There were a few games last year that we didn't have time to review, so before 2025 gets too crazy we're playing review catch-up and rectifying some of these omissions. So if you're reading this and wondering if you've slipped through a wormhole back into 2024, don't worry, you've not become unfastened from time. We're just running late.
Halls of Torment's most obvious difference from its most obvious inspiration is that it expects you to click to attack. No sir, none of that Vampire Survivors laxity here. You'll make inputs to hit enemies and you'll like it. At least for the 10 seconds or so before you head into the settings menu and turn it off.
But there's a reason HoT starts like that: It's a mission statement. Yes, it's saying, you're one little guy against an army of hundreds, thousands, hundreds of thousands of other little guys, and yes, you're sucking up experience gems by the bucketload, but this isn't that other autobattler. This is something different, more deliberate, more considered, and altogether less slot-machiney than its razzle-dazzle forebear. This is Vampire Survivors with a heavy Diablo gloss. It's exactly as dangerous for your time and productivity as it sounds.
I'm not namedropping HoT's clearest influences to demean it. The game doesn't shy away from its inspirations—they're there on its sleeve for all to see, but it would be unfair and inaccurate to call Halls of Torment derivative. By some mad alchemy, it blends the compulsive loops and endless enemies of Vampire Survivors with the gear and build-crafting of Diablo and produces something wholly its own.
Despite the writhing masses of sprites, it's a little more thoughtful and conservative than other autobattlers I've played. Your hero has over 20 stats for you to take into account and consider as you massacre your way through dungeons. There's the usual stuff: health, defence, damage, but there's also stuff like piercing, force, and a critical hit system composed of multiple substats.
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