LIVING HELL news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID3078760
- PriceNo longer available on Steam Store
- Release dateComing soon
- DeveloperJoe Fender
- PublisherJoe Fender
- Parent gameNot available
Company pages: Developer: Joe FenderPublisher: Joe Fender
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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LIVING HELL Steam news
LIVING HELL news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- LIVING HELL will be part of The Triple-i Initiative Showcase on October 8th! - 14 September 2026
We’ll have LIVING HELL news for you very soon! While I can’t share much yet, I can say that LIVING HELL will be part of The Triple-i Initiative Showcase happening on October 8th (9am PT / 6pm CEST)!The format of the showcase is really cool: it’s 45 minutes of back-to-back trailers from other indie studios like ours, with no hosts, ads or sponsors – just games!Here is a teaser trailer for the event: It’ll be streamed on YouTube , Twitch (https://www.twitch.tv/iii_initiative), and right here on Steam.Can’t wait to show you what we’ve been working on!All the best,Joe
- Living Hell Dev Update #4 - 24 August 2026
OverviewThe good news is that the core gameplay loop and mechanics are now pretty firmly cemented in place.There will obviously still be changes and iteration as development continues, but I’m very happy with where the game is now. The loop makes sense from a lore perspective, the mechanics feel intuitive, and it has the balance I wanted between co-op chaos and having enough room to breathe.A lot of that comes from the scenarios inside each building, which are essentially the main events you take part in while exploring the city. They give players plenty to communicate about and work through together, without every moment needing to be loud or frantic.The overall lore and story have also really fallen into place, which I’ll talk about more below.LoreThe original idea for LIVING HELL was always based around the collapse of the ozone layer.I knew from the beginning that I wanted the sun a…
- LIVING HELL Dev Update #3 - 20 July 2026
OverviewWhen working on a new map for DEVOUR, the same thing always happens. One step backwards, two steps forward. We think of some ideas and mechanics, get excited about them, start putting them together, and then later realise there’s probably a better way to approach it. That can happen anywhere from 5 to 100 times per map. Completely unscientific number, but honestly, it feels about right.That process is basically what dictates how long something takes and how painful it is to make. Sometimes the ideas land early and everything starts clicking into place. Other times it feels like pulling teeth, going over the same problems again and again until something finally works.The most difficult map we made for DEVOUR was probably The Manor. The original version had an entirely different gameplay loop involving processing wedding photographs in a red room. Then it changed into putting salt…
- Development Update #2 - 23 June 2026
Welcome to Development Update #2!Welcome to Development Update #2!Looking back over May, it feels like a bit of a blur because so much work has been done.The main focus this month ended up being a hard look at some of the core mechanics and making some fairly significant changes to the game. Those decisions are never easy when you’ve already invested months of work into something, but I’m through that process now and I genuinely think the game is much better because of it.Before I get into the meat of the changes, one small update going forward.Patreon supporters will continue to get early access to these development updates, but after a couple of weeks I’ll also make them publicly available so that people outside of Patreon can follow the development of LIVING HELL as well.As always, thank you for supporting the project.OverviewAs I’ve mentioned previously, I have a publisher for the g…
- Behind the scenes of LIVING HELL! - 12 February 2026
Hi, hope you are having a good start to the year!Pleased to say I’m making great progress on LIVING HELL. It feels like the game is starting to come together, which is super exciting!! I know a lot of you want to see more, but there’s still some core features I need to lock in before we can show stuff to the public in detail. Thank you all for your patience 🙏 That being said, there are a few things I can show off. Here’s a look at the models of some playable characters, as well as the houses and buildings that make up Pelican City.Playable characters and monsters A few months ago we shared an extended trailer that ended with a sneak peek at the six playable characters. Each of them will have different passives, but we’ve also added small details to the models that give you hints about the world of LIVING HELL. In these designs, I’ve gone for a mix of old-school and modern horror. Each…
- End of Year Update and Publisher News! - 23 December 2025
As we head into the new year, I just wanted to share a quick update on LIVING HELL and what’s coming up in 2026. First off, thanks so much to everyone who’s wishlisted the game or shared kind words since the announcement in September. Announcing a new game is always nerve-wracking but the reaction to the trailer and the idea behind LIVING HELL has been genuinely brilliant, and we already have over 40,000 Wishlists, so thank you! It’s easy to second-guess yourself when you’re deep in development, but seeing people excited about the game gave me a massive lift. I really do think this will be my best horror game yet. I’m happy to say that development has been going extremely well since the announcement. There’s still a way to go, but I’ve been making very good progress and working on a lot of small details I’m really proud of and can’t wait to show you. Now for a bit of news I’ve been look…
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