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Hellmart

Hellmart

Supermarket simulator meets horror. You’re a clerk at a 24-hour convenience store in the far North. During the day — serve customers and hit your sales goals. At night — beware of strange clients. Hide, escape, defend yourself.

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Release date: January 28, 2026

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Steam Reviews

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  • Not recommended Posted January 28, 2026 on Steam [h1]Zoochosis 2.0[/h1] Interacting with this game's media and product itself caused a massive instance of deja vu. It brought back memories. Memories of being scammed by fancy trailers and shiny screenshots. And it reminded me of someone. Experts already made a connection to another game called [url=https://store.steampowered.com/app/2458560/Zoochosis] Zoochosis[/url]. It was fairly criticized for being nothing like promotional material presented to the public. Oh, and also being kinda bad. Crashing, performance issues, shallow gameplay mechanics, pitiful length, focus on grindy replayability, boring bosses etc. Future updates didn't really improve anything in a way it would matter, which is a pity. I've got the same feeling upon beating Hellmart. Half of the game turns out to be a tutorial that teaches you how to do things without actually letting you off the leash to experience expected randomness and insanity of this odd place. A free demo is literally that half. It feels unfinished and more like a proof of concept than an actual completed game. It's scripted af and there is no reason to replay it beyond getting all the achievements. It's a pretty lazy mishmash of supermarket sim, anomaly spotter and some average hide'n seek monster walking sim, latter is optional if you get lucky or play "properly". It ends with an abrupt "The End" screen. An entire credits section is just missing from the game, which I found suspicious. Googling employee names of GAZE IN GAMES gives you nothing. However if you start digging you'll find some interesting info. For starters, company name is GAZE IN GAMES. Company's founder is Oleg Gaze, at least [url=https://x.com/gazeol/status/1941976994888966506] according to this tweet [/url]. Checking that name out on [url=https://www.imdb.com/title/tt33811887/fullcredits/] IMDb [/url] reveals that Mr.Gaze was actually an executive producer of Zoochosis. Overall elusive nature of Hellmart creators except for one important key figure along striking similarities in both fake presentation and core idea of "taking a shady job at maintaining a location where something horrible is happening" leads me to believe that Clapperheads - developers of Zoochosis decided to form a new company in order to avoid heat for their previous [strike]scam[/strike] product. I personally don't believe it was made by the new staff, as was stated by Oleg. The fact that Hellmart follows almost the same exact path as Zoochosis could just be a management issue, but again, didn't you learn from your mistakes? Or this is a new tactic of overhyping a game by releasing eye-catching pre-rendered footage with some AI in it. Then getting some free advertisement by a bunch of content creators buying into this new hip cool looking indie game. Then have playtesters leaving positive reviews and thanking you for allowing partnership resulting in boosted review score. And then finish up with making a game just long enough so people can't refund it and call it a day. No matter how you put it, it's bad. I'm not claiming it to be THE ultimate truth, but rather a very curious observation that you should pay close attention to before purchase. I adore the concept and hope devs will continue updating and improving the game, but for now it's just super mid. I unironically expected a twist where multiple playthroughs lead to different encounters, anomalies or situations, but during my very first playthrough I got the achievement "Meet all of Hellmart's unique customers" which basically was an exclamation mark to everything that had led to this point. It's fine if you are a ha-ha funny streamer or a YTber, but for normal people, stay away. EDIT №1: Upon embarking on another journey in the store to collect remaining achievements I put this quote - [b]"designed for multiple playthroughs and different endings" [/b] by the devs to the test. I encountered 0% new content except for the bad ending by being terrible at my job. Being rude to customers doesn't affect anything. One of the NPCs said that he "taught previous worker a lesson for being bad" but nothing actually happens to you. The ominous text saying "this action will have consequences" is a ruse and affect only your ending. Obviously I didn't have any expectations, but it would be fair to assume that the worse you are doing, the more you are punished for misdeeds. And the funniest thing, if you just straight up play the game badly you are getting a cooler ending imho. Bad ending and its consequences are genuinely a treat. Nothing groundbreaking or jaw dropping ofc, rather just fitting. EDIT №2: Despite the criticism I gotta give devs credit when credit is due. They completely removed pre-rendered promotional material from the store page, trailers included, that's how it was supposed to be in the first place. Now lets see some juicy content update. EDIT №3: Wow. It's been two months since release and we got absolutely nothing content-wise. Just a bunch of promises. But no worries, developers are really eager to get more money from their "fanbase" by releasing Soundtrack and Artbook for you to buy. Enjoy! Holy ♥♥♥♥ what a disgrace.
  • Not recommended Posted January 28, 2026 on Steam If you played the demo, there really wasnt much added to game to make it worth the price. Its like pay for the ending Ads and pictures dont match what the game is
  • Not recommended Posted January 31, 2026 on Steam This game is straight up not finished. Upgrades like more shelves and Shop items like the traps and gun never become available. The computer also has a bunch of programs that never become available either. You see these features being teased in the demo, but the full game doesn't have them either. There is almost no difference between the demo and the full game.
