Compara los precios de Hell Warders en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Anti Gravity Game Studios. Publicado por PQube. Lanzado el 21/2/2019. Disponible en PC. Géneros: Action, Adventure, Casual, Indie, RPG, Strategy.

Three heroes, four zones, one big balancing problem - solid co-op hook if you bring friends, a slow grind toward a wall if you go solo.

I came into Hell Warders expecting a budget-tier tower defence with a third-person coat of paint slapped on top, and the first couple of hours genuinely surprised me. The concept is tighter than it sounds: you pick one of three hero classes - a knight with a shield bash and heavy melee, a hybrid bruiser named Samson who swings a hammer and lobs bombs, and a ranged option built around distance control - then spend the prep phase between waves placing archers, mages, pike-holders, and catapults along demon paths before jumping into the chaos yourself. The 3D layout actually matters here. Height differences affect ballistic units, sight lines shift between arenas, and the game shows you exactly which enemy types are coming from which portal before each wave starts. That pre-wave intel window is the best design decision in the whole package, because it forces actual planning instead of random tower spam. The combat side is where things get thin fast. Your hero attacks by mashing one button - no combos, no parries, no movement tech worth talking about. Abilities sit on cooldowns and the feedback on hit is weak enough that you sometimes can not tell if your swings are connecting. Enemy hit reactions are nearly absent, which makes the whole thing feel like attacking wet cardboard. The knight's shield bash stuns reliably; Samson's bombs are situationally useful but underwhelming against most bosses given how much damage his hammer already puts out solo. That class imbalance bakes in early and gets worse as difficulty ramps, with certain enemy types like the Shieldbearers being physically immune in a game where none of the hero classes deal magic damage by default. The workaround involves ability cooldown farming and exploiting AI pathing, which is a sign the balance pass never fully landed. The difficulty curve is the game's real problem and it splits the review community pretty cleanly. Early acts are genuinely fun, especially with two or three people running different unit combinations and improvising on the fly. Online co-op up to four players works and the network was reportedly stable at launch - one of the few genuine positives critics pointed out consistently. But push into later acts solo or even with one partner and the scaling breaks. Waves become nearly unsurvivable without either a dedicated group or a knowledge of specific exploits. There is no tutorial to speak of, the beacon upgrade system (which gates your best unit buffs behind wave-completion ratings) is poorly explained, and the stat improvements from levelling do not visibly communicate how much they actually help. You are left reverse-engineering systems that should have been documented. Steam user reviews sit at mixed, hovering just above 50 percent positive from around 110 reviews - a number that has barely moved in years, which tells you the player population is small and not growing. The online matchmaking pool reflects that. Unless you are walking in with a pre-made group, your odds of finding randoms at a reasonable hour are low. The single-player experience, taken on its own merits past act two, is genuinely rough. Those first few hours before the balance falls apart are enjoyable enough to justify the sub-five dollar price point this regularly hits on sale, but calling it a complete game is generous. Fred, Scout Team

Hell Warders

Hell Warders

21 feb 2019Anti Gravity Game StudiosPQube
GamerScout opina

Three heroes, four zones, one big balancing problem - solid co-op hook if you bring friends, a slow grind toward a wall if you go solo.

PC
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €1.25

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I came into Hell Warders expecting a budget-tier tower defence with a third-person coat of paint slapped on top, and the first couple of hours genuinely surprised me. The concept is tighter than it sounds: you pick one of three hero classes - a knight with a shield bash and heavy melee, a hybrid bruiser named Samson who swings a hammer and lobs bombs, and a ranged option built around distance control - then spend the prep phase between waves placing archers, mages, pike-holders, and catapults along demon paths before jumping into the chaos yourself. The 3D layout actually matters here. Height differences affect ballistic units, sight lines shift between arenas, and the game shows you exactly which enemy types are coming from which portal before each wave starts. That pre-wave intel window is the best design decision in the whole package, because it forces actual planning instead of random tower spam. The combat side is where things get thin fast. Your hero attacks by mashing one button - no combos, no parries, no movement tech worth talking about. Abilities sit on cooldowns and the feedback on hit is weak enough that you sometimes can not tell if your swings are connecting. Enemy hit reactions are nearly absent, which makes the whole thing feel like attacking wet cardboard. The knight's shield bash stuns reliably; Samson's bombs are situationally useful but underwhelming against most bosses given how much damage his hammer already puts out solo. That class imbalance bakes in early and gets worse as difficulty ramps, with certain enemy types like the Shieldbearers being physically immune in a game where none of the hero classes deal magic damage by default. The workaround involves ability cooldown farming and exploiting AI pathing, which is a sign the balance pass never fully landed. The difficulty curve is the game's real problem and it splits the review community pretty cleanly. Early acts are genuinely fun, especially with two or three people running different unit combinations and improvising on the fly. Online co-op up to four players works and the network was reportedly stable at launch - one of the few genuine positives critics pointed out consistently. But push into later acts solo or even with one partner and the scaling breaks. Waves become nearly unsurvivable without either a dedicated group or a knowledge of specific exploits. There is no tutorial to speak of, the beacon upgrade system (which gates your best unit buffs behind wave-completion ratings) is poorly explained, and the stat improvements from levelling do not visibly communicate how much they actually help. You are left reverse-engineering systems that should have been documented. Steam user reviews sit at mixed, hovering just above 50 percent positive from around 110 reviews - a number that has barely moved in years, which tells you the player population is small and not growing. The online matchmaking pool reflects that. Unless you are walking in with a pre-made group, your odds of finding randoms at a reasonable hour are low. The single-player experience, taken on its own merits past act two, is genuinely rough. Those first few hours before the balance falls apart are enjoyable enough to justify the sub-five dollar price point this regularly hits on sale, but calling it a complete game is generous.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvpcooponline-coopachievementscontroller-supporttrading-cardscloud-savestier:sub-5Tower Defense HybridThird-Person Combat4-Player Co-opDifficulty SpikeClass-BasedWave DefenseBeacon Progression

Requisitos del sistema

Mínimos

OS
Windows® 7 / Windows® 8 / Windows® 10 64-bit (latest Service Pack)
Memory
4 GB RAM
DirectX
Version 9.0c
Network
Broadband Internet connection
Storage
8 GB available space
Graphics
NVIDIA® GeForce® GTX 460, ATI Radeon™ HD 4850, or Intel® HD Graphics 4400
Processor
Intel® Core™ i3 or AMD Phenom™ X3 8650

Recomendados

OS
Windows® 7 / Windows® 8 / Windows® 10 64-bit (latest Service Pack)
Memory
6 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
8 GB available space
Graphics
NVIDIA® GeForce® GTX 660 or AMD Radeon™ HD 7950 or better
Processor
Intel® Core™ i5 or AMD Phenom™ II X3 or better

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Información del juego

Desarrolladora
Anti Gravity Game Studios
Distribuidora
PQube
Fecha de lanzamiento
21 feb 2019

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¿En qué plataformas está disponible Hell Warders?

Hell Warders está disponible en PC.

¿Cuándo se lanzó Hell Warders?

Hell Warders se lanzó el 21 de febrero de 2019.

¿Quién desarrolló Hell Warders?

Hell Warders fue desarrollado por Anti Gravity Game Studios y publicado por PQube.