Hell Is Us on PS5 is a bold, waypoint-free action-adventure that rewards curiosity and note-taking, even if combat repetition and UI friction hold it back.

| Developer | Rogue Factor |
| Publisher | Nacon |
| Release Date | 04 September 2025 |
| Platforms | PS5, Xbox Series X|S, PC |
| Price | £49.99/$59.99 |
| Rating | PEGI 16 (Horror, Language, Violence) | ESRB M (Blood, Drug Reference, Strong Language, Suggestive Themes, Violence) |
| Genre | Third-person action-adventure |
| Length | 25-30 hours (main story) and about 40 hours (story + side content) |
| Install Size | 20.9GB |
The mapless, waypoint-free exploration is the main draw. Instead of constant objective markers, you rely on directions, descriptions, and your own notes. The in-game data pad helps, but the experience is at its best when you treat it like a detective board, connecting fragments until the route forward becomes obvious. It is a brave design in an era that often fears player frustration, and it creates moments of genuine satisfaction.
Combat is more divisive. It is melee-focused, with stamina management, dodges, blocks, and parries forming the foundation. In one-on-one fights it can feel deliberate and crunchy, with a nice sense of weight behind strikes. The drone adds a useful layer, functioning as a tactical tool rather than a second gun. There are also systems tied to enemy behaviour and resistances that encourage you to think a little, not just mash.
Where it struggles is repetition and crowd control. Enemy variety can feel thin over a long campaign, and some encounters turn messy when multiple threats stack together. The fundamentals are solid, but the game does not always do enough with them to keep combat as interesting as the investigation side. The result is that you may find yourself pushing through fights to get back to the next clue, which is not ideal for an action-adventure that positions combat as a core pillar.
The strongest narrative element is the setting itself: the sense that war has carved deep scars into people and institutions, and that the supernatural horror is tangled up with human violence rather than replacing it. Notes, conversations, and environmental storytelling carry a lot of the weight, which pairs nicely with the “no hand-holding” structure.
Character work is more uneven. Side characters can be memorable in brief bursts, often because they are shaped by survival rather than spectacle. Rémi himself is harder to love. He is functional as a player anchor, but he can feel emotionally distant, and that distance sometimes blunts the personal stakes that should drive the journey. The bigger ideas are compelling, but the human centre does not always land with the punch it seems to be aiming for.
Not in the “giant seamless sandbox” sense. It is better described as semi-open, with sizeable areas you can explore, revisit, and gradually understand, connected by progression gates and story beats. The key difference is navigation. You are expected to use directions, landmarks, and clues rather than relying on a traditional map with icons. If you enjoy learning spaces by memory, it fits beautifully.
It borrows familiar ideas, especially stamina-based melee combat, dodges, blocks, and the general tone. However, it is not built around the same death-loop structure that defines many Soulslikes, and the bigger focus is investigation and puzzle-led exploration. Think “Souls-flavoured action” supporting a mystery adventure rather than a pure genre entry.
It avoids the usual map-and-waypoint approach. Instead, you piece together where to go from dialogue, notes, and environmental cues, with your data pad acting as a clue organiser rather than a satnav. That is the whole appeal, but it also means you will occasionally feel uncertain, especially if you step away for a few days mid-quest. Keeping brief notes helps a lot.
Expect around 25-30 hours for the main story, and roughly 40 hours if you also pursue side content and optional mysteries. The pacing is shaped by how quickly you solve puzzles and how thorough you are with exploration. Players who love poking into every corner will naturally trend longer, while confident solvers can move faster.
In general it is stable, with fast load times and solid presentation that suits its moody tone. The bigger practical issue tends to be usability. The game leans heavily on reading clues and managing notes, and small text or clunky menus can be more irritating than any minor performance wobble. If you play far from your screen, readability is worth considering.
Hell Is Us on PS5 is a confident, sometimes confrontational action-adventure built around one brilliant idea: you navigate and progress through observation, deduction, and your own notes, not a minimap. Hadea’s war-ravaged setting is bleak and memorable, and the dungeon spaces in particular deliver striking atmosphere and satisfying, clue-led puzzles. Combat is sturdy and weighty, but it can feel repetitive over time, especially in multi-enemy encounters, and the interface is occasionally clunky for a game that asks you to read constantly. If you enjoy mapless exploration, waypoint-free progression, and feeling clever, it is a compelling 25-40 hour journey.