Game review
Hellbridge
7 / 10
- Developer
- Dex Games Studio
- Publisher
- Dex Games Studio
- Released
- 13 August 2026
- Platforms
- Windows
- Genre
- Action
- Monetisation
- Paid, one-time purchase. NZ$14.75; no in-app purchases.
- Players
- Single-player only.
The short version
Hellbridge casts players as an old mage defending the last bridge to the living world, directing a controllable spirit companion through escalating waves of demons in a roguelite that blends bullet-heaven-style crowd combat with tower-defense ideas. Released on 13 August 2026 by Dex Games Studio at NZ$14.75, it drew a Mostly Positive reception praising its spell variety, atmosphere and reactive final battles, tempered by a genuinely small early content pool that at least one reviewer exhausted almost entirely on their first successful run.
Biggest strengths
- The sample's most detailed reviewer specifically praises the game's spell variety, singling out Lightning Strike, Hammer of Light and Void Shield as genuinely fun abilities, and separately calling the game's dynamic difficulty "a surprisingly strong feature for what initially looks like a fairly straightforward roguelite."
- Multiple reviewers independently praise the game's soundtrack, with one writing the music "really stuck with me" and specifically praising the start menu's presentation, and another separately calling the game's dark, night-time colour palette a highlight.
- The same detailed reviewer highlights the game's escalating internal reactivity, reporting that "your actions during a run can affect how the final battle unfolds, with different difficulty and a different dramatic setup depending on how you approach the game."
Biggest weaknesses
- The sample's one detailed negative review reports beating the game's final boss on their first successful run, unlocking "12/20 achievements already," and concludes the game is "far too small" with "not a lot of variety in zones, enemies, spells, or even general feel," ultimately not worth the price paid.
- The sample's most detailed positive reviewer echoes a related concern from the opposite direction, noting that some abilities like Ice Shards and Magnetism "felt rather basic," and warning that drawing several weaker abilities early in a run risks obscuring what makes the combat interesting.
- That same reviewer specifically flags the complete absence of voice acting as "a noticeable limitation for a game that puts some emphasis on its characters," alongside minor technical quirks like inconsistent PlayStation controller prompts and a 60 FPS cap.
Who it's for: Roguelite and bullet-heaven fans who enjoy a tower-defense twist on the genre and value strong atmosphere and spell-build variety over sheer volume of content, comfortable with a still-compact release rather than a sprawling one.
Our recommendation: A carefully built, atmospheric roguelite with a distinctive spirit-companion hook and genuinely reactive final battles, recommended to genre fans at its asking price, tempered by acknowledgment that its current content pool is on the small side.
7 / 10
One bridge, one spirit, an endless siege from Hell
Hellbridge puts players in the robes of an old mage tasked with a single, escalating job: defend the last bridge connecting the living world to the depths below from a relentless siege of demons. Rather than fighting directly, the mage commands and upgrades a small spirit companion, the game's one real "tower" in what otherwise plays like a bullet-heaven-style crowd-combat roguelite. Released on 13 August 2026 by Dex Games Studio at NZ$14.75, it drew a Mostly Positive reception from a small but detailed early review base.
An unusual hybrid that earns its own identity
The sample's most detailed reviewer opens by framing exactly what makes Hellbridge distinctive, writing that "at first glance, it almost looks like it's going to be a tower defense game," before settling into what is fundamentally a roguelite built around directing a controllable spirit companion through waves of enemies. That reviewer concludes plainly that the game "doesn't reinvent the roguelite genre, but it puts its own spin on the formula," specifically pointing to its tower-defense-adjacent framing as a genuinely fresh angle on familiar bullet-heaven mechanics.
Spells reviewers found genuinely satisfying
Combat itself draws consistent, specific praise. The same detailed reviewer singles out abilities like Lightning Strike, Hammer of Light and Void Shield as highlights, along with Chain of Light, an ability that "can follow the mouse cursor and hit enemies according to their formation." A separate, shorter review independently backs this up, praising "a huge variety of spells" and specifically enjoying the game's spell customisation options, while another reviewer calls out the Void Sword as their favourite skill after trying the game without playing its earlier demo first.
Atmosphere, music and a menu reviewers didn't expect to praise
Presentation draws similarly specific compliments. One reviewer highlights the soundtrack directly, writing it "really stuck with me," and separately singles out the game's start menu as "simply superb." Another reviewer praises the game's "dark night-time color palette," while the sample's most detailed account credits the sound design more broadly, noting that music and effects "create a pretty nice atmosphere" together, with combat audio and music shifting appropriately as the stakes rise in Hell itself.
