Beyond Hanwell on Steam - User reviews, Price & Information

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Explore Westminster, London on a journey to the ruins of Hanwell. Fight with whatever you can find or use the environment to defend yourself against an ever increasing scourge of Anomalies.

Beyond Hanwell is a horror, psychological horror and open world game developed and published by Steel Arts Software Ltd.
Released on September 26th 2024 is available in English only on Windows.

It has received 538 reviews of which 414 were positive and 124 were negative resulting in a rating of 7.3 out of 10. 😊

The game is currently priced at 24.50€ on Steam.


The Steam community has classified Beyond Hanwell into these genres:

Media & Screenshots

Get an in-depth look at Beyond Hanwell through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10
  • Processor: Quad-core Intel or AMD at 2.5 GHz
  • Memory: 16 GB RAM
  • Graphics: NVIDIA RTX 2070 or AMD Radeon RX 5700
  • DirectX: Version 11
  • Storage: 65 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

13 hours played
April 2026
Honestly, I enjoyed this so much more than I expected. Yes it's got some really annoying jank. But it scratched that itch I had for playing something like Condemned. Granted, the combat is not as fluid and some of the AI is really suspect, but nothing beats using a crowbar as a weapon (you really missed out using rebarb as a weapon). Enemy variety is well...um...a bit uninspired, I would've preferred some more variation. Boss battles are a slog, bullet sponges at best. I had to beat the final boss with just a sledgehammer because I ran out unloading on the guy. Flares are helpful but I wish there was a bulking UI feature so my backpack wasn't loaded up with unused junk. Also, I get vomiting blood isn't cool, but I still have no idea what the meds ever did. I just took them every now and then to clear out inventory. It sounds like I'm beating the game up, but I really did love my time with it. It's incredibly moody, has a lot of charm and a few jumps out of me I wasn't expecting. The small city area is nicely detailed and I like the variation of the interior environments. This is probably one of the only unreal engine games I've played that doesn't run like complete garbage as well. Sound design (minus the horrible tape recordings- bro I had to use subtitles to understand what they were saying) is also very atmospheric. I would've maybe liked this game more with less bullet sponges and more stalking/hunting creatures, ultimately reducing ammo count and making me fight smarter with blunt weapons than forcing me to rely on a shotgun or molotov to clear some harder enemies. Story was a bit meh, I found out midway this was not the first game, so I was a bit unsure of what was going on. Maybe it would be better if I play the original. I do appreciate the flexibility the game provides me, the sandbox is very much open for me to explore. And for a game with a small team, I think it surpasses some environmental design some of those big developers make. I have a lot of criticisms, but in the end I was spooked, I had fun, I completed the game, which I cannot say about 98% of my library. Would strongly recommend even with some of the issues mentioned beforehand.
11 hours played
Feb. 2026
Beyond Hanwell is not easy to rate. It is a game that clearly was made with a lot of care, ambitions and love. The graphics are simply astonishing! If it wasn't enough, the overworld design is jaw dropping. The eerie ambiance while exploring the abandonned city is impressive. A few games actually manage to nail that feeling convincingly. So yes, the whole presentation of the game is great, but the gameplay itself is often problematic and leaves much to be desired. From the get go I need to say that this game, contrary to a lot of Unreal Engine 5 games, runs AMZINGLY. Even in 4k, with no frame or resolution generation of any kind, and with all the graphics set to epic as well as the maximum texture poolsize available, I can easilly achieve astounding results and close to 120 constant FPS. I do have a good rig, but many other game really buckle providing half that performance at half of the quality. Sadly, it does not stop the games from crashing every 1-2 hours or so, making me glad the checkpoints aren't too far apart. At first, it is noticeable that Steel Arts Software intended to make something great, but their great idea, often end up being poorly executed. For example, I really like how showing the map goes in and out to a drone view seamlessly while exploring the overworld. I liked how each discovered POI would be color coded and be marked with an X when completed/explored. It was a nice touch, but since the map is ''in game'' it also means that as soon as there is fog, the map is completely obscured and unuseable. It is a great idea with unstable results. The invertory could have been great if any sort of inventory management was required, but it isn't. It's absolutely useless. First of all, there is way too much storage and can house only a few select items. Flares, first aid kits, pills, glowsticks... Everything take a single slot and somehow, bullets are counted outside the inventory. Same goes for all the materials. So what's the point of the inventory? The game is so easy that I am always overstocked anyway! Another Gameplay element that they added is interesting, but there again with a poor execution. The main character has some kind of disease and the character sometimes vomit randomly. Doing so renders you vulnerable as you can't do anything for some time. The remediate to that, you can take nausea pills before fights to prevent it from happening. There again, there could be something interesting there, but it happens so rarely that... why bother? The character pukes what, every 1 to 2 HOURS or so? If god forbid it happens during a fight, I can simply reload the game it save 2 minutes ago, no real loss there. So there again, another missed opportunity, for a storytelling element to be built into a coherent, fun gameplay. I see what they Tried to do, it's simply is not implemented well. Another problem are the controls. They tried to make a few things things differently than most games. For example: Running. In Beyond Hanwell, you can run forward and your camera is locked looking straight ahead. If for example you were strafing to the side when starting to run, your camera will automatically turn 90 degrees and sprint in that general direction. To make matters worse, trying to turn when running is extremely sluggish. The mouse sensitivity become so ridiculously low that you can barely turn. There are so many times I ended up bumping in a wall because it just shifted my view away. At least, the option can be turned off. It also seems like they wanted to make darkness more stressfull, so they managed to make it impossible to us the the handgun while using a flashlight. Yep. Why? I don't know. You can handle glowsticks fine with both hand used by the shotgun, but no flashlight for you! It turn out to be an inconvenience that is not any kind of fun. It did not add stress because I have a montain of flares and glowsticks. It's just another layer of unneended step to get to the action. Another weird control they did is the made ''1'', ''2'' and ''something else'' to be quick use button. But those buttons can ONLY be assigned an item from the inventory. This means that it leave a single button to toggle through weapons. Yes, you heard it. One button to shuffle through the weapons. It is bound to the mouse wheel but guess what, no matter if you scroll up OR down, the order do not change. It will cycle trough the melee weapon, pistol, then shotgun. there is NO WAY to map on key or select them any other way. What the?! These things aren't great, but nothing that is TOO bad. If it was only that, I would be fine with the game being what it is. Sadly, it is not long before you realize that Beyond Hanwell doesn't offer much at all in term of progression or gameplay. What seemed like an main overworld full of POIs turns out to be... quite boring. It sure LOOKS promissing, but what is the point? I am ALWAYS full of ammo, for the only 2 guns in the game. The only thing I can get while exploring are: - Recipes for melee weapons that I barely ever use, - Crafting ressources to build ammo I don't need, - Items I already have more than enough of, - Bag