Key art for Torment Hexus

Game review

Torment Hexus

8 / 10

Developer
TMA Games LLC
Publisher
TMA Games LLC
Released
19 August 2026
Platforms
Windows
Genre
Indie / Early Access
Monetisation
Paid, one-time purchase. NZ$15.75; no in-app purchases.
Players
Single-player only.

The short version

Torment Hexus fuses match-3 puzzling with turn-based tactical roguelike combat: matching tiles on a grid charges spells that you then cast against technofascist cyberpunk CEOs and their security forces while climbing a corporate tower toward a boss fight at the top. Released into Early Access on 19 August 2026 by TMA Games LLC at NZ$15.75, it drew a small but entirely positive early review base that consistently praises its deep combo-driven systems, confident dark comedic writing, and a distinctive scanline-heavy pixel presentation, with reviewers describing a genre mashup, part Puzzle Quest, part risk-reward roguelike deckbuilder, that lands its combination far more often than it stumbles.

Biggest strengths

  • Every review in the sample praises the depth of the game's interlocking systems once they click, with multiple reviewers specifically enjoying the tension of engineering a devastating combo, with one describing laughing "like a supervillain as the entire screen explodes" roughly half the time, and suffering the consequences of their own overreach the other half.
  • Reviewers consistently single out the writing and setting as a standout strength, describing sharp, unapologetic dark humour about late-stage capitalism, with specific praise for events like summoning "union ghosts," renaming a corporation something deliberately stupid as an act of petty revenge, and defenestrating cyberpunk CEOs.
  • Multiple reviewers favourably compare the core loop to Puzzle Quest's blend of match-3 mechanics with RPG-style risk and resource management, while praising a distinctive low-resolution, scanline-heavy pixel aesthetic and an "awesome" soundtrack that reviewers specifically call out alongside the gameplay itself.

Biggest weaknesses

  • Multiple reviewers independently note the game's opening runs are confusing, describing unexplained systems and screens that only become clear after a run or two, a real onboarding hurdle for a game whose appeal depends heavily on understanding how its systems interact.
  • The review base is still small, just 21 reviews at time of writing, all positive, an early and enthusiastic but limited signal for a release only weeks into Early Access.
  • Steam's own achievement data for the game currently tracks only three milestones, none of which show any recorded completions yet, offering essentially no independently verifiable player-behaviour data to cross-check how representative this small, unanimously positive sample is of a wider audience.

Who it's for: Roguelike and tactics fans who enjoy risk-reward, combo-building systems layered on top of match-3 mechanics, and who appreciate sharp, unapologetically satirical writing skewering late-stage capitalism and corporate power over a more straight-faced fantasy setting.

Our recommendation: A confidently distinctive match-3 tactical roguelike with real combo depth and genuinely funny writing, recommended to genre fans who don't mind an initially confusing ramp-up before its interacting systems click into place.

8 / 10

Match tiles, charge spells, kill CEOs

Torment Hexus opens with a premise that announces its politics as plainly as its genre mashup: technofascist cyberpunk CEOs must die, and you're the one climbing their tower to make it happen. Its core loop matches a familiar puzzle format to an unfamiliar purpose, matching tiles on a grid charges spells, which you then cast in turn-based tactical combat against corporate security forces, robots, and eventually the boss waiting at the top. Released into Early Access on 19 August 2026 by solo studio TMA Games LLC at NZ$15.75, its small early review base is unanimously enthusiastic about how well that specific combination of match-3 puzzling and roguelike tactics comes together.

A genre mashup that clicks once you push through the confusion

Reviewers are candid that Torment Hexus doesn't explain itself well at first. One reviewer describes the game as "initially confusing," noting it takes time before the various interacting systems click into place, while a separate detailed reviewer independently echoes that exact sentiment, warning "the first run or two will be confusing because there's unexplained systems and screens you need to figure out." Both reviewers, though, describe that early confusion resolving into real clarity and depth once the underlying systems make sense, with the second calling it "a real good roguelike, in the 'crafting a busted-ass combo' mold" once that understanding sets in, a specific mechanical throughline other reviewers separately confirm by favourably comparing the loop to Puzzle Quest's blend of match-3 mechanics with RPG-style risk and resource management, alongside its own turn-by-turn choice between spending resources immediately or banking them for a bigger payoff later.

The thrill of a combo, and the hubris of overreaching one

Once that understanding clicks, reviewers describe a genuinely tense push-your-luck rhythm at the heart of Torment Hexus's combat. One especially detailed reviewer reports that "more than half the time" a planned combo goes off exactly as intended, prompting them to "laugh like a supervillain as the entire screen explodes," while the other half of the time ends in disaster, quoting their own reaction as "Ohgodsno this was a terrible mistake! My hubris!" A separate reviewer independently reports a similarly memorable moment of overreach, describing their first death as being caused by summoning "giant flying sawblades that go back and forth and also do not differentiate between you or enemies," getting caught in their own trap with a wry shrug. That same risk-reward tension extends to build customisation more broadly, with reviewers noting players can choose their own spells to make a run "as hard or as streamlined as you wish," giving the combo system real player-driven difficulty control on top of its inherent randomness.

