Key art for Thousand Hells: The Underworld Heists

Game review

Thousand Hells: The Underworld Heists

6.5 / 10

Developer
A Sharp
Publisher
Kitfox Games
Released
8 September 2026
Platforms
Windows, macOS
Genre
RPG, Simulation, Strategy
Monetisation
Paid up front, no in-game purchases
Players
Single-player

The short version

Thousand Hells: The Underworld Heists is a tactical narrative gamebook from developer A Sharp, the studio behind King of Dragon Pass and Six Ages, sending a randomly-assembled crew of four heisters on short, choice-driven jobs into hell for a mysterious client called the Ambassador. It released on Steam on 8 September 2026 at NZ$34.64, and its launch review sample is substantial and clearly positive for a week-old release — 56 reviews, 46 of them favourable, landing at Very Positive on Steam's own scale.

Reviewers converge tightly on the game's writing, art and TTRPG-flavoured "fail forward" feel as its core strength, repeatedly comparing it favourably to A Sharp's earlier games and to titles like Wildermyth. That praise sits alongside a real and specific pushback, much of it from longtime fans of the studio's earlier work: multiple reviewers argue the game leans too heavily on randomness across its story, characters, traits and dice rolls, several report the trait-based resolution system is vaguely worded and gives little feedback on why a check succeeded or failed, and a handful describe the result as a "glorified choose-your-own-adventure novel" that falls short of its "tactical narrative RPG" billing.

Biggest strengths

  • Reviewers repeatedly single out the writing and art as the game's strongest asset, describing individual scenes as captivating and calling the hells beautiful and terrifying in equal measure
  • Multiple reviewers specifically credit the game with capturing a genuine tabletop RPG feel, including fail-forward mechanics, flashback-based problem solving, and party banter between runs
  • Runs are short, roughly an hour each, and reviewers repeatedly cite that brevity alongside real replay value as reasons they kept returning for another heist rather than feeling fatigued

Biggest weaknesses

  • Multiple reviewers, including longtime fans of the developer's earlier games, argue the game leans too heavily on randomness across its story, protagonist, party traits and dice rolls, with one giving up entirely after losing three quests in a row to what they call bad luck rather than bad decisions
  • Several reviewers report the trait-based skill-check system is vaguely worded and offers little feedback on whether a given trait actually helped, making it hard to learn from failure
  • A detailed critical review argues the game lacks meaningful trade-offs, calling it structurally a "glorified choose-your-own-adventure novel" rather than the tactical narrative RPG it's billed as

Who it's for: Fans of narrative gamebooks and A Sharp's earlier work (King of Dragon Pass, Six Ages) who enjoy short, replayable, choice-driven sessions and can tolerate heavy randomness and a resolution system that doesn't always explain its own logic.

Our recommendation: A cautious recommendation for narrative-game and gamebook fans drawn to its writing, art and TTRPG feel, backed by a strong launch sample, with the honest caveat that several longtime fans of the developer's earlier games found the randomness and vague trait system worked against rather than for the strategic depth they were hoping for.

6.5 / 10

Introduction

Thousand Hells: The Underworld Heists, developed by A Sharp and published by Kitfox Games, released on Steam on 8 September 2026 at NZ$34.64. It's a tactical narrative gamebook from the designers of King of Dragon Pass and Six Ages, sending a randomly-generated crew of four heisters into one of several hells on a job for a mysterious client called the Ambassador. Each run assembles a fresh protagonist and party with their own traits, then plays out through a series of narrative encounters where players choose an approach and draw on their crew's traits to resolve tense, often deadly skill checks. The game ships on Windows and macOS with partial controller support. As a launch from an established, well-regarded studio, it debuted with a substantial and clearly positive review base: 56 total reviews at the time of writing, 46 of them favourable, landing the game at Very Positive on Steam's own scale.

What's working: writing, art and a genuine tabletop feel

What comes through most clearly across Thousand Hells' review sample is how consistently reviewers credit its writing and art with real staying power. One reviewer sums up their first run plainly: "Thousand Hells: The Underworld Heists has potential to be a strong candidate for a narrative game of the year for me. The challenges that you encounter during the journeys are tense and exciting." A separate reviewer with over 15 hours logged describes the sample's overall texture: "The creativity on display in both the writing and art of the hells is terrific. Individual scenes are captivating and, when strung together into a whole story, the impressions they made lingered in my thoughts well after I'd closed the game." Another reviewer puts it more bluntly: "This game is absolutely dripping with character & charm," describing a mission to smuggle a mass murderer into a demon prison as an example of the game's writing at its best.

Reviewers repeatedly single out how convincingly the game captures a genuine tabletop RPG feel. One writes that it "really nails the TTRPG feel: fail forward mechanics but still has penalties, able to use skills even with flimsy logic, and party banter," while another specifically praises the way "flashbacks" are used as a mechanic, "straight from our own gaming table," for justifying an in-the-moment save. More than one reviewer draws a positive comparison to Wildermyth and to the developer's own earlier catalogue, with one calling it "the events from Wildermyth crossed with the hero quests from King of Dragon Pass turned into a whole game." Reviewers also credit the game's brevity and replay structure directly, noting each heist runs about an hour and that the lack of a punishing meta-progression system, beyond unlocking which heist and hell to attempt next, keeps sessions easy to jump back into. Several reviewers embrace the randomness itself as a feature rather than a flaw, describing a genuine risk-reward tension in deciding when to press their luck.