size increase so you never ever, EVER EVER EVER lack anything, - or melee weapons I most likely do not want. This made the exploration absolutely useless ''gameplay wise''. There are very few unique items to find, like night vision and such, but not much else. One really good thing I can say about Beyond Hanwell is how much variety there is. There are many ennemies and threats, that varies depending on the location. They each have their own gameplay associated with it. True, most of them aren't exactly original, most of them being the type of creature that is clearly HEAVILY inspired from other games. ''Spiders'' that mimic objects (Cough **Prey** Cough), or the classic manequin that follows you when you are not looking, or scary animal animatronics... They may not all be original, but the truth is, they are varied and they work well in the level design. I also really enjoy how every single POI is different. I cannot stress this enough. There are for sure reused assets, but contrary to most games, the level design is so different in each POI that those assets just... blend in! There is also an impressive variety of melee weapons to find or craft. The overall lack of gameplay polish and way to frequent bugs really hinder the experience. I had events not triggering at all, texts that would stay on screen undefinitely and once, all of the world map POIs disapearing and reset, as if never found. The story is interesting, and the numerous texts scattered all around helps figuring out what happened, but barely explains anything about the protagonist, his health condition and reason to be there. Some POIs have really interesting and funny stories to them and they were all fun and interesting to explore. I wish there were more to it though. There are very very few cutscene and barely any characters to meet or talk to. It helps to build the isolation feeling, but makes me a little too detached to the story. In the end, Beyond Hanwell is a promissing game that fall short on it's promise in many regards. The devs created a stunning looking world full of mysteries and an unsettling ambiance filled with rich level design that is still in my opinion, worth being experienced which explains the thumbs up review. That being said, the rigid controls, many unpolished game design choices and a the fragmented story makes it tedious to actually do so.
13 hours played
Dec. 2025
I thought the game was decently enjoyable, a few parts that made me scratch my head and a few optimization issues here and there (one part of a side mission required using elevators, one of the elevators glitched and my character popped out, soft blocking me until I reset my dying). I enjoyed the sound design, monster vocals and noises are pretty spooky and the way the game handles dark mechanics was pretty neat (Flare, glowstick, flashlight etc.) There are some fun mechanics, combat was okay, a few fun easter eggs, overall I enjoyed the game.
21 hours played
Sept. 2025
I picked up Beyond Hanwell because I liked the idea of a London-themed game. As someone from the UK, this immediately appealed to me — most games lean heavily on American settings, so it was refreshing to see England represented in a dark fantasy/horror environment. The game looked intriguing, and after playing I came away with mixed but mostly positive feelings. The gameplay can feel clunky at times, especially in the way enemies move, and some areas are more polished than others. The London hub area between levels didn’t quite work for me either — the layout, vehicles, and some buildings felt more like dropped-in models than part of a lived-in world. That said, for what appears to be the work of a very small indie team, this is an impressive achievement. Making a game is no easy task, and overall I think they’ve done a solid job. Certain environments really stood out — my favorite moments were in the Cathedral and Westminster Abbey, both of which delivered strong atmosphere and tension. There are also some genuine jump scares sprinkled throughout that kept me engaged. If you’re looking for a perfectly polished horror experience, this isn’t it. But if you enjoy indie horror games and want to support a small developer bringing something different to the table, Beyond Hanwell is worth your time. Compared to big studios where I’d be more critical, I respect what’s been achieved here and think it deserves recognition. Recommended (with caveats).
10 hours played
July 2025
I'm recommending this game on sale as I'm not sure I feel the full price is worth the experience but I am enjoying it. Better than most generic horror games but far from big horror titles like Resident Evil, Evil Within, Silent Hill, etc. Pros: -Decent scares, not too predictable and the eerie horror vibe as you explore is well done -Good pacing and duration (5-10ish hours) -Decent amount of optional content -Really great sound design and music for the good horror atmosphere (with the exception of the music used to build tension that goes on too long, sometimes repeats if finished and doesn't match the scripting/pacing of the area it's used in) -Good voice acting (not much spoken dialogue in the game - mostly voice recordings and some characters you meet) -Decent variety of monsters/creatures (nothing you haven't seen in other horror games though) -Good boss fights -Decent world building (readable notes/documents are informative and concise) -Getting all achievements can easily be done in one play through with not much added input needed over a normal play through (follow a guide to cover the few potential missable achievements) -Very responsive and helpful developer -Optional content unlocks more weapons, blueprints and utility items to incentivize exploring Cons: -Fairly demanding hardware requirements for higher settings -Not great optimisation. FPS fluctuates between areas/rooms or sometimes within the same area. -Mixed graphics fidelity. The lighting and effects make the distant view look photo realistic while nearby grass looks like it's from a PS2 game. -Crashes: Only once while Alt + Tabbed -Bugs: Non-responsive main menu when changing resolution (as though the scaling changed and menu items weren't where they appeared) - fixed with a restart. Seems I picked up this game after a lot of bugs were fixed and the dev has been very proactive in fixing things and helping players -Lack of proofreading: Lots of typos, grammar mistakes, extra letters, missing letters, missing punctuation marks, missing spaces, etc. -Melee weapon durability indication seems pretty arbitrary to work out when it will be break (how much blood is on the weapon) -Can be a bit easy to get lost on what you need to do and Notes and Journal don't help much -Awkward inventory system and item distribution (you'll get plenty of extras of items you don't need but ammo reserves hit the carry limit very quickly) -Barely any content in the mini open world between main areas (I'm not referring to optional POIs around the open world). There's the occasional enemy, storm event, and occasional melee weapon or bit ammo but they're hard to see and find). Seems inspired by Evil Within 2 but not done nearly as well (but I believe it can get there). Neutral: -Awkward default controls & options - Zoomed sprint POV, quick turn, aim assists, etc. - Luckily all can be turned off -Character moves so much with melee attacks -Melee is a lot more viable compared to most horror games but guns feel less impactful -At times looks great, at other times looks very much like an asset flip. Can't quite say how but it lacks the kind of polish you'd see from a more well known developer -Simple crafting system similar to Evil Within games, just require finding blueprints to craft new things -Simple puzzles and clues (with one clue found that seems straight up wrong - unsure if this was intentional or an oversight) -Game introduces various other mechanics which seem to have little to no impact on game play, at least on standard difficulty: Objects physics meaning you can pick and throw objects as well as move them when moving into them. The latter of these is a small part of a stealth part of the game to avoid making noise but you never need to pick and throw objects. The other is a Nausea system that causes your player to throw up and requires pills to stop. Happened only one at the beginning of the game which I'm pretty sure is scripted to introduce the mechanic and only once later.

