Compara los precios de Hell Architect en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Woodland Games. Publicado por Leonardo Interactive. Lanzado el 18/8/2021. Disponible en PC, Mac. Géneros: Indie, Simulation, Strategy.

If Prison Architect and Oxygen Not Included had a dark comedy child, this would be it - charming enough for a weekend run, shallow enough to sting at full price.

My spreadsheet instincts kicked in about fifteen minutes into Hell Architect, when I realised that torturing a sinner and keeping that same sinner functional are two goals that actively work against each other. That tension - the push-pull between extracting suffering as a currency and maintaining a workforce capable of doing it again tomorrow - is the most interesting design idea here, and it genuinely delivers some satisfying micro-decisions in the early game. The three-pillar structure of sinners, materials, and construction holds together reasonably well. Your workers start at four per scenario, arriving through a hell gate at regular intervals after that. You mine coal, metal, dirt, and rarer crystals to unlock research that opens up new structures. Suffering and essence, harvested via torture devices ranging from iron maidens to boiling vats, fund the more advanced construction tiers. Each sinner carries individual attributes, so checking stats before assigning someone to an iron maiden versus a digging queue is the kind of low-level optimisation that colony sim players will do automatically. Legendary Sinners pop up occasionally with bonus perks, and the game drops recognisable historical faces into the population with a wink. The tutorial is multi-phased and comprehensive without being patronising - a genuine rarity in this genre, and an important one, because the resource logic is not obvious on first contact. The structural problem is that scenario mode, which is the closest thing to a campaign, resets your progress completely at the start of each of its seven chapters. Starting over from four sinners with basic tools every single time drains momentum fast, and the scenario-specific characters meant to deliver dark humour land unevenly - some reviewers found them genuinely funny, others found them grating. Sandbox mode is the logical alternative for anyone who wants to run a longer build, but without clear goals it becomes a resource loop that loses purpose after a few hours. There is no autosave, which is a practical hazard given the stability complaints logged at launch. Save manually and often. The sinner AI has a tendency to prioritise tasks you did not ask for, which requires micromanagement that feels less like strategic depth and more like correcting broken pathfinding. For the audience: if you have put time into Dungeon Keeper, Prison Architect, or Oxygen Not Included and want a lighter, comedic spin on the colony loop, Hell Architect scratches that itch competently for the scenario playthrough - roughly 20 hours if you chase the 18 achievements. The 2D art is clean, the reds pop, and the cartoonish cruelty sits at a tone closer to dark comedy than actual horror. Just do not come expecting the late-game depth of its inspirations. The sandbox runs dry. The scenarios reset. And the underlying city-builder, stripped of the theme, is fairly conventional. At a discount it is a likeable weekend project. At full price, harder to justify. Diego, Scout Team

Hell Architect

Hell Architect

18 ago 2021Woodland GamesLeonardo Interactive
GamerScout opina

If Prison Architect and Oxygen Not Included had a dark comedy child, this would be it - charming enough for a weekend run, shallow enough to sting at full price.

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My spreadsheet instincts kicked in about fifteen minutes into Hell Architect, when I realised that torturing a sinner and keeping that same sinner functional are two goals that actively work against each other. That tension - the push-pull between extracting suffering as a currency and maintaining a workforce capable of doing it again tomorrow - is the most interesting design idea here, and it genuinely delivers some satisfying micro-decisions in the early game. The three-pillar structure of sinners, materials, and construction holds together reasonably well. Your workers start at four per scenario, arriving through a hell gate at regular intervals after that. You mine coal, metal, dirt, and rarer crystals to unlock research that opens up new structures. Suffering and essence, harvested via torture devices ranging from iron maidens to boiling vats, fund the more advanced construction tiers. Each sinner carries individual attributes, so checking stats before assigning someone to an iron maiden versus a digging queue is the kind of low-level optimisation that colony sim players will do automatically. Legendary Sinners pop up occasionally with bonus perks, and the game drops recognisable historical faces into the population with a wink. The tutorial is multi-phased and comprehensive without being patronising - a genuine rarity in this genre, and an important one, because the resource logic is not obvious on first contact. The structural problem is that scenario mode, which is the closest thing to a campaign, resets your progress completely at the start of each of its seven chapters. Starting over from four sinners with basic tools every single time drains momentum fast, and the scenario-specific characters meant to deliver dark humour land unevenly - some reviewers found them genuinely funny, others found them grating. Sandbox mode is the logical alternative for anyone who wants to run a longer build, but without clear goals it becomes a resource loop that loses purpose after a few hours. There is no autosave, which is a practical hazard given the stability complaints logged at launch. Save manually and often. The sinner AI has a tendency to prioritise tasks you did not ask for, which requires micromanagement that feels less like strategic depth and more like correcting broken pathfinding. For the audience: if you have put time into Dungeon Keeper, Prison Architect, or Oxygen Not Included and want a lighter, comedic spin on the colony loop, Hell Architect scratches that itch competently for the scenario playthrough - roughly 20 hours if you chase the 18 achievements. The 2D art is clean, the reds pop, and the cartoonish cruelty sits at a tone closer to dark comedy than actual horror. Just do not come expecting the late-game depth of its inspirations. The sandbox runs dry. The scenarios reset. And the underlying city-builder, stripped of the theme, is fairly conventional. At a discount it is a likeable weekend project. At full price, harder to justify.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:indieColony SimDark ComedyResource LoopScenario CampaignSinner ManagementTorture MechanicsNo AutosaveLegendary UnitsDungeon Keeper-like

Requisitos del sistema

Mínimos

OS
Windows 7 or later
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
Intel HD 4600 (AMD or NVIDIA equivalent)
Processor
AMD Phenom II X4 955 / Intel Core i5-750 or equivalent

Recomendados

OS
Windows 8 or later
Memory
4 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
Nvidia GPU GeForce GTX 660 / AMD GPU Radeon HD 7870
Processor
AMD Phenom II X4 955 / Intel Core i5-750 or equivalent

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Información del juego

Desarrolladora
Woodland Games
Distribuidora
Leonardo Interactive
Fecha de lanzamiento
18 ago 2021

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¿En qué plataformas está disponible Hell Architect?

Hell Architect está disponible en PC, Mac.

¿Cuándo se lanzó Hell Architect?

Hell Architect se lanzó el 18 de agosto de 2021.

¿Quién desarrolló Hell Architect?

Hell Architect fue desarrollado por Woodland Games y publicado por Leonardo Interactive.