Compare High Hell prices across 50+ stores and find the best deal. Developed by Terri Vellmann. Published by Devolver Digital. Released on 10/23/2017. Available on PC, Mac. Genres: Action, Indie. Metacritic score: 79/100.

Twenty levels of door-kicking, laser-firing chaos that you can finish in an hour flat - and will absolutely want to run again faster.

My first thought loading up High Hell was that someone had finally made the fictional shooter you see playing on a TV screen in an action movie - all attitude, no filler, and completely sincere about it. Terri Vellmann, the one-person operation behind Heavy Bullets, swapped roguelike randomness for tight hand-crafted geometry this time, and the shift pays off. You play a luchadora tearing through Pitchcorp, a cartoonishly satanic corporate syndicate that runs drug labs, traffics brainwashed chimps, and answers to a literal devil called the Bo$$. The plot is window dressing, intentionally absurd, and the game winks at you about it constantly through its bizarre between-level interactive vignettes - little playable non-sequiturs that function more like music videos than cutscenes. The loop itself is genuinely elegant in its severity. One weapon, unlimited shots, no reloading, and a health bar that refills a sliver every time you put down an enemy. Kick the door, read the room in a fraction of a second, fire before they do. If you die - and you will, because two or three hits finishes you - you restart the level instantly with full knowledge of where every threat is waiting. That rhythm of failure and pattern recognition gives the whole thing a Hotline Miami quality in first-person, where the repetition stops feeling punishing and starts feeling hypnotic. The twenty levels include a boss encounter every fifth stage, and while a couple of those fights awkwardly pump the brakes on the pace, the regular levels are confidently designed with vertical spaces, air duct shortcuts, optional side-objectives like burning cash stacks, and hidden collectibles tucked into corners for players who actually look around. Doseone's electronic soundtrack is the game's secret weapon and I want to be clear about that. Every level gets its own track, and the music is tuned to exactly the pitch of controlled panic the moment-to-moment play demands. The blocky, high-contrast visual style - neon reds and greys against white corporate architecture - complements the sound rather than competing with it. It is a small, handmade thing and you can feel the craft in how the two elements lock together. The colour-bleed post-processing setting, cranked up, turns the whole picture into something that looks like a fever dream you would actually want to live inside. The fair complaint, and it is a real one, is duration. A first run lands somewhere between one and two hours depending on how cautious you play, and there are no alternate modes, no difficulty settings, no endless arena to fall back on once the credits roll. The replayability lives entirely in the Steam leaderboards and the personal drive to shave seconds, burn every stack of cash, and find each hidden pickup. If neither of those motivations appeals to you, the experience is very short for the asking price at full rate. The AI also has moments of genuine dullness - enemies occasionally just stand around waiting to be shot - and one or two bosses are momentum-killers with poorly telegraphed mechanics. These are real cracks, not dealbreakers, but worth knowing about before you commit. For the right player, though, this is a precise and confident little game that knows exactly what it wants to be and executes it without apology. Fans of Vellmann's earlier work, lovers of boomer-shooter purity, and anyone who thinks the best part of any action game is the ten seconds after you kick a door open - this one was made with you in mind. On sale, it is close to a no-argument recommendation. Kai, Scout Team

High Hell
ActionIndie

High Hell

Oct 23, 2017Terri VellmannDevolver Digital
GamerScout Says

Twenty levels of door-kicking, laser-firing chaos that you can finish in an hour flat - and will absolutely want to run again faster.

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About High Hell

My first thought loading up High Hell was that someone had finally made the fictional shooter you see playing on a TV screen in an action movie - all attitude, no filler, and completely sincere about it. Terri Vellmann, the one-person operation behind Heavy Bullets, swapped roguelike randomness for tight hand-crafted geometry this time, and the shift pays off. You play a luchadora tearing through Pitchcorp, a cartoonishly satanic corporate syndicate that runs drug labs, traffics brainwashed chimps, and answers to a literal devil called the Bo$$. The plot is window dressing, intentionally absurd, and the game winks at you about it constantly through its bizarre between-level interactive vignettes - little playable non-sequiturs that function more like music videos than cutscenes. The loop itself is genuinely elegant in its severity. One weapon, unlimited shots, no reloading, and a health bar that refills a sliver every time you put down an enemy. Kick the door, read the room in a fraction of a second, fire before they do. If you die - and you will, because two or three hits finishes you - you restart the level instantly with full knowledge of where every threat is waiting. That rhythm of failure and pattern recognition gives the whole thing a Hotline Miami quality in first-person, where the repetition stops feeling punishing and starts feeling hypnotic. The twenty levels include a boss encounter every fifth stage, and while a couple of those fights awkwardly pump the brakes on the pace, the regular levels are confidently designed with vertical spaces, air duct shortcuts, optional side-objectives like burning cash stacks, and hidden collectibles tucked into corners for players who actually look around. Doseone's electronic soundtrack is the game's secret weapon and I want to be clear about that. Every level gets its own track, and the music is tuned to exactly the pitch of controlled panic the moment-to-moment play demands. The blocky, high-contrast visual style - neon reds and greys against white corporate architecture - complements the sound rather than competing with it. It is a small, handmade thing and you can feel the craft in how the two elements lock together. The colour-bleed post-processing setting, cranked up, turns the whole picture into something that looks like a fever dream you would actually want to live inside. The fair complaint, and it is a real one, is duration. A first run lands somewhere between one and two hours depending on how cautious you play, and there are no alternate modes, no difficulty settings, no endless arena to fall back on once the credits roll. The replayability lives entirely in the Steam leaderboards and the personal drive to shave seconds, burn every stack of cash, and find each hidden pickup. If neither of those motivations appeals to you, the experience is very short for the asking price at full rate. The AI also has moments of genuine dullness - enemies occasionally just stand around waiting to be shot - and one or two bosses are momentum-killers with poorly telegraphed mechanics. These are real cracks, not dealbreakers, but worth knowing about before you commit. For the right player, though, this is a precise and confident little game that knows exactly what it wants to be and executes it without apology. Fans of Vellmann's earlier work, lovers of boomer-shooter purity, and anyone who thinks the best part of any action game is the ten seconds after you kick a door open - this one was made with you in mind. On sale, it is close to a no-argument recommendation. Kai, Scout Team

Tags

singleplayerachievementstier:aaaBoomer ShooterSpeedrun-FriendlyScore AttackLeaderboard DrivenOne-Gun DesignHypnotic LoopAnti-Corporate AbsurdismHandcrafted Levels

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 11 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7/8.1/10 x64
Memory
2 GB RAM
Storage
1 GB available space
Graphics
GeForce 7600 GS (512 MB) or equivalent
Processor
Intel Core 2 Duo E6320 (2*1866) or equivalent

Recommended

OS
Windows 7/8.1/10 x64
Memory
4 GB RAM
Storage
1 GB available space
Graphics
GeForce GTX 660 (2048 MB)
Processor
Intel Core i3-2100 (2 * 3100) or equivalent or AMD Phenom II X4 965 (4 * 3400) or equivalent

Community Discussion

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Reviews & Ratings

Metacritic
79

Game Info

Developer
Terri Vellmann
Publisher
Devolver Digital
Release Date
Oct 23, 2017

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Frequently asked questions about High Hell

Where can I buy High Hell cheapest?

Compare High Hell prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is High Hell available on?

High Hell is available on PC, Mac.

When was High Hell released?

High Hell was released on 23 October 2017.

Who developed High Hell?

High Hell was developed by Terri Vellmann and published by Devolver Digital.

Is High Hell worth buying?

High Hell holds a Metacritic score of 79/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.