finds it very satisfying and replayable, with mechanical (not percentage) upgrades, varied maps and big Diablo-style bosses. It does not revolutionize the genre, and readability and a few meta-progression annoyances hold it back. He places it in high B tier.
Что хвалит автор
- Оригинальный текст · АнглийскийImpressive, satisfying visuals and spell effects (e.g. a level-one ghost ship sweeping the map)
- Оригинальный текст · АнглийскийGods and character skills give drastically different abilities, and each character plays differently
- Оригинальный текст · АнглийскийUpgrades are mostly mechanical changes rather than flat percentage boosts, so they feel impactful
- Оригинальный текст · АнглийскийSeeing how a god ability changes visually at its final level 18 is a highlight
- Оригинальный текст · АнглийскийMaps feel distinct and the big end bosses look cool and satisfying
- Оригинальный текст · АнглийскийLots of meta-progression, mini quests with risk/reward choices, and community events; developers listen to feedback
- Оригинальный текст · АнглийскийMany character/god combinations give strong replayability
Проблемы, отмеченные автором
- Оригинальный текст · АнглийскийHard to see what is happening on screen; damage sometimes comes from unseen sources, making losses feel bad
- Оригинальный текст · АнглийскийPlayer character is less visible than in other games, worse on some maps
- Оригинальный текст · АнглийскийSwitching god paths requires refunding and reallocating skill tree points every run (unless meta is maxed)
- Оригинальный текст · АнглийскийNo luck stat or rarity-style random upgrades, so repeating the same character/god combo feels samey
- Оригинальный текст · АнглийскийSome bosses are too close to Diablo II; the game does not revolutionize the genre
Наблюдения о дизайне
- Оригинальный текст · АнглийскийGod-based spell system where each god offers radically different, visually distinct abilities
- Оригинальный текст · АнглийскийUpgrades that change mechanics rather than numbers
- Оригинальный текст · АнглийскийOptional mini quests with varying difficulty and reward during runs
Обновлённое мнение
Оригинальный текст · АнглийскийHe notes it was in early access and has since reached 1.0 with a new map, character and gods; he has not played much of the full release, and placement is 'as of now'.