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Frequently Asked Questions

Beyond Hanwell is currently priced at 24.50€ on Steam.

No, Beyond Hanwell is currently not on sale. You can purchase it for 24.50€ on Steam.

Yes, Beyond Hanwell received 414 positive votes out of a total of 538 achieving a rating of 7.29.
😊

Beyond Hanwell was developed and published by Steel Arts Software Ltd.

Yes, Beyond Hanwell is playable and fully supported on Windows.

No, Beyond Hanwell is not playable on MacOS.

No, Beyond Hanwell is not playable on Linux.

Beyond Hanwell is a single-player game.

Yes, there is a DLC available for Beyond Hanwell. Explore additional content available for Beyond Hanwell on Steam.

No, Beyond Hanwell does not support mods via Steam Workshop.

No, Beyond Hanwell does not support Steam Remote Play.

Yes, Beyond Hanwell is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Beyond Hanwell.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 07 June 2026 20:12
SteamSpy data 08 June 2026 09:45
Steam price 13 June 2026 12:16
Steam reviews 12 June 2026 19:53

If you'd like to dive deeper into the details about Beyond Hanwell, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Beyond Hanwell
  • SteamCharts - Analysis of Beyond Hanwell concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Beyond Hanwell compatibility
Beyond Hanwell
Rating
7.3
414
124
Game modes
Features
Online players
1
Developer
Steel Arts Software Ltd
Publisher
Steel Arts Software Ltd
Release 26 Sep 2024
Platforms