Halls of Torment cover art

Halls of Torment

2024Chasing CarrotsXbox Series X|S, Linux, Android, PC (Microsoft Windows), iOS, PlayStation 5

Slay hordes of terrifying monsters in this casual roguelite action rpg. Descend into the Halls of Torment where the lords of the underworld await you. Treasures, magic trinkets, and a growing cast of heroes will grant you the power to vanquish the horrors from beyond. How long can you survive?

What it feels like

The constant pressure of incoming hordes and the high-stakes survival against overwhelming odds creates sustained edge-of-seat tension. The kinetic rush of slaying hordes and chaining attacks creates a sense of speed, flow, and thrill in moment-to-moment play. The casual roguelite positioning and high-score/survival loop invite experimentation and messing with different trinket combos.

Tense75%
Exhilarating70%
Playful40%

What it's about

The underworld setting with lords, demons, and terrifying monsters evokes a grim, decayed fantasy world rather than high-fantasy heroism. The central hook is survival: 'How long can you survive?'—enduring overwhelming odds is the core emotional and mechanical challenge.

Dark Fantasy75%
Survival Against Nature65%

How it plays

Fast-paced melee combat against hordes of monsters with repeated flashy attacks is the core moment-to-moment gameplay loop. Trinkets, hero abilities, and treasures interact to create varied, emergent power combinations that make each run feel distinct despite the fixed arena format. Treasures and magical trinkets are core rewards that define your power and playstyle each run.

Hack-and-Slash85%
Emergent Systems80%
Loot & Drops70%
Character Builds65%
Leveling & Grind60%
Dodge Roll50%

How it looks and sounds

Top-down perspective (confirmed in tags) organizes the arena-like space where hordes surround the player. Described as pixel graphics by community, the deliberate low-resolution sprite-based visuals are a core aesthetic signature.

Top-Down80%
Pixel Art70%

How it's structured

The roguelite structure defines the entire experience: discrete runs where players attempt to survive increasingly difficult waves, with progression reset on death but meta-advancement between runs. Survival is structured around enduring successive waves of escalating enemy hordes—the primary mechanical organizing principle. Combat unfolds in a bounded arena rather than a traversable world, where survival against waves is the core loop.

Run-Based95%
Wave Defense90%
Arena-Based85%
Single-Player85%
Meta-Progression75%
Short Playtime55%

Shares Run-Based, Wave Defense, Exhilarating, Arena-Based.

Both lean into Run-Based, Wave Defense, Exhilarating, Arena-Based.

Run-Based85%Wave Defense80%Exhilarating85%Arena-Based65%
Hero Siege61% match

Shares Hack-and-Slash, Run-Based, Loot & Drops, Top-Down.

Both lean into Hack-and-Slash, Run-Based, Loot & Drops, Top-Down.

Hack-and-Slash95%Run-Based85%Loot & Drops80%Top-Down65%

Shares Run-Based, Hack-and-Slash, Loot & Drops, Top-Down.

Both lean into Run-Based, Hack-and-Slash, Loot & Drops, Top-Down.

Run-Based90%Hack-and-Slash85%Loot & Drops80%Top-Down70%

See all games like Halls of Torment

A lesser-known kindred — Run-Based, Meta-Progression, Pixel Art, Emergent Systems. 91% positive across 4,486 Steam reviews.

Both lean into Run-Based, Single-Player, Meta-Progression, Pixel Art.

Run-Based95%Single-Player75%Meta-Progression75%Pixel Art70%

A lesser-known kindred — Run-Based, Top-Down, Meta-Progression, Emergent Systems. 99% positive across 4,500 Steam reviews.

Both lean into Run-Based, Top-Down, Meta-Progression, Emergent Systems.

Run-Based90%Top-Down95%Meta-Progression80%Emergent Systems55%
Fate33% match

A lesser-known kindred — Hack-and-Slash, Run-Based, Loot & Drops, Character Builds. 95% positive across 4,427 Steam reviews.

Both lean into Single-Player, Hack-and-Slash, Run-Based, Loot & Drops.

Single-Player95%Hack-and-Slash85%Run-Based75%Loot & Drops80%
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