A city-building game in HELL
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Spil med tidlig adgang

Få adgang med det samme og begynd at spille. Tag del i dette spil idet det udvikles.

Bemærk: Dette spil med tidlig adgang er ikke færdigt og ændrer sig måske mere. Hvis du ikke er begejstret for at spille dette spil i dets nuværende tilstand, bør du vente for at se, om spillet skrider frem længere inde i udviklingen. Lær mere

Hvad udviklerne har at sige:

Hvorfor tidlig adgang?

“" Hell, as a subject for the game concept, is standard and long. We contemplated making a city simulation that no studio has attempted before, and Angel is one of the leading contenders. "

" We know it will be hard and challenging, especially since nobody 'actually' went to the Hell and came back to tell us how it was. Thus, all conceptions were heavily based on the religious account of Hell. We must imagine the cities, the economy, and the social politics that all the citizens and their buildings navigate with each other. Most cities, if not all, simulations are based on population growth. Hell doesn't have that mechanism simply because nobody in their right mind chooses to migrate or move to Hell. One idea that came to us is processing a large influx of souls as the main goal. Souls come in too fast and huge due to sudden major catastrophe events in the human world. Soul in this game becomes the catalyst as labour and 'resources'."

"Considering the sheer complexity of the game lore, mechanism and design. And there is no similar game to learn or make comparisons with. We know it will be a huge mountain to climb. We needed time to learn, design and build this Tartarus of a Game."

"Our team consisted of many proud and perfectionists who wanted to do everything perfectly. But done is better than perfect. We needed the early access setup to enable us to continue refining, toiling toward a game build, we can be that stubborn proud perfectionist."”

Hvor lang tid vil dette spil være i tidlig adgang?

“"We expect the Early Access to last at least a year."”

Hvorledes kommer den fulde version til at være anderledes end produktet i tidlig adgang?

“" Full version will have most major and minor bugs fixed.
The game balance will be stable. "

" Players input will be the core driver for continuous efforts to make this game FUN and EXCITING.
It is in our mind that the players will ultimately decide the longevity and acceptance of this labour. "”

Hvad er den nuværende tilstand for versionen med tidlig adgang?

“" 4 playable missions. Tested on playability for at least 100 hours."”

Ændrer spillets pris sig under og efter tidlig adgang?

“No.”

Hvordan har I tænkt jer at involvere fællesskabet i jeres udviklingsproces?

“" We will be engaged within the community to test play the game before any major updates and fixes are implemented. "”
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The HELL is a city-builder genre based on life after death. A soul management city simulation.

The player will play as a Hell Governor, managing the influx of departed souls from major natural disasters in our civilization from the early 600-700 to the 18th century, from managing the Fimbulwinter in ancient Nordic to the Great Kanto Earthquakes of Japan.

There will be 4 missions in this launch:

a) Dancing Plates in Kanto, Japan, 1923
b) Broken Vein in Krakatoa, Indonesia, 1883
c) Witching Hour in Aztec, South America, 1530
d) Stolen Sun in Nordic Region 650bc

Unlike many cities builder which focus on growing the population, The HELL main challenge is to process all these damned soul into sinners. They will be burst into your environment through the mouth of the Titan in placed. These Titan have a unique role for each of the mission to be unravel by players; it will promised both exhilaration and enragement.



Souls will then scatter all over. Yet they will be drawn to the Wait. And started to crowd that area.



All Souls will be gathered there to literally wait for their turn to be processed by the tall and majestic building you will see on the map. The Purgatoria



Soon you will have turned those souls into Sinners; the core labor unit (and more) to grow your necropolis into a functional soul processing center.
You will use them to build, for mining and hauling your resources to wherever it's needed.
The ants to your colony.



Four main resources will be soon be generated by these sinners.

a) Blood
b) Waste
c) Cries
d) Fears

Waste is the main building block for construction. Cries will nurture the Dreadful Tree to unlock Lores and Sanction, which, in human terms, are Technology and Building Type Restrictions.
Fears are the essence of evoking the Seven Deadly Sins' Pandemik power in your world.
Blood is to pump and keep all your building and function operational.



Sinners doesn't cost any upkeep or maintenance. There will be a moment where you have a lot of sinners idling around your domain of hell.
You could put them into Needles Cage to generate the resources - Cries, which is crucial for unlocking plethora of lore. Lores are the enhancement of technology to improve the overall management capability of your city.

Or you may simply sacrifice them into resources via the pit.



Is imperative to keep the balance of sinners in check as they could be killed by a creature called Slitters. Enraged souls and murdered subjects form the Slitters.

There is also Shallow. A sneaky creature, the pestilence who infest your building and steal resources direct from it.

All these are not without any reparation method; you can transmogrify your sinners into Sentry, Siren, and Stalker.
A Sentry can be placed in the building and act as a guard to deter Shallow action.
A Siren can keep soul in calm thus reduce agitation and chance of becoming a pest to your domain.
A Stalker will simply hunt and kill all the Slitters and Shallows from doing any further chaos.

The challenges will be how to balance all this unit population and not create too much of the same role that reduce effectiveness as numbers increases.

Players will be further tested by "Decree." A law to be enacted as the mission progresses, you will choose a decree. Choices will cater to how you would like to manage your soul, building, environment, and social context. Some of the choices are a double-edged sword. Be mindful of your decision.



Dreadful Tree act as the host for Technology and Building Upgrade mechanic.
The Flowers hold all the special technology you would want to research or "learn" accustomed to your playing style. The best of all, there is no penalty for you to straight go for the most advanced technologies available to pick. Players can opt to open up the highest tier technology should he decide to.
You would need Cries to unlock this technology.

It's a novelty of technologies game mechanism players would not find it elsewhere.



The Roots allow players to access a wider type of Building and environment enhancement. There are two main categories in The Roots: Strict and Spoilt.
Generally strictly speaking, Roots dominate your infrastructure matter.

Strict focused on building security, soul processing and general defense.
Strict also let players to upgrade The Wait.

The Wait: Fire


The Wait: Ice


Spoilt focused on titan management, resource generation and booster effect.
The main feature will be the Titan Choker, the apparatus for controlling the incoming souls in the domain.

Titan Choker


One more thing; the Seven Deadly Sins will be unlocked by the sheer number of souls you have successfully processed. Players can access these authorities from the Pandemonium, where you, as Hell Govenor, reside.

Envy, Lust, Wrath, Pride, Greed, Gluttony and Sloth.

Lastly, in each mission, there will be a Boss Fight moment. Players will experience a city simulation game with Boss Fight mechanism invoked seamlessly.
All in all, while discovering why Lucifer fell into disgrace in The HELL in a reversed chronological timeline.


So many souls, the imminent threat of a Titan and a taboo.

The HELL welcomes your miserable soul. Amen.

Beskrivelse af voksenindhold

Udviklerne beskriver indholdet således:

If you zoom in there will be some scene showing sacrificing your units in a lava pool for resources.

Systemkrav

    Minimum:
    • Styresystem: 64-bit Windows 10 or newer
    • Processor: 2-core 1.7 GHz or better
    • Hukommelse: 8 GB RAM
    • Grafik: GeForce GTX 1050, AMD R9 270X or similar
    • DirectX: Version 12
    • Diskplads: 6 GB tilgængelig plads
    Anbefalet:
    • Styresystem: 64-bit Windows 10 or newer
    • Processor: 4-core 2.9 GHz or better
    • Hukommelse: 16 GB RAM
    • Grafik: GeForce GTX 3050, Radeon RX 6550 or similar
    • DirectX: Version 12
    • Diskplads: 8 GB tilgængelig plads

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