4 Days to Hell Breaks Loose
Hell Governors — the gates are cracking open.
In just 4 days, The Hell: City Builder of the Dead will rise.
Prepare to command your domain, process the lost souls of history, and face the Titans that rule beneath.
Build. Burn. Redeem.
Your reign begins soon.
Wishlist now — or face judgment when the gates open.

Gameplay Preview by GamerZakh : -

Cat memes × Roguelike memory match
Replicat
Playtest for the full game is ongoing! 🐾
Join our official Discord:
Come try it out!
The full version launches this November — stay tuned!
- Fixed auto-save sometimes not occurring when it should
- Added auto-save interval setting to options menu (default still is 15 minutes)
- Starting curves now also appear in drag-build previews
- Drag-build preview now accurately shows curve flipping when changing drag direction against the flow
- Fixed edge case where cursor movement at the end of drag-placement could incorrectly change initial curve rotation
- Improved flexibility when dragging from a curve start into a linear line to simply extend the original starting point
- Fixed flow arrow orientation on drag belt preview staying correct when pulling drag preview back
- Already placed Assemblers & Smelters now also auto-update if newly researched recipe is strictly better and matches the currently produced output (previously only Miners exhibited this behavior)
- Improved descriptions of advanced spell variants and their effects on spell buttons
- Added usage information to tooltips of keys and siege items
- Market now only chooses relevant resources for special offers
- Special offer and Magic Essence enhancement of Markets are now visible simultaneously
- Fixed tracking of buildings built in fortification-cleared areas
- Fixed context label not switching to destination warehouse when using teleport spell
- Fixed chosen preset name in world generation dialog being replaced by "custom"
- Fixed Splitters/Mergers not connecting correctly when placed into pre-arranged collections of adjacent belts in fourway junctions
- Fixed bug causing black colored vegetation after destroying fortification
- Fixed research cost scaling not being applied when loading a save
Major Additions:
Money
"$" scoring system
Expository cut scene
d̶͇̍͊ȩ̵̀͜e̶̩͊p̶̙̈́͌e̵̛͎͑r̵̤̉̇ ̴̧̈́s̸̜̦̀̑t̸̙̏o̵͂͒͜r̴̟͉̿̎y̴̒̕
Physics based movement
Other Additions:
Level selector
Level complete screen
Moving Clouds
Visual Enhancements
Changes:
Changed sky-box to low poly look
Changed knight enemy attack to punching player instead of a slow push
Bug Fixes:
Player no longer floats off the ground if the microphone was disconnected on start
Player can no longer slide up the side of objects and launch themselves high into the air
Lighting is no longer "dirty" (no more blocky shadows)

-Traveler-
"What is this sweet smell...?"



-Miela-
"How about a honey dish that melts away your fatigue?"
\[Effect]
Doubles the Gold of adjacent <Honey Dish>.
🍯🍯🍯
The design focuses on expressing warmth and gentleness at first glance.
The traditional honey dishes of House Miela are her greatest pride.
Thank you for viewing!
Last Sunday, Timeflow was shown at Game-A-Palooza in NYC. Thank you all players who stepped in, it was real fun!




Hey everyone!
Just a quick update, I’ve adjusted the key bindings after getting feedback that the WASD layout was confusing for some players. The old WASD scheme still works, it’s just that the on screen prompts now show the arrow version by default.
I’ll also be adding an option in the settings soon to switch between both styles.
Also, I found a bug in Survivor Mode that made the first boss encounter way harder than it was supposed to be, that’s now fixed.
Thanks for all the feedback and reports, it really helps a lot!
You can now see all the new changes for the latest build in the changelog option on the main menu!
This should add some transparency to what I'm working on behind the scenes. Reported bugs are being dealt with, and there are a few balance changes coming to some of the middle levels.
Fixed some typos, mismatched descriptions and an out of date level preview icon for Tutorial 1.
Completely redid tutorial 1, making it much easier to understand.
I believe I fixed the monster getting stuck glitch and a few more minor bugs. If you have any other issues, leave them in the reviews. The more detailed the better! The build is linked here, but also on the main build that you download.