Halls of Torment cover

Halls of Torment

A Diablo-flavored survivorlike where quests, class marks, items, and modifiers make experimentation the main loop.

platform:
PC
published:
May 11, 2026

Review brief

Recommendation: Great

Completion

Completion tiers

GoalTimeDifficultyStatus
Lords Cleared~22 hoursHardComplete
Advanced Mastery~46 hoursPunishingIn Progress
genres
roguelite / auto-shooter / action
release
2024

Highlights & caveats

Review highlights and caveats

  • Standout

    Quest board gives purpose

    Objectives push odd classes, abilities, and map conditions instead of just rewarding repetition.

    Quest Design
  • Standout

    Buildcraft has real layers

    Traits, abilities, items, potions, blessings, and artifacts stack into meaningful plans.

    Buildcraft
  • Strong

    Classes steer you differently

    Each character has a clear angle before marks start letting strengths cross over.

    Class Identity
  • Strong

    Itemization keeps rerouting builds

    Drops and upgrades often change what your run should prioritize next.

    Itemization
  • Strong

    Bosses punctuate runs well

    Major fights give the escalating chaos clean milestones to push toward.

    Boss Design
  • Strong

    Presentation nails the throwback

    The Diablo-like look helps the game stand apart in a crowded subgenre.

    Presentation
  • Mixed

    Late screens get busy

    Dense effects can make important threats harder to read in the middle of a strong build.

    Clarity
  • Caveat

    Completion turns into bookkeeping

    Very specific late goals make the brilliant quest board feel like accounting.

    Endgame Grind

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.