Easy, Normal, Hard and Hellraiser modes change enemies, loot and saving. Hard removes autosave; Hellraiser burns limited Save Tokens.
Hellraiser Revival Difficulty Modes and How Saving Works
Clive Barker's Hellraiser: Revival ships with four difficulty modes — Easy, Normal, Hard and Hellraiser — and every one of them changes enemy density, resource availability and the saving mechanic. You can swap between Easy, Normal and Hard at any moment from the options menu, but Hellraiser can only be picked when you start a New Game. And the direct answer to the question players keep searching: there is no New Game Plus at launch, only that harder mode.
The Four Difficulty Modes at a Glance
The clearest published breakdown of the modes comes from GameTrek's difficulty explainer (last updated October 10, 2026 — two days after launch). It states up front that each mode "changes the enemy spawn rate, the resources available, and the saving mechanic," and that the only mode you cannot switch into later is Hellraiser.
| Difficulty | What changes | Saving | When you can select it |
|---|---|---|---|
| Easy | Recommended if you are new to survival horror or want to focus on the story; the game plays "without significant resistance" | Not documented in the sourced breakdown | Any time |
| Normal | The recommended setting for the average player; a balanced experience | Autosave is available | Any time |
| Hard | Challenging combat aimed at horror veterans | Limited save locations, no autosave | Any time |
| Hellraiser | Extremely difficult combat, a lot of enemies, scarcity of resources | Saving done with limited Save Tokens | New Game only |
Two things are worth flagging. First, Saber Interactive's official FAQ does not document difficulty or saving at all — it covers runtime, patches, platforms and the demo — so everything above is third-party guidance, not an official feature list. Second, the source's own wording for Easy says nothing about autosave, so treat Easy's save behaviour as undocumented rather than assuming it matches Normal.
Because Easy, Normal and Hard can be changed mid-playthrough, you can start on Normal and drop to Easy for a boss, or push up to Hard once your guns are upgraded. Hellraiser has no such escape hatch — once a Hellraiser save exists, that run is locked to the mode it started on.
How Saving Works on Each Difficulty
On Normal, the game autosaves — this is the mode the breakdown explicitly confirms autosave for, and it is the safe default for a first playthrough.
On Hard, autosave is off and you are limited to fixed save locations. Practically that means every stretch between save points is a run you can lose, which is exactly why a survival-horror veteran setting should play it: the tension comes from commits, not from enemy health bars. If you are following the prologue walkthrough, budget extra time on Hard — the opening escape is the first place the missing autosave shows up.
On Hellraiser, saving consumes limited Save Tokens. The sourced breakdown confirms the currency exists and that the mode is New Game only; it does not state how many tokens you earn per run, how they refill, or whether they can be bought — none of that is documented in any source we reviewed as of the 2026-10-12 check, so treat token counts as unverified until Saber publishes patch notes or a guide with tested numbers.
Manual saves exist alongside autosave. The community trophy guidance for the 666-spent / 999-sold shop achievements advises making a manual save at the first Zora shop (roughly one hour in) before farming the transactions — which only makes sense if save points are usable on demand. That same trick is written up on the achievements page.
Save files also back up ending runs. Both endings live behind a single final decision, and the PowerPyx-based route is to let the final autosave reload you to the moment before you choose, then pick the other option — one playthrough, two trophies. Full steps are on the both-endings page. How save files move between platforms (copying, cloud sync, cross-saves) is not covered by any source we checked — the official FAQ only says an internet connection is optional but recommended "so you can get the latest patches."

Assist Options: Aim Assist, Death Hints, Object Highlight, Boss Health Bar
Difficulty is only half of the tuning. Per the same GameTrek breakdown, the options menu carries a second layer of toggles that make the game easier or harder without changing the mode itself:
| Setting | Options | Menu path |
|---|---|---|
| Aim Assist | Default / Off / Strong | Gameplay → Player Settings |
| Death Hints | On / Off | Gameplay → Game Settings |
| Object Highlight | On / Off (highlights interactable objects) | Interface → General Settings |
| Interact Indicators | On / Off (flags points of interest) | Interface → General Settings |
| Boss Health Bar | On / Off (shows remaining boss health) | Interface → HUD Advanced Settings |
Turning Death Hints off and the Boss Health Bar off is the closest the game gets to a purist run short of Hellraiser; Strong Aim Assist plus both highlight toggles is the story-focused setup.
Players have reported a Hellraiser-mode save problem in the opening hours (a first save point that locks a door and forces restarts) on Reddit. Treat it as a launch-window report pending a patch, not confirmed behaviour — and check the known issues page before you commit to a token-heavy run.
Official source: Saber Interactive — Clive Barker's Hellraiser: Revival FAQ — "we expect to release some patches to address issues discovered post-launch... we do not have plans for future DLC or content updates."
Is There a New Game Plus?
No — there is no New Game Plus at launch. The clearest public statement is the September 2026 developer interview coverage collected in r/hellraiserthegame's "No new Game Plus at Launch, only a harder difficulty" thread: the post-launch harder option is Hellraiser mode itself, not a carry-over NG+ loop.
As of the 2026-10-12 check, Saber has not published post-launch patch notes on the Steam news feed, and the official FAQ commits only to patches, not content updates. So the accurate answer today is: no NG+, no announced plans for NG+, and Hellraiser mode is the replay incentive. If Saber changes that, the known issues and patches page is where we will log it.
Which Difficulty Should You Pick?
- New to survival horror, here for the story: start on Normal — it is the mode with confirmed autosave, and you can drop to Easy mid-run if a section stalls you.
- Played Resident Evil / Alone in the Dark and want the intended resource pressure: Hard. Fixed save locations turn every corridor between checkpoints into a real decision, which is where this game's crafting economy (healing, lockpicks, