- Release Year: 2013
- Platforms: Linux, Macintosh, Windows
- Publisher: Zaxis Games
- Developer: B-evil, Zaxis Games
- Genre: Action
- Perspective: Side view
- Game Mode: Single-player
- Gameplay: Arcade, Platform, Shooter
- Setting: Hell
- Average Score: 64/100

Description
99 Levels to Hell is a 2D roguelike platform shooter set in the fiery depths of hell, featuring ten procedurally generated dungeons of ten levels each, where players must navigate traps, blast demons, find keys to unlock exits, and defeat bosses to progress deeper. Packed with gold, guns, upgrades, magic, shops, casinos, portals, and secret rooms revealing story elements and new adventurers, the game enforces permadeath, restarting players from the current dungeon upon demise but allowing switches to newly acquired weapons.
Gameplay Videos
Where to Buy 99 Levels to Hell
99 Levels to Hell Cracks & Fixes
99 Levels to Hell Reviews & Reception
metacritic.com (66/100): 99 Levels to Hell is all about action, jumping gaps and gunning down hordes of enemies in the finest arcade traditions.
honestgamers.com : What a fantastic death abyss!
indiegamereviewer.com : 99 Levels To Hell still feels like a work in progress.
99 Levels to Hell Cheats & Codes
PC (Steam)
Type the code in-game using the keyboard (in the dungeon after stage doors; no special menu or console needed).
| Code | Effect |
|---|---|
| zbrr | Toggles death or invulnerability (unlocks related achievement) |
99 Levels to Hell: Review
Introduction
Imagine plummeting into a pixelated abyss, shotgun blazing, as hordes of demonic bats, farting maggots, and kamikaze robots swarm from every shadowy crevice—only for a single misjump or unlucky spawn to hurl you back to square one. This is the addictive, infuriating essence of 99 Levels to Hell, a 2013 indie roguelike platform shooter that captures the chaotic thrill of descending endless infernal depths. Released amid the roguelike renaissance sparked by titles like Spelunky HD and The Binding of Isaac, it carves a niche as a side-scrolling gun-fest with permadeath bite. Though often overshadowed by its inspirations, 99 Levels to Hell endures as a testament to solo indie grit, blending arcade action with procedural peril. My thesis: while flawed by repetition and RNG frustrations, it remains a replayable cult classic that nails the “one more run” hook, cementing its place as an underappreciated bridge between classic platformers and modern roguelites.
Development History & Context
99 Levels to Hell emerged from the Danish indie scene, developed primarily by Bo Blond under the B-evil banner, with publishing support from Zaxis Games. Blond wore multiple hats—art, design, and programming—making this a quintessential one-man-show effort, bolstered by a small team of nine credits including composer Dalle Oldman, story writers Chris Powell and Graham Cookson, voice actor Simon Poole, and financier Jacob Honore. Built on Unity, it leveraged the engine’s cross-platform prowess for Windows and Mac launches on February 26, 2013, followed by Linux in 2014.
The 2012-2013 era was roguelike heaven for indies: Spelunky HD (2012) popularized procedural platforming, The Binding of Isaac (2011) twin-stick shooting in top-down dungeons, and Steam Greenlight democratized distribution (99 Levels passed via this). Constraints were tight—Unity’s 2D tools were nascent, budgets shoestring (priced at $4.99 on Steam/GOG)—forcing focus on core loops over polish. Blond’s vision? A “rogue-like-like” platformer shooter, swapping swords for shotguns in hellish depths, inspired by arcade run-‘n’-guns like Metal Slug and bubble-poppers like Bubble Bobble. In a landscape dominated by AAA shooters (BioShock Infinite) and emerging MOBAs, it targeted itch.io/Steam crowds craving quick, brutal sessions amid the indie boom.
Narrative & Thematic Deep Dive
Narrative in 99 Levels to Hell is whisper-thin, a deliberate afterthought to its mayhem-first design, yet it adds cryptic allure via secret rooms unlocking “story fragments”—audio diaries or poetic snippets voiced by Simon Poole. These reveal a tale of two brothers on a “bleak and twisted night,” piecing together a gothic yarn of betrayal, descent, and infernal pacts. No overt plot drives you; you’re a faceless wizard (or unlockables) plunging into hell for… survival? Redemption? Themes echo roguelike fatalism: endless death cycles mirror Sisyphus in the underworld, with permadeath underscoring hubris against chaos.
Characters are archetypal cartoons—the top-hatted wizard with short-range shotgun, unlockable Major (machine gun), Hunter (scoped rifle), and Dragon (bubble launcher, nodding to Bubble Bobble). No deep dialogue; “story” unfolds passively, like environmental lore in Darkest Dungeon. Critiques call it “tacked-on,” but thematically, it reinforces isolation: you’re a lone soul amid procedural hellscapes, freeing “new adventurers” as meta-progression nods to multiplayer fantasies unrealized. Underlying motifs—greed (casinos/shops), time’s tyranny (ghost swarms), luck vs. skill—mirror gambling in the abyss, making narrative a subtle enhancer rather than crutch.