The honest problems: heavy randomness, a vague trait system, and thin depth for some

Set against that praise, Thousand Hells' review sample carries a specific and recurring pushback, much of it from reviewers who came in as fans of A Sharp's earlier work. The most consistent complaint is that the game leans too heavily on randomness across nearly every layer. One reviewer, self-described as a huge fan of King of Dragon Pass and Six Ages, writes plainly: "the game is just way too random, with everything. You get a random story, with a random protagonist. You also get random party members with random traits... After losing three quests in a row, from constant bad rolls and not being sure what the random traits help with, I've given up." A separate detailed reviewer lays out the mechanical version of the same complaint: "the traits are vaguely worded, and there's no feedback as to what effect they had even after you use them. In order to pass a skill check you have to: be lucky enough to draw a relevant trait tile, figure out if the game thinks the very vaguely-worded trait is relevant to the challenge, [and] succeed at the die roll."

A second cluster of complaints questions whether the game delivers on its own billing. One detailed reviewer argues, "it's missing the core mechanic that any game needs to generate stories: trade-offs that feel meaningful," adding that it "feels eerily like a knock-off, as if someone new to game design was trying to make a mobile version of A Sharp's most beloved titles without understanding what made them successful." Another reviewer frames the same concern around narrative coherence rather than mechanics, writing that their objection "is not the lack of agency in the outcome, it's the lack of agency in creating something that makes sense" from the random choices on offer. A separate reviewer reports a cluster of technical friction at launch: "Framerate is oddly choppy during screens like game setup where it has no right to be, clicking to scroll text gets tedious fast... and for some reason there's a metaprogression system to unlock content bound to playing scenarios randomly," despite the game's marketing suggesting a lighter, more self-contained structure. More than one longtime fan of the developer's earlier games reports the experience feels repetitive and shallow after a handful of runs, with one writing plainly, "Go play King of Dragon Pass instead if you haven't," and a separate reviewer concluding it plays like "procedurally generated slop" rather than the strategic depth they expected.

Verdict

Thousand Hells: The Underworld Heists backs up a strong, clearly positive launch with real creative substance: reviewers repeatedly credit its writing, art and tabletop-flavoured structure with a level of charm and craft that lingers well after a session ends, and its short, replayable heists draw consistent, independent praise. Its honest problems are just as specific and worth weighing seriously, especially for fans of the developer's earlier work: a randomness-first design that a meaningful share of reviewers, including devoted King of Dragon Pass and Six Ages fans, found frustrating rather than tense, a trait and skill-check system that several detailed reviews report gives too little feedback to learn from, and a recurring argument that the game's narrative choices don't always cohere into a satisfying whole. None of that undoes what a clearly positive reception is responding to in the writing and atmosphere, but the randomness and depth concerns are worth going in aware of. This is a cautious recommendation for narrative gamebook fans specifically drawn to short, atmospheric, choice-driven sessions.

Wanderer callout

A reviewer who loved the developer's earlier games enough to buy this one on day one, only to write a detailed, specific account of exactly which mechanic broke the experience for them rather than a vague complaint, is exactly the kind of grounded, comparative evidence Wanderer treats as more valuable than a first impression: it shows precisely where a beloved studio's new direction didn't land for a returning fan.

Pros and cons

Pros

  • Reviewers repeatedly single out the writing and art as the game's strongest asset, describing individual scenes as captivating and calling the hells beautiful and terrifying in equal measure
  • Multiple reviewers specifically credit the game with capturing a genuine tabletop RPG feel, including fail-forward mechanics, flashback-based problem solving, and party banter between runs
  • Runs are short, roughly an hour each, and reviewers repeatedly cite that brevity alongside real replay value as reasons they kept returning for another heist rather than feeling fatigued
  • More than one reviewer draws a specific, positive comparison to Wildermyth and to A Sharp's own earlier titles, describing the game as a fresh evolution of that lineage rather than a retread
  • Reviewers praise the lack of a punishing meta-progression grind, noting the main unlock is simply the choice of which heist and hell to attempt next, keeping sessions low-pressure to jump into
  • The randomness itself draws praise from a meaningful share of reviewers, who describe a genuine risk-reward tension in choosing when to press their luck versus play it safe

Cons

  • Multiple reviewers, including longtime fans of the developer's earlier games, argue the game leans too heavily on randomness across its story, protagonist, party traits and dice rolls, with one giving up entirely after losing three quests in a row to what they call bad luck rather than bad decisions
  • Several reviewers report the trait-based skill-check system is vaguely worded and offers little feedback on whether a given trait actually helped, making it hard to learn from failure
  • A detailed critical review argues the game lacks meaningful trade-offs, calling it structurally a "glorified choose-your-own-adventure novel" rather than the tactical narrative RPG it's billed as
  • One reviewer reports technical friction at launch, including a choppy framerate on menu screens, tedious line-by-line text scrolling, and a metaprogression system whose purpose isn't clearly explained despite the game's otherwise low-pressure structure
  • A separate detailed reviewer reports individual heists can feel narratively incoherent, arguing the lack of agency lies less in outcomes than in the sense that random choices don't add up to a story that makes sense
  • More than one longtime fan of the developer's earlier catalogue reports the game feels repetitive and shallow after a handful of runs, with one specifically recommending newcomers play King of Dragon Pass instead

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Progression 5.5 / 10
  • Performance 6.5 / 10
  • Originality 7.5 / 10
  • Interface 5.5 / 10