Compare Down to Hell prices across 50+ stores and find the best deal. Developed by Red Dev Studio S.A.. Published by Ultimate Games S.A.. Released on 8/30/2019. Available on PC, Mac. Genres: Action, Indie, RPG.

A metal-drenched 2D slasher with genuinely striking hellscape art and a licensed heavy metal soundtrack that deserves better than the clunky, unfinished game wrapped around it.

I wanted to love this one. The pitch is right in my wheelhouse: a brooding unnamed knight, hand-crafted 2D hellscapes dripping with gory metal cover art aesthetics, and a licensed soundtrack featuring actual bands like Decapitated and KORONAL kicking in at boss encounters. That combination of visual craft and curated music is exactly the kind of intentional atmosphere I defend when reviewers write off small studios too quickly. Down to Hell has those ingredients. The trouble is that almost everything else is broken, rushed, or simply absent. The structure is a side-scrolling hack-and-slash across two short chapters, each punctuated by at least three boss fights. You swing a sword with light and heavy attacks, chain basic combos, spend stamina on heavier strikes, and lean on magic abilities to fill gaps. Red portal encounters along the route drop you into horde rooms where surviving a wave earns a stat upgrade, functioning like a stripped-down version of Dark Souls bonfire shrines. On paper that loop has bones. In practice the combat never develops any weight or texture. The dodge clips you inside enemies, aerial attacks misfire because the jump input randomly sends the character sideways instead of upward, and the camera lurches in and out with every sword swing in a way that is genuinely disorienting during boss fights. The progression system exists, but reviewers noted it is so obscure that you can reach the midpoint before realizing it is there at all. The bosses are the one area where the art team's ambition shows through. Crimson and the encounters that follow look brutal and are clearly designed with the soundtrack in mind. But without build variety, a readable hit-box system, or any meaningful difference in approach between fights, they become stamina-drain endurance tests rather than design puzzles. Enemy variety across regular levels is threadbare, with the same handful of sprite types recycled through identical corridor segments. The English localization from Polish carries some genuinely unintentional comedy, and the story's angsty knight is so aggressively one-note that even the one NPC who shows up at save points has nothing useful to offer him. The backgrounds and the music remain the honest high points. The 2D hellscapes use deep reds and blacks in a palette that clearly drew from metal album artwork, and the atmosphere they create is denser than the budget would suggest. The heavy metal tracks land hard during boss rooms specifically. But those moments account for maybe a quarter of the runtime, and the between-boss stretches feature soundtrack segments that several reviewers described as near-silent by comparison. A complete playthrough runs anywhere from two to four hours depending on deaths, and the game ends on a note promising a chapter three that has never materialized since the 2019 launch. I root for small studios taking swings at dark, metal-soaked action games. Down to Hell took that swing with genuine visual ambition and then shipped before the core systems were ready. The art deserves a better game around it. Kai, Scout Team

Down to Hell
ActionIndieRPG

Down to Hell

Aug 30, 2019Red Dev Studio S.A.Ultimate Games S.A.
GamerScout Says

A metal-drenched 2D slasher with genuinely striking hellscape art and a licensed heavy metal soundtrack that deserves better than the clunky, unfinished game wrapped around it.

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About Down to Hell

I wanted to love this one. The pitch is right in my wheelhouse: a brooding unnamed knight, hand-crafted 2D hellscapes dripping with gory metal cover art aesthetics, and a licensed soundtrack featuring actual bands like Decapitated and KORONAL kicking in at boss encounters. That combination of visual craft and curated music is exactly the kind of intentional atmosphere I defend when reviewers write off small studios too quickly. Down to Hell has those ingredients. The trouble is that almost everything else is broken, rushed, or simply absent. The structure is a side-scrolling hack-and-slash across two short chapters, each punctuated by at least three boss fights. You swing a sword with light and heavy attacks, chain basic combos, spend stamina on heavier strikes, and lean on magic abilities to fill gaps. Red portal encounters along the route drop you into horde rooms where surviving a wave earns a stat upgrade, functioning like a stripped-down version of Dark Souls bonfire shrines. On paper that loop has bones. In practice the combat never develops any weight or texture. The dodge clips you inside enemies, aerial attacks misfire because the jump input randomly sends the character sideways instead of upward, and the camera lurches in and out with every sword swing in a way that is genuinely disorienting during boss fights. The progression system exists, but reviewers noted it is so obscure that you can reach the midpoint before realizing it is there at all. The bosses are the one area where the art team's ambition shows through. Crimson and the encounters that follow look brutal and are clearly designed with the soundtrack in mind. But without build variety, a readable hit-box system, or any meaningful difference in approach between fights, they become stamina-drain endurance tests rather than design puzzles. Enemy variety across regular levels is threadbare, with the same handful of sprite types recycled through identical corridor segments. The English localization from Polish carries some genuinely unintentional comedy, and the story's angsty knight is so aggressively one-note that even the one NPC who shows up at save points has nothing useful to offer him. The backgrounds and the music remain the honest high points. The 2D hellscapes use deep reds and blacks in a palette that clearly drew from metal album artwork, and the atmosphere they create is denser than the budget would suggest. The heavy metal tracks land hard during boss rooms specifically. But those moments account for maybe a quarter of the runtime, and the between-boss stretches feature soundtrack segments that several reviewers described as near-silent by comparison. A complete playthrough runs anywhere from two to four hours depending on deaths, and the game ends on a note promising a chapter three that has never materialized since the 2019 launch. I root for small studios taking swings at dark, metal-soaked action games. Down to Hell took that swing with genuine visual ambition and then shipped before the core systems were ready. The art deserves a better game around it. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Heavy Metal SoundtrackBoss RushStamina CombatShort PlaythroughLicensed MusicDark AtmosphereHack-and-Slash

System Requirements

Minimum

OS
Windows 7+
Memory
2 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
NVIDIA GeForce 9600 GT/ AMD Radeon HD 6450
Processor
Intel i5
Sound Card
Windows Compatible Sound card

Recommended

OS
Windows 10
Memory
4 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
Nvidia Geforce GT520 / AMD Radeon HD 6670 or higher
Processor
Intel i5+
Sound Card
Windows Compatible Sound card

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Game Info

Developer
Red Dev Studio S.A.
Publisher
Ultimate Games S.A.
Release Date
Aug 30, 2019

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What platforms is Down to Hell available on?

Down to Hell is available on PC, Mac.

When was Down to Hell released?

Down to Hell was released on 30 August 2019.

Who developed Down to Hell?

Down to Hell was developed by Red Dev Studio S.A. and published by Ultimate Games S.A..