  • Not recommended Posted February 1, 2026 on Steam for the price it's sadly just not worth it. Don't get me wrong, for one playthrough it's really fun, but the lack of replayability makes me mad about the price. Upgrades you are never able to get because the game is just too short, lack of product variety, computer programs that are there but can not be used, AND - my biggest problem - the endless mode that was displayed in the demo but not implemented. I know the dev said it is supposed to be for multiple playthroughs, but just like I said before, there are so many things missing that would make another playthrough worth it, it feels like doing the same seven days over and over again just to get another ending (which for me is not really rewarding). The endless mode was the thing that made me buy it, otherwise I would have just watched a youtuber play it once. Won't try to refund bc I got more than 2 hours, but at this state I really can NOT recommend the game - but open to change my opinion if the game changes/updates stuff
  • Not recommended Posted January 29, 2026 on Steam I just finished the game and also played the demo beforehand. The demo was great and gave me the feeling of: “Okay, I like the gameplay, but the full game needs more — more jumpscares, more creepy moments, more everything… but hey, it’s just a demo.” Sadly, in the end, the full game feels like the demo — just longer. The game clearly has potential. There are so many things that could have been added: creepy customers watching you from outside,, unsettling things appearing on your computer, cans flying off the shelves so you have to pick them up again — all the classic creepy ideas known from other games. Hardly any of that is actually in the game, but it easily could be. They also could have added a ton of weird customers. If every customer had been strange or unsettling in some way, the game could have worked as a weird “eye-candy” experience — and that alone would have been enjoyable. Instead, most customers just talk a bit and leave. Nothing really funny, disturbing, or memorable happens with them. There is this big weird guy — in the demo, I clearly remember him ordering cigarettes, and when you turned around, he suddenly had this long neck and stared directly into your face. That moment never happened to me in the full version. And that is exactly the kind of stuff that would have made the game much more fun and memorable. I liked the old lady, but she just tells you a creepy story and yells at you… and that’s it? Why is she not comming back with a knife running towards you? That's what she promised and i was waiting for that! There could have been so much more done with her for example. Overall, it feels like the developers ran out of time. For example: You have a weather forecast on your computer — it does nothing. You have a program to order groceries — it does nothing. You have a “personal folder” on your PC — it does nothing. You als ocould hide in the fridge, why? I never need that? Why is there a shotgun you can't get? What about the beartraps? You can watch customers through security cameras — but you never actually need to use them. They have no real purpose. There are many things in this game, but it just feels they are not finished. The story also feels incomplete. I watched all three endings and I did like them, but it still feels like something is missing. Who is the guy in the jacket? Who is the big monster? The previous worker? Okay so who are the customers? Why does it want to enter your supermarket? Why is everyone smiling? Why am i trapped in this place? Maybe I missed a note or some hidden detail, but overall the game does a poor job of clearly explaining what is actually going on. And lastly, what really disappointed me: the screenshots on the Steam page — don’t trust them. They are misleading. They sell you a vision of a game that does not exist. A guy outside while you’re holding the pager with “Don’t trust them?” — not in the game. Stocking shelves while creepy customers silently watch you — not in the game. The screenshots and the first trailer sell a concept and atmosphere that the actual game never delivers. This game could have been so much more. I really hope the developers release a 2.0 version someday, because there is potential here — but right now, something important is missing.
  • Not recommended Posted February 16, 2026 on Steam [h1] I wrote a short version, for the people who consider buying the game, and a longer version for the game devs or the people who are interested why i gave the game this review. [/h1] [h2] Short Version: [/h2] Hellmart has a strong concept and a genuinely good monster design, but the execution feels underdeveloped. Performance is inconsistent, gameplay becomes repetitive, horror lacks real escalation, and player choices have little consequence. Despite having three endings, the overall content feels too limited to justify the current price. There is clear potential here — but in its current state, the experience feels shallow and unpolished. 4/10 [h1]Hellmart – Review (Early Impressions)[/h1] [b] Note: This review is based on completing only one of the three available endings. I have not yet tested every system or outcome the game offers. I plan to update this review once I experience the remaining endings and explore more of what the game has to offer. [/b] [h2] Introduction [/h2] Hellmart is a supermarket simulator that blends management mechanics with horror elements. While the concept itself is not entirely original, it isn’t overused either. Similar ideas can be seen in titles like Shift at Midnight, Night of the Consumers, or even Order 13. The genre clearly has potential — especially when psychological tension is layered over repetitive retail work. Unfortunately, execution is where things start to struggle. [h2] Performance & Optimization [/h2] The listed minimum requirements include an Intel i5-8400 / Ryzen 5 2600, GTX 1050 Ti / RX 560, and 8GB RAM. Running the game on a GTX 1650 with a Ryzen 5 4600 and 16GB RAM, I expected a stable 60 FPS on low settings — especially