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Halls of Torment

Halls of Torment

Developed by
Chasing Carrots
Published by
Chasing Carrots

$6.66

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?

Consensus
A78.1/100
Steam players95.3% positiveOverwhelmingly Positive31,901 reviews
Metacritic ↗88/100Users: 7.6/10
VG Insights estimate ↗≈957K copies · ≈$3.7M gross

What creators say

View full ranking →

Part 3 (Apr 2025) · #7 of 14 in that tierWatch the moment (1:46:22)

#10 of 2024 · Watch top 10 (0:00:20)

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.

Liked

  • 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

Disliked

  • 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

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.

Liked

  • 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

Disliked

  • 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

What players say

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.

Players love

  • 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

Common complaints

  • 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

Can feel tedious

  • 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

What's unique

  • 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

Players want

  • 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

Summarised from Steam reviews and community discussion.

Steam tags

Action RoguelikeRogue-liteBullet HellPixel GraphicsAction RPGDark FantasyRogue-likeActionRPGArcade

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