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Tom vs. The Armies of Hell

About

No. of Players: Single Release Date: 2016-07-27 Genre: Action, Adventure, Indie Developer: Darkmire Entertainment Publisher: Darkmire Entertainment Website: http://www.darkmire.com

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Tom vs. The Armies of Hell

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Game Description

Tom vs. the Armies of Hell is a challenging indie Action-Adventure game from Darkmire Entertainment. You play Tom, a down-trodden software-engineer turned reluctant half-demon hero when an experiment gone awry sends his entire office complex plummeting into Hell.

Armed with an experimental gun that turns captured souls into high-tech, multi-colored death, as well as his newly acquired demonic powers, Tom must not only survive, but also unravel the mystery of what caused this "accident", and how he can get home. Along the way Tom will be aided (or more accurately, bossed around) by Beezle, the purple imp that saved him from the initial demonic invasion. Together they'll face a horde of mindless ghouls, vicious demons, and an army of magically animated junk automatons, just for starters.

So grab your trusty Soul Blaster x9000, duct-tape some phone-books to your extremities, and blast your way through the plains of eternal damnation!

Key Features

  • Enjoy a story-driven single-player campaign -- just like mom used to make!
  • Blast away with a dynamic gun system, where absorbed souls turn into rainbow-colored death.
  • Laugh out loud with an original, humorous story revealed across six challenging levels.
  • Stare at beautifully animated 2D and in-game cutscenes.
  • Mow through hordes of procedurally placed enemies. No two playthroughs are exactly alike!

Announcements

Update on Experimental Branch 8-4-2016

Hey all, Thanks to some great feedback from a few users, I've made a few tweaks that will hopefully make things slightly less frustrating difficulty wise on the first two bosses (as well as some bug

Update: Various Tweaks and Last Boss Glitch Fix!

I fail at QA. Probably because I have no QA team... or team. Anyway, thanks, again, to some reports from very understanding users, I have a batch of fixes here. This update includes the ones previous

Update: Various Tweaks and Last Boss Glitch Fix!

I fail at QA. Probably because I have no QA team... or team. Anyway, thanks, again, to some reports from very understanding users, I have a batch of fixes here. This update includes the ones previous

More Fixes on Experimental

Fixed a few more player-reported issues on the experimental branch (will push to default once it sits for a day with no issues). Here's the quick list: gluttony would sometimes just get stuck after

Bug Fix Update

Hey everyone, Just a heads up, there were a few recent updates to address some weird bugs that seemed to show up despite the game being unchanged for quite a long time. As far as I can tell things s

Easy Mode now Noticably Easier

The balance update I had on the experimental branch is now live on the default branch. In easy mode, you should notice enemies do a little less damage, and they require less damage to kill. There wer

New Text Scaling Option

Hey Everyone, I added, in response to a user request, the ability to change your text scaling (for dialog/speech bubble text) and increased the default size. The setting is in the Graphics Settings

Changes moved to Default Branch

Minor announcement, but I moved the previously mentioned experimental changes over to the default branch, along with a quick fix to a missing wall section in Level 5. -Sena

Update on Experimental Branch 8-4-2016

Hey all, Thanks to some great feedback from a few users, I've made a few tweaks that will hopefully make things slightly less frustrating difficulty wise on the first two bosses (as well as some bug

Difficulty update on Experimental Branch

Hey Everyone, I just pushed out a new update to the experimental branch. It should make easy mode quite a bit easier (drastically reduced damage taken, and slightly reduced enemy speed), and should

Difficulty Adjustment Live

Hey Everyone, Been a while since my last update, but I heard some more feedback that easy mode wasn't yet easy enough. So, I decided to crank everything down another notch, including Normal and Hard

New Fix Released for Bad Saves

Hey everyone, Bad news is, there was a bug out there that would appear to corrupt your saves after you beat the game. Good news is, it wasn't really corrupting anything, it was just being dumb. Just

More Fixes on Experimental

Fixed a few more player-reported issues on the experimental branch (will push to default once it sits for a day with no issues). Here's the quick list: gluttony would sometimes just get stuck after

Changes moved to Default Branch

Minor announcement, but I moved the previously mentioned experimental changes over to the default branch, along with a quick fix to a missing wall section in Level 5. -Sena

Difficulty update on Experimental Branch

Hey Everyone, I just pushed out a new update to the experimental branch. It should make easy mode quite a bit easier (drastically reduced damage taken, and slightly reduced enemy speed), and should

Easy Mode now Noticably Easier

The balance update I had on the experimental branch is now live on the default branch. In easy mode, you should notice enemies do a little less damage, and they require less damage to kill. There wer

Changes on Experimental Branch

Just pushed a few more changes onto the experimental branch. One was just a dialog/cinematic change to make a scene in level 3 make slightly more sense. If you don't know what that means, don't worry

New Fix Released for Bad Saves

Hey everyone, Bad news is, there was a bug out there that would appear to corrupt your saves after you beat the game. Good news is, it wasn't really corrupting anything, it was just being dumb. Just

Changes on Experimental Branch

Just pushed a few more changes onto the experimental branch. One was just a dialog/cinematic change to make a scene in level 3 make slightly more sense. If you don't know what that means, don't worry

Difficulty Adjustment Live

Hey Everyone, Been a while since my last update, but I heard some more feedback that easy mode wasn't yet easy enough. So, I decided to crank everything down another notch, including Normal and Hard