
Game intel
Hell Clock
Forge powerful builds with endless loot in this relentless combination of Roguelike and ARPG. Blast through dungeons and unleash inhuman powers in a dark fanta…
This caught my attention because Hell Clock just transformed from “clever and stylish” to “actually excellent where it counts”: the combat. Update 1.2 introduces full 360° movement, lets you use skills while moving (with a 50% speed penalty), shores up melee builds, adds community-made unique items and expands the constellations-plus ascension now unlocks free access to all 52 nodes. Oh, and the game is discounted 30% until December 6, making it a no-brainer for anyone who’s been on the fence.
The headline is movement. For an ARPG, mobility shapes every fight and every build decision; Hell Clock’s previous control felt locked to cardinal directions and micro-stops that made high-level play clunkier than it needed to be. Giving players true 360° motion is more than a comfort tweak – it lets skillshots and positioning matter the way they should. Combine that with the ability to cast while moving (at half movement speed) and the combat loop goes from “stop, cast, reposition, rinse” to a fluid dance where dodging and attacking happen together.
There’s a clear tradeoff: on-the-move skills carry a 50% speed penalty. That’s smart design. It prevents the change from trivializing balance by making everything too safe, while still making movement a meaningful tactical choice. Expect hit-and-run melee and kiting ranged builds to get new life — assuming the buffs to melee introduced here stick in later patches.
Rogue Snail didn’t just tinker — they expanded the sandbox. More constellation nodes plus the controversial but welcome move to unlock all 52 for Ascension means experimentation will snowball. If you like the slow, addictive climb of a Path of Exile-style tree but prefer a cleaner interface and shorter run loop, Hell Clock’s constellation network is starting to feel like a real long-term home for your builds. There’s also a new search feature for constellations and bell screens, which is a welcome QoL fix for anyone who’s ever wished they could find specific nodes without scrolling forever.

Community-created unique items are a nice touch, and they bring a social element to loot-crafting that small teams often miss. How these items are balanced will matter; community gear can be brilliant or broken, and initial tuning will tell us how much Rogue Snail listens in practice.
The timing is obvious: Diablo 4 is established but not for everyone, and Path of Exile 2 still feels not fully formed to many. The indie ARPG space has become a reputation game — small teams can win attention by polishing core systems rather than promising endless expansions. Rogue Snail’s choice to focus on core combat improvements first is exactly the kind of move that gains long-term players, not just short-term hype.

Rogue Snail says “the bulk of our team [is] focused on next year’s expansion, which will bring a new story with about one-third of the content of the base game, alongside exciting new skills,” and that “the vast majority of improvements will come for free and will not be behind a paywall.” That’s encouraging, but also raises the usual indie tension: how big is the paid slice, and will anything essential be locked behind it? I’ll believe it when I see the roadmap executed.
Rogue Snail’s list reads like a real content boost: 12 new biomes for the endgame, better dungeon generation, a per-point respec for skill trees and constellations, a new ‘Endless Nightmares’ mapping system, dozens more relics, and the final ascension mode. If delivered, this lineup turns Hell Clock from a smart indie roguelite into an ARPG with genuine staying power — provided they keep tuning balance sensibly.

If you were curious about Hell Clock and didn’t pick it up in July, the 30% discount (down to $13.99 / £10.55) running until December 6 is the clearest entry point. Update 1.2 makes the combat worth investing time in; the expansion and free next update are incentives to stick around. If you already owned it, 1.2 is a compelling reason to jump back in and experiment with melee and the unlocked constellations.
TL;DR: Hell Clock’s 1.2 fixes the most important thing for an ARPG — how it feels to fight — while adding endgame content and community gear. It’s now easier to recommend, and at this discount it’s worth a look for anyone who likes Diablo-style buildcraft without the AAA churn.
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