Compara los precios de Rhell: Warped Worlds & Troubled Times en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por SlugGlove. Publicado por Yogscast Games. Lanzado el 12/3/2026. Disponible en PC, Linux. Géneros: Action, Adventure, Casual, RPG, Simulation, Sports.

Forty runes, 102 million spell combos, and puzzles that genuinely laugh at your first three attempts. Worth your time if you can tolerate controls that occasionally fight back.

I'll be direct with you: the rune system in Rhell is the kind of mechanic I wish more strategy-adjacent puzzle games would steal. You start with just push and rotate, and within the first hour you are already combining them into arc-throws that would make a physics professor nod approvingly. The core loop is deceptively structured: you collect runes as you explore the world's 14 regions, and each new acquisition retroactively changes how you think about every room you already visited. That is good systems design. The game slots up to five runes into a single spell, and the math works out to over 102 million possible combinations, though the practical number of useful ones is obviously far smaller. What matters is that the game is built around consistent elemental logic: freeze and slime combine into metal, slow-time and fast-time cancel into a full pause, push stacked five times versus once is a completely different tool. These interactions behave like grammar rules, not magic tricks, which means when you figure something out it feels reasoned, not lucky. The puzzle architecture rewards players who think in systems. The scarecrow-creation mechanic is a particularly sharp example: a summoned scarecrow can be loaded with any spell and cast it repeatedly, so you can build cascading chains of scarecrows launching scarecrows, creating improvised staircases or automated spell factories. Checkpoint Gaming's comparison to Baba Is You crossed with Tears of the Kingdom's tool freedom is apt, though Rhell is more forgiving in tone than either. Modifier runes let you set conditional triggers, build spellcasting drones, and route electrical currents through portals. Time manipulation adds another axis entirely. The depth genuinely builds rather than front-loading its ideas, and unlocking the portal rune mid-game produces the same giddy recalculation you get when a Paradox game hands you a late-tech that reframes your entire strategy. The progression loop is also sensibly designed for players who get stuck. Fast travel unlocks between visited rooms, resetting an area never strips your collected items, and a per-room checklist shows exactly what collectibles remain. The hint system exists but stays vague on purpose, nudging you toward the objective category without naming the required runes. That will frustrate some players. The indie game site Indie Informer raised a fair criticism about the lack of a guiding hand producing aimlessness in sections where you have too many tools and unclear direction. Conversely, players who want to brute-force their own path will find the elbow room they need. Multiple endings tied to character-relationship choices add a light RPG layer, with Rhell herself softening or staying prickly depending on how you treat the surviving twelve residents of her world. Two persistent issues temper my enthusiasm. Aiming is imprecise enough that stray spells hitting unintended objects becomes a routine annoyance rather than a rare misfire. Movement, particularly Rhell's jump physics and eight-directional walking, leans hard into the GameCube-era aesthetic it is deliberately evoking, but retro feel and clunky feel overlap more than they should here. The locked 4:3 aspect ratio is a polarizing design choice that can be toggled off, though doing so slightly misaligns some visual elements. A solo developer spending three years and over 10,000 frames of hand-drawn animation on a debut commercial release earns some patience for these rough edges. The Randomizer mode, expanded post-launch with logic difficulty settings and randomized starting locations, adds genuine replay value for anyone chasing completionist runs or looking for a harder second pass. If your puzzle-game tolerance runs toward open-ended sandboxes rather than authored hint funnels, Rhell sits closer to the deep end of the pool than it initially appears. Treat the rune book like a tech tree, approach each room as a system to reverse-engineer, and the controls become a manageable tax on an otherwise inventive design. Diego, Scout Team

Rhell: Warped Worlds & Troubled Times

Rhell: Warped Worlds & Troubled Times

12 mar 2026SlugGloveYogscast Games
GamerScout opina

Forty runes, 102 million spell combos, and puzzles that genuinely laugh at your first three attempts. Worth your time if you can tolerate controls that occasionally fight back.