Writing that commits fully to its anti-corporate satire

Beyond its mechanics, Torment Hexus's tone and writing draw some of the sample's most specific and enthusiastic praise. One reviewer describes summoning "union ghosts and basilisk graffiti" and specifically highlights the petty joy of renaming a defeated corporation something "remarkably stupid" as a small act of revenge baked directly into the systems, closing their review by promising it delivers "revenge for all dogs everywhere." A separate reviewer independently praises the game's "engaging world," describing it as "steeped in dark humor about late-stage capitalism" throughout, while another draws a specific stylistic comparison to the tongue-in-cheek satire of genre archetypes found in a well-regarded indie character biography, underlining just how confidently and consistently the writing commits to its premise rather than treating "kill the CEOs" as a surface-level hook without real follow-through.

A distinctive look and sound to match

Reviewers are similarly consistent in praising Torment Hexus's presentation. One reviewer specifically calls out its "low-res flickery pixel aesthetic" paired with "awesome music," while a separate reviewer independently praises "sharp writing, great spritework, and a healthy dose of scanlines" as sitting alongside genuinely solid roguelike mechanics. That aesthetic consistency, dark, scanline-heavy pixel art matched to a cyberpunk corporate-dystopia setting, reads across the sample as a deliberate, well-executed whole rather than a generic art style layered on top of the mechanics as an afterthought.

An unproven sample, and achievement data too sparse to help

It's worth being direct about how early this reception still is: 21 reviews at the time of writing, every one of them positive, a genuinely striking but still small and early signal for a release only a few weeks into Early Access. Steam's own achievement-tracking for the game currently lists just three milestones, clearing an in-game warehouse area, a first win, and a first death, and all three currently show zero recorded completions among tracked players, a dataset too sparse at this stage to meaningfully corroborate or complicate anything the review sample describes about the game's difficulty or combo systems.

Final verdict

Torment Hexus arrives into Early Access with a genuinely distinctive pitch, match-3 mechanics reworked into tactical roguelike combat, and backs it up with a small but completely unanimous early review base praising real combo-driven depth, confidently committed anti-corporate satire, and a striking scanline pixel presentation with a soundtrack reviewers specifically call out. Its early confusion and thin review sample are worth keeping in mind, but for a niche genre mashup this distinctive, landing its combination as consistently as this small early audience describes is a genuinely promising sign. At NZ$15.75, this is a confident recommendation for roguelike and tactics fans specifically drawn to combo-building systems and sharp, unapologetic writing, with the fair expectation of a rough first run or two before its systems fully click into place.

Pros and cons

Pros

  • Every review in the sample praises the depth of the game's interlocking systems once they click, with multiple reviewers specifically enjoying the tension of engineering a devastating combo, with one describing laughing "like a supervillain as the entire screen explodes" roughly half the time, and suffering the consequences of their own overreach the other half.
  • Reviewers consistently single out the writing and setting as a standout strength, describing sharp, unapologetic dark humour about late-stage capitalism, with specific praise for events like summoning "union ghosts," renaming a corporation something deliberately stupid as an act of petty revenge, and defenestrating cyberpunk CEOs.
  • Multiple reviewers favourably compare the core loop to Puzzle Quest's blend of match-3 mechanics with RPG-style risk and resource management, while praising a distinctive low-resolution, scanline-heavy pixel aesthetic and an "awesome" soundtrack that reviewers specifically call out alongside the gameplay itself.
  • At NZ$15.75, several reviewers explicitly frame the game as worth its asking price even in its current Early Access state, with one calling it "already quite fun and worth your five bucks" in reference to an earlier promotional price point, while looking forward to how its systems develop further.

Cons

  • Multiple reviewers independently note the game's opening runs are confusing, describing unexplained systems and screens that only become clear after a run or two, a real onboarding hurdle for a game whose appeal depends heavily on understanding how its systems interact.
  • The review base is still small, just 21 reviews at time of writing, all positive, an early and enthusiastic but limited signal for a release only weeks into Early Access.
  • Steam's own achievement data for the game currently tracks only three milestones, none of which show any recorded completions yet, offering essentially no independently verifiable player-behaviour data to cross-check how representative this small, unanimously positive sample is of a wider audience.
  • As an Early Access release built around a niche genre mashup, its appeal is inherently narrower than a more conventional roguelike or tactics game, and its heavy reliance on interacting systems and combo-building won't suit players looking for a more straightforward, low-complexity puzzle experience.

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 8.5 / 10
  • Value 8 / 10
  • Originality 8 / 10
  • Story 7.5 / 10