A visual style that stands apart from the crowd
That same detailed reviewer specifically credits the game's art direction for avoiding an overused indie trend, writing appreciation for a game that isn't built on "the pixel art that has become so common in the indie scene lately." Instead, Hellbridge uses sprite-based visuals with "fairly rich and saturated colors" rendered in an isometric style designed to suggest depth without attempting full 3D lighting, a choice the reviewer calls well-suited to the game's scale and ambitions even while occasionally wishing for more contrast in its darker areas.
Runs that shape their own ending
Beyond the moment-to-moment spell-slinging, the sample's most detailed reviewer highlights a structural feature they found genuinely surprising: how a given run is played measurably changes "how the final battle unfolds, with different difficulty and a different dramatic setup depending on how you approach the game." That reviewer calls it "a surprisingly strong feature for what initially looks like a fairly straightforward roguelite," a specific piece of praise for a genre where the climactic encounter often plays out identically regardless of the path taken to reach it.
A content pool some reviewers find too small
Set against that praise, the sample's most detailed critical account pushes back hard on scale. That reviewer reports beating the game's final boss on their very first successful run, unlocking "12/20 achievements already" in the process, and concludes plainly that the game is "far too small," citing "not a lot of variety in zones, enemies, spells, or even general feel," ultimately deciding the experience wasn't worth what they paid. The sample's own top-praising reviewer offers a milder version of the same concern from the ability side, warning that weaker skills like Ice Shards and Magnetism can make an early run feel underwhelming if a player happens to draw several of them in a row.
Rough edges beyond the content ceiling
The detailed reviewer's account also flags a specific presentation gap: the complete absence of voice acting, calling it "a noticeable limitation for a game that puts some emphasis on its characters" given how much dialogue passes between them during runs. That same account separately notes minor technical quirks, including PlayStation controller button prompts displaying incorrectly as Xbox-style icons, a 60 FPS cap worth flagging for high-refresh-rate players, and occasional pathing oddities among enemy groups, none severe enough to affect the overall recommendation but worth knowing about going in.
What the achievement data says about the wider playerbase
Global achievement data offers a useful cross-check on how the broader playerbase is engaging with the game beyond this small review sample. The top-ranked achievement sits at a strong 90.6%, but the picture narrows quickly after that, with most tracked achievements sitting in the teens and twenties. Steam's own achievement names for this title are entirely generic internal labels rather than story or milestone-specific names, so while the overall drop-off shape is informative, it can't be used to corroborate any of the specific content or progression points reviewers raise directly.
Final verdict
Hellbridge backs up a distinctive tower-defense-flavoured spin on the bullet-heaven roguelite formula with real, specific praise for its spell variety, atmosphere and reactive final battles, earning a Mostly Positive reception from a small, detailed early review base. Its most consistent criticism is equally specific: a content pool small enough that at least one player exhausted most of it on their first successful run, alongside a lack of voice acting and some ability-balance concerns in the early game. At NZ$14.75, this is a measured recommendation for roguelite and bullet-heaven fans drawn to its distinctive premise, best approached with realistic expectations about the current size of the package.
Pros and cons
Pros
- The sample's most detailed reviewer specifically praises the game's spell variety, singling out Lightning Strike, Hammer of Light and Void Shield as genuinely fun abilities, and separately calling the game's dynamic difficulty "a surprisingly strong feature for what initially looks like a fairly straightforward roguelite."
- Multiple reviewers independently praise the game's soundtrack, with one writing the music "really stuck with me" and specifically praising the start menu's presentation, and another separately calling the game's dark, night-time colour palette a highlight.
- The same detailed reviewer highlights the game's escalating internal reactivity, reporting that "your actions during a run can affect how the final battle unfolds, with different difficulty and a different dramatic setup depending on how you approach the game."
- That reviewer specifically credits the game's distinct visual approach for standing out from "the pixel art that has become so common in the indie scene lately," describing its sprite-based, isometric-styled presentation as "easy on the eyes."
Cons
- The sample's one detailed negative review reports beating the game's final boss on their first successful run, unlocking "12/20 achievements already," and concludes the game is "far too small" with "not a lot of variety in zones, enemies, spells, or even general feel," ultimately not worth the price paid.
- The sample's most detailed positive reviewer echoes a related concern from the opposite direction, noting that some abilities like Ice Shards and Magnetism "felt rather basic," and warning that drawing several weaker abilities early in a run risks obscuring what makes the combat interesting.
- That same reviewer specifically flags the complete absence of voice acting as "a noticeable limitation for a game that puts some emphasis on its characters," alongside minor technical quirks like inconsistent PlayStation controller prompts and a 60 FPS cap.
- Global achievement data shows a steep drop-off past the game's earliest goals, with the top achievement at 90.6% but most others falling into the teens and twenties, and Steam's own tracked achievement names are entirely generic internal labels, unusable for corroborating any specific in-game milestones.