Quick take
Halls of Torment is a survivorlike with Diablo bones and a quest board that does real design work. The quests are not side chores. They teach the game, push experimentation, and give runs a purpose.
What works
The achievement structure is the standout. It asks you to lean into fragile classes, odd abilities, weapon evolutions, map conditions, and trait paths you might otherwise ignore. That pressure keeps the game from collapsing into one safe build too early.
Class identity helps a lot too. Archer, Cleric, Warlock, Norseman, and the rest all nudge you toward different priorities, while class marks let one character borrow another's strengths. Items, abilities, traits, potions, blessings, artifacts, and modifiers give the buildcraft real layers.
Where it slips
Late progression eventually starts to feel like accounting. The same quest board that gives the game structure eventually asks for very specific clears and starts resembling homework. Balance is uneven, and stacked effects can bury danger when the screen gets busy.
Who it's for
Play it if you want an auto-shooter with structured goals and real buildcraft. Use the quest board as a push toward odd ideas instead of a list you have to clear in order, and expect some classes to feel better tuned than others. If unlock boards already feel like homework, the endgame leans too hard on that itch.