PCLinux
ProtonDB Bronze
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Mínimo histórico: €2.95

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Acerca de Rhell: Warped Worlds & Troubled Times

I'll be direct with you: the rune system in Rhell is the kind of mechanic I wish more strategy-adjacent puzzle games would steal. You start with just push and rotate, and within the first hour you are already combining them into arc-throws that would make a physics professor nod approvingly. The core loop is deceptively structured: you collect runes as you explore the world's 14 regions, and each new acquisition retroactively changes how you think about every room you already visited. That is good systems design. The game slots up to five runes into a single spell, and the math works out to over 102 million possible combinations, though the practical number of useful ones is obviously far smaller. What matters is that the game is built around consistent elemental logic: freeze and slime combine into metal, slow-time and fast-time cancel into a full pause, push stacked five times versus once is a completely different tool. These interactions behave like grammar rules, not magic tricks, which means when you figure something out it feels reasoned, not lucky. The puzzle architecture rewards players who think in systems. The scarecrow-creation mechanic is a particularly sharp example: a summoned scarecrow can be loaded with any spell and cast it repeatedly, so you can build cascading chains of scarecrows launching scarecrows, creating improvised staircases or automated spell factories. Checkpoint Gaming's comparison to Baba Is You crossed with Tears of the Kingdom's tool freedom is apt, though Rhell is more forgiving in tone than either. Modifier runes let you set conditional triggers, build spellcasting drones, and route electrical currents through portals. Time manipulation adds another axis entirely. The depth genuinely builds rather than front-loading its ideas, and unlocking the portal rune mid-game produces the same giddy recalculation you get when a Paradox game hands you a late-tech that reframes your entire strategy. The progression loop is also sensibly designed for players who get stuck. Fast travel unlocks between visited rooms, resetting an area never strips your collected items, and a per-room checklist shows exactly what collectibles remain. The hint system exists but stays vague on purpose, nudging you toward the objective category without naming the required runes. That will frustrate some players. The indie game site Indie Informer raised a fair criticism about the lack of a guiding hand producing aimlessness in sections where you have too many tools and unclear direction. Conversely, players who want to brute-force their own path will find the elbow room they need. Multiple endings tied to character-relationship choices add a light RPG layer, with Rhell herself softening or staying prickly depending on how you treat the surviving twelve residents of her world. Two persistent issues temper my enthusiasm. Aiming is imprecise enough that stray spells hitting unintended objects becomes a routine annoyance rather than a rare misfire. Movement, particularly Rhell's jump physics and eight-directional walking, leans hard into the GameCube-era aesthetic it is deliberately evoking, but retro feel and clunky feel overlap more than they should here. The locked 4:3 aspect ratio is a polarizing design choice that can be toggled off, though doing so slightly misaligns some visual elements. A solo developer spending three years and over 10,000 frames of hand-drawn animation on a debut commercial release earns some patience for these rough edges. The Randomizer mode, expanded post-launch with logic difficulty settings and randomized starting locations, adds genuine replay value for anyone chasing completionist runs or looking for a harder second pass. If your puzzle-game tolerance runs toward open-ended sandboxes rather than authored hint funnels, Rhell sits closer to the deep end of the pool than it initially appears. Treat the rune book like a tech tree, approach each room as a system to reverse-engineer, and the controls become a manageable tax on an otherwise inventive design.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:indieOpen-Ended PuzzlesRune CraftingSystems-DrivenRandomizer ModeMultiple EndingsGameCube AestheticEnvironmental ManipulationNon-Linear ExplorationPost-Launch Updates

Requisitos del sistema

Mínimos

OS
Windows 11
Memory
8 GB RAM
DirectX
Version 11
Storage
500 MB available space
Graphics
Dedicated graphics card
Processor
Intel 6th generation / Ryzen 5 1600 or Higher
Sound Card
On Board Sound

Recomendados

OS
Windows 11
Memory
8 GB RAM
DirectX
Version 12
Storage
500 MB available space
Graphics
Nvidia 1080 / AMD Radeon RX 5700 Or higher
Processor
Intel 9th generation / Ryzen 5 2600 or Higher
Sound Card
On Board Sound

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Información del juego

Desarrolladora
SlugGlove
Distribuidora
Yogscast Games
Fecha de lanzamiento
12 mar 2026

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Rhell: Warped Worlds & Troubled Times está disponible en PC, Linux.

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Rhell: Warped Worlds & Troubled Times se lanzó el 12 de marzo de 2026.

¿Quién desarrolló Rhell: Warped Worlds & Troubled Times?

Rhell: Warped Worlds & Troubled Times fue desarrollado por SlugGlove y publicado por Yogscast Games.