given the relatively small scope of the project. Instead, performance felt inconsistent and occasionally unstable. For a game of this size and visual complexity, technical performance should not be a noticeable issue — but here, it sometimes is. [h2]Settings[/h2] The settings menu is functional and straightforward. All standard options are present. It’s slightly unusual that graphical settings are placed under “Display” instead of “Video,” but that’s a minor detail. One genuinely strong feature is the Scanning Mode option, allowing players to switch between Drag & Drop and Click. However, the Drag & Drop option can be buggy and may even softlock the player. Because of this, I strongly recommend sticking with the Click mode. [h2] The Beginning [/h2] The game opens with the protagonist waiting for a bus to begin their new life at Hellmart. Naturally, I tried running toward the bus — and since there’s no invisible wall or scripted restriction, I ended up clipping into it. Not game-breaking, but immersion-breaking. The ticket purchasing and seat selection sequence, however, was a nice atmospheric touch. No one wants you to sit next to them — except for a mysterious homeless man who later disappears during the ride. No explanation is given. Whether intentional or unfinished, it leaves more confusion than intrigue. [h2] The Store & Structure [/h2] The setting is simple: a rundown store in the middle of nowhere. It works. The location consists of four main areas: [list] [*]Bedroom [*]Storage room [*]Yard [*]Store interior [/list] It’s compact, which makes certain mechanics feel somewhat underutilized later on. [h2] Gameplay [/h2] [h3]Day Shift[/h3] The tutorial does its job well. Cleaning, restocking, cashier work — everything is explained clearly. During the day, customers interact with you. If, for example, an aisle contains only one type of product, a customer may comment that more variety would be appreciated. You can respond politely or rudely. However, I noticed no meaningful consequence tied to your responses. Whether you’re kind or aggressive seems irrelevant, which makes the dialogue system feel shallow. Restocking shelves is arguably the most repetitive part of the game. You must reach a daily quota, which essentially forces you to constantly rearrange or refill products. It becomes monotonous quickly. Cleaning mechanics (sponges and mops) work fine and, to my experience, were bug-free. The cashier system allows scanning via Click or Drag & Drop. Again — avoid Drag & Drop due to potential softlocks. The in-game computer allows: [list] [*]Camera access [*]Store upgrades [*]Equipment purchases [/list] The cameras are mostly unnecessary due to the small size of the store, except when identifying visitors at night. Store upgrades also feel largely optional — the game can be completed with minimal investment. The only truly essential purchases are: [list] [*]Wooden planks (for barricading doors) [*]Gas canisters (for the generator) [/list] These are crucial for survival. [h3] Night Shift [/h3] At night, the game shifts focus. You must: [list] [*]Identify and remove anomalies [*]Decide whether to let visitors enter [*]Keep the monster away [/list] [h3]Anomalies[/h3] Anomalies function similarly to cleaning: mop them, wipe them, or shine a flashlight. The early pacing is fine. However, later in the game, there’s surprisingly little pressure. An effective horror system needs escalation. Increasing anomaly frequency over time would significantly improve tension. There is an “anomaly meter” in the corner of the screen, which presumably triggers the monster if it fills up. However, anomaly frequency is so low that I never saw it overflow. As a result, the mechanic lacks urgency. [h3]Visitors[/h3] This could have been one of the most engaging systems. You can identify suspicious visitors by: [list] [*]Camera glitching [*]Typos in their dialogue [/list] While clever in concept, it’s extremely easy to determine who is real and who isn’t. There’s little ambiguity or psychological tension involved. The mechanic works — but it lacks depth and challenge. [h3]The Monster[/h3] The monster is, visually, one of the strongest aspects of the game. You fend it off by hitting its limbs when they appear in vents. You can barricade doors using wooden planks (three per door is more than sufficient). If it breaks in, you can hide in refrigerators and wait for an opening to sneak away. Survival until morning is the only objective at that point. The creature design genuinely works. It’s arguably the only element that creates real pressure. [h2]Horror Aspect[/h2] The horror pacing is slow — which I usually appreciate. Slow-burn horror can be incredibly effective. However, the game rarely becomes truly frightening or even deeply unsettling. It relies on occasional jumpscares, most of which feel predictable. The only one that genuinely stood out was the priest shouting at you if you refuse to donate $666 — that moment felt intentional and effective. Another strong moment was the “black figure” encounter when turning around to give him a cigarette. That interaction worked — but isolated moments are not enough to sustain horror. As someone who is easily scared, I was surprised by how little tension I felt overall [h2]Value for Money[/h2] Another important factor is the price-to-content ratio. While the game features three different endings, the overall amount of content feels limited. Even considering replaying for alternative endings, the core gameplay loop remains largely the same, with little variation in mechanics or escalation. Because of this, the experience does not fully justify its current price point. The content available feels too light for what is being asked financially. Replay value alone is not enough when the underlying systems lack depth and meaningful progression. [h2]Final Thoughts[/h2] Hellmart has a solid foundation. The concept works, and the monster design shows clear creative potential. However, the execution feels rushed and under-polished. [list] [*]Performance is inconsistent [*]Systems lack meaningful consequence [*]Horror lacks escalation [*]Gameplay becomes repetitive [*]Content feels limited for the price [/list] Score: 4/10