One hit kills them. The only currency is time. A fast, free-flowing first-person movement melee — dash, wall-jump and grapple through ever-changing arenas of hell, tear enemies apart, and beat the clock. Bend your route, never stop moving.
STEEL HEAVEN 上線人數與 Steam 圖表
即時
玩家人數024 小時 —
24 小時峰值玩家0今日最高樣本
30 天峰值玩家0平均 —
歷史峰值玩家0自開始追蹤以來
30 天遊玩時數—估計值
Steam 圖表 · 30 天玩家人數等待取樣中
正在收集每日樣本此遊戲尚未儲存任何每日樣本。累積最初幾天的歷史資料後,曲線就會出現。
24 小時—7 天—趨勢持平
評論7 篇評論
85.7%7 user reviews
6 篇好評1 篇負評
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遊戲資訊
關於此遊戲
遊戲
發行日期2026年7月25日2 個月前發行
開發人員Goldenstone games發行商Goldenstone games類型動作獨立
—成就1DLC4296520
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玩家數更新於 9月19日 上午12:17 UTC · 商店資料更新於 9月22日 上午11:56 UTC · 來源:SteamWebAPI
最低配備建議配備作業系統win 10—處理器intel i5 9th—顯示卡gtx 1060—記憶體8000 MB RAM—儲存空間2000 MB available space—
關於 STEEL HEAVEN
MOVE OR DIE
Steel Heaven is a fast, free-flowing first-person action game built on one idea: your weapon is your legs. One sword. Total mobility. No health bar to hide behind — a single hit ends you. Death costs nothing but the clock, so respawn is instant and the only score that matters is how fast you clear the room.
Pure speed, pure flow, zero hand-holding — then the leash comes off and the arena is yours to solve however you can move through it.
THE ONLY DEFENSE IS MOVEMENT
There is no block. No parry. No stamina bar. When the sky fills with homing volleys and rising pillars of demonic fire, you don't tank the hit — you read it and bend your route through it. Every attack is telegraphed, every gap is survivable, and every mistake costs you time, not lives.
ONE SWORD, EVERY VERB
- Dash — an additive burst that feeds your momentum instead of resetting it. Recharges on the ground or off a wall.
- Double-jump & Wall-jump — kick off any surface, launch outward, chain wall to wall.
- Tether — spear a surface and slingshot toward it. This is how you gain height. Aim high, fly high.
- Lunge — close the gap and open a throat in the same motion.
Earned speed is directional and permanent — you steer it, you never brake it. Nail your landings, chain your verbs, and hold a line of momentum that turns a whole arena into one unbroken run. Miss the timing and you're walking. Skill is the only speed limit.
THE ENEMY IS RANGED. THE CHALLENGE IS REACHING IT.
The horde hits from range. Closing the distance is the whole game — cross the gap before the volley lands, and end them the moment you arrive.
NO TWO ARENAS THE SAME
Every arena is generated, not memorized. You drop in from above, the FOV flares, the horde wakes — and the vertical battlefield below is never quite the one you learned last time. Walls, gaps, tether anchors and killing traps get rebuilt around you, so mastery is never a memorized path. It's reading a fresh space at full speed and finding your line through it.
TEAR THEM APART
Aggression is the fantasy. Dismember enemies mid-swing, fling ragdolls across the arena, and feed them to the environment — grinders that gib on contact, spikes that pin corpses to the wall for good. The gore is the reward for committing to the attack.
RUN THE GAUNTLET
Vertical arenas carved into a burning hell. Drop in, wake the horde, clear it as fast as you can. Every level ratchets the pressure. The clock is always running — and someone else has a faster time.
No stamina. No hand-holding. No second chances.
Just you, one sword, and the fastest line through hell.