Gameplay Mechanics & Systems
At its core, 99 Levels to Hell is a tight loop: traverse procedurally generated side-view levels in 10 themed dungeons (10 levels each, bosses on 10th), snag a key, unlock the exit door. Permadeath restarts the current dungeon (not whole game), with hub checkpoints post-boss. Combat fuses platforming (WASD/left stick move, LT/space jump) and dual-stick shooting (right stick/mouse aim, RT/LMB fire)—unlimited ammo, no reloads, emphasizing trigger-finger frenzy.
Progression & Builds: Start underpowered (wizard’s pea-shooter shotgun demands close-range risks). Scavenge gold for shops (upgrades, bombs), gamble in casinos (high-stakes life bets), or luck into drops: lasers, cannons, spells (Skull wipes screens, Pentagram damages). Switching weapons ditches prior upgrades, forcing commitment. Special abilities (offense/defense) persist per run. Unlockables via secrets add replay: better-starting characters mitigate early fragility.
Innovations & Flaws: Time pressure shines—linger, cue aggressive guitar riffs and immortal ghosts, Spelunky-style urgency. Elevators/portals/umbrellas skip levels; destructible crates spawn hearts/bombs. Bosses escalate: multi-phase behemoths demand patterns. UI is minimalist (score multiplier for combos, leaderboards), but controls irk—mouse/keyboard awkward, LT-jump unconventional (controller recommended post-adaptation).
Flaws abound: RNG tyranny (bad spawns near kamikaze bots, upgrade droughts make bosses unfair); repetition (texture-swapped maps feel samey); glitches (stuck keys, phantom doors). Objectives (kill X foes/collect gold) are rote. Yet, precision platforming + shooter chaos creates mastery highs, with score-chasing depth.
| Mechanic | Strength | Weakness |
|---|---|---|
| Procedural Generation | Endless replay, themed variety (e.g., robot hells) | Repetitive layouts, unfair spawns |
| Combat | Fluid, unlimited ammo frenzy | RNG-dependent power spikes |
| Permadeath | Tense stakes | Frustrating without buffs |
| Exploration | Shops/casinos/secrets reward risk | Monotonous key-hunt core |
World-Building, Art & Sound
Hell’s 10 dungeons evolve thematically: early fleshy pits to mechanical infernos, spiked traps, saws, bomb-spitting platforms. Atmosphere builds via dim lighting (nice glows), procedural mazes fostering dread—dead ends tempt ghosts. Art is cartoony Tim Burton-esque: Monopoly-guy wizard, goofy foes (fart-maggots, splitting bats). Critics deem it “bland,” but charm lies in exaggeration—blood-splatter excess, bouncy bullets.
Sound elevates: Dalle Oldman’s metal/rock OST pumps boss rushes (electric guitar chases), ghoulish effects (wolf howls, whispers) evoke haunted houses sans scares. No full soundtrack lauded, but it fits “trashy Grindhouse” vibe—darkly fun, not oppressive.
These craft a cohesive, if unpolished, infernal playground: visuals prioritize readability, audio urgency, world a chaotic ecosystem where player disrupts “believable” enemy behaviors.
Reception & Legacy
Launch reception was mixed: MobyGames 69% critics (7 reviews), Metacritic 66/100 (5 critics)—praise for “addictive mayhem” (Hardcore Gamer 80/100: “impossible to put down”; Games.cz/HonestGamers 80/100: “simple, enjoyable”), dings for derivativeness (Eurogamer/God is a Geek 60/100: “Spelunky-alike struggles for identity”; Eurogamer.de/dk similar). Players: 3.6/5 Moby, Steam 61% (609 reviews)—fun but “repetitive/unbalanced.”
Commercially modest (~$5 digital sales, 49 Moby collectors), legacy grew via Steam/GOG longevity, influencing side-scroll roguelikes (Down to Hell, 99 Waves to Die). No massive impact, but embodies 2013 indie ethos: procedural accessibility amid Rogue Legacy (2013) rise. Reputation evolved to “solid beta-like gem” (IndieGameReviewer), with dev responsiveness (Steam forums). Cult status for roguelike fans, preserved in MobyGames history.
Conclusion
99 Levels to Hell distills roguelike platform-shooting to bloody, addictive essence—procedural frenzy, upgrade gambles, boss gauntlets—but stumbles on repetition, RNG woes, and polish gaps. Bo Blond’s solo triumph shines in tight controls and tension, yet it pales beside inspirations without bold innovations. Verdict: A flawed 7/10 indie relic, worthy of history as an accessible gateway to roguelite hell-dives, perfect for “one more run” binges but no pantheon staple. Fire up Steam; descend at your peril.