How a run pays out
Periods, stars and the coin bank
TunedWhat players said
- Steam praiseone more run loop#1/116,482weighted5,244 reviews · median 46h
- Steam praiseprogression unlocks#9/111,351weighted983 reviews · median 56h
- Steam complaintprogression grind#2/113,664weighted1,719 reviews · median 23h
The most common praise in the genre is about the loop: people describe losing hours to one more run. The second most common complaint is grind, and the people who complain about grind leave early, at a median of 23 hours. So the loop has to pay out from the first session without turning into a treadmill later.
Halls of Torment is everything I wanted from this emerging genre. I tend not to be in the business of reviewing Early Access titles and I imagine I have untold gameplay hours ahead of me still, but as I near the 20hr mark I can compare apples to apples and oranges. And, confident
What we built
- A room is one hour of the night, and it is played in three lengths: QUIZ lasts three minutes, MIDTERM six, FINAL twelve. Clearing one opens the next, and after a win the screen points you at the next period or the next hour rather than back into the same room.
- Coins only bank if you survive to the bell. Dying or quitting forfeits what the run earned, and the death screen shows the struck-through number. This exists so that farming a room and quitting before it kills you is never the best play.
- Unlock prices do not rise as you progress. The four students and the early rooms are all reachable within a handful of runs.
- If a player is stuck, the intended move is to drop down a period, clear it, get paid, buy something, and come back up.
What the lab measured
- When periods shipped on 2026-08-26, novice bots cleared QUIZ 67% of the time and the average across skill levels was 96%, so a first session normally ends on a win.
- Lab heuristics 4, 8 and 9 exist to keep this shape: the ladder should point down before it points up, QUIZ should be winnable but score-variable, and a long session should keep leaving something concrete to come back for.
- VALIDATEDI-006fresh-save FINAL crosses 50% win between skill 0.5 and 0.6; the ceiling is soft at any calibration
- VALIDATEDI-010front-loading perk ranks fixes the dead zone exactly where the ladder needs it
- VALIDATEDI-046FINAL in the deep rooms is near-unwinnable with the perk tree fully MAXED; 5.6% pooled vs a ~50% target
- VALIDATEDI-049gold stars are driven by ATTEMPT COUNT, not by room or route (revises I-044; scoped to bot policies)
Open. The lab flagged in early September that the Roof is both the hardest room to clear and the most expensive to unlock. That is still on the list.
docs/MECHANICS.md · Periods and starsdocs/MECHANICS.md · Economyresearch/RISK-TRACKER.md · #2












