$14.99HELLMART
A 24-hour convenience store in the Far North, seven days on the night shift, and something in the dark that wants in. By day you stock shelves and hit your sales quota like any clerk. By night you check the cameras, barricade the doors and decide who deserves to be let in. Supermarket sim meets horror, with three endings shaped by your choices.
Is HELLMART worth it?
HELLMART is worth it if…
- you want a horror game with a real gameplay loop, not just walking down dark corridors
- you like games where small decisions about who to trust change how the story ends
- you enjoy the quiet satisfaction of a well-stocked shelf and a met sales quota
- you want something tense for an evening, since a full run takes only a few hours
Screenshots
The day shift: quotas, shelves and rude customers
The daylight hours are almost a normal job. You work the register, restock what the shelves are missing, keep the store and the area around it clean, and chase a daily sales quota that keeps climbing. It is a proper supermarket sim loop: order stock, place it, ring people up, try not to fall behind. Customers can be strange even before sundown, and the game is blunt about one rule: don't be rude to them. It sounds mundane, and that is the point. The routine makes the store feel like a real place, which makes what happens after closing hit harder.
When the sun goes down, the night shift starts
In the evening the store stops being just a store. You watch the generator, barricade the doors, buy supplies and check the security cameras, because something is coming and it will try to trick its way inside. Late at night, customers knock: people, or things wearing the shape of people. You decide who to let in and who to leave out in the cold, and your life depends on getting it right. The fates of your customers hang on these calls too. Choices carry weight here, and they feed into three different endings across your seven days.
What should you know before playing?
Can you keep playing after the 7 days are over?
Yes. An extended shift mode stretches the run to 30 days, with a quota that climbs steeply by the final day. It is a grind for anyone who wants to test how long they can keep the store running, and the story mode itself stays a short, focused seven days.
How scary is it, really?
It leans more on dread and jump scares than on constant terror. The night shift keeps you busy barricading doors and scanning cameras, and some of that work takes the edge off the fear. The atmosphere, the dark Far North setting and the things knocking at midnight do the heavy lifting.
Do your choices actually matter?
They do. The game tracks your decisions across the week, including who you let in at night, and those choices lead to three different endings. Your customers' fates depend on how you treat them, so a second run can play out very differently from the first.
Is the story any good?
The story divides players. Some find the mystery of the store and its strange visitors gripping, while others feel it raises questions it never answers. Treat it as an eerie mood piece with fragments of a larger mystery rather than a plot that ties everything up neatly.












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