Fear Hour game cover

Fear Hour CD Key

Hell on Earth drops five explorers into tense, fate-driven battles against a single killer. Team up or go solo to complete level objectives, defend yourself, or hide. Each killer has unique abilities, while explorers choose from distinct characters (Butcher, Conjurer, Stalker) to outsmart and survive.

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Release Date

Publisher/Developer

QuantuMedia, Leslie Phillips

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Steam: -
Metacritic: -

Fear Hour description

Fear Hour

Hell on Earth has twisted judgments into a brutal test of wits and nerve. In this tense experience, you must either defend your home against a terrifying Killer or invade others’ spaces and threaten their survival. Follow your instincts, for they may lead you to escape—or to ruin.

Game Basics

  • Five Explorers navigate each match. You decide whether to team up or go it alone.
  • One Killer is in command, a bloodthirsty, corrupted foe whose sole purpose is to harm everyone in reach.

In-Depth Mechanics

  • Explorers complete level-specific objectives. Grab extra tasks for bigger rewards.
  • Defend yourself with force, or run and hide when necessary. If options run dry, you may need to vanish into the shadows.
  • Killers must use their unique abilities and careful planning to prevent Explorers from finishing their goals—and to eliminate everyone.

Levels

  • Each level features a distinct objective set and a unique location and ambience.

Killers and Abilities

Every Killer brings a different edge. Plan your moves carefully, recognize your weaknesses, and execute a strategy that stifles Explorers before they achieve their aims.

Characters

  • The Butcher: Fast and cynical, he can cover ground quickly but is weaker in direct combat. Don’t overthink—just hunt.
  • The Conjurer: A three-century-old witch with telekinetic powers. Slower on the move, she uses the surroundings to trap and outsmart survivors.
  • The Stalker: Smart, stealthy, and strong. A map-control expert who can stalk and strike with precision.

Trust your instincts. Choose your path—fight, flee, or feint—and determine whether victory lies in cooperation or solitary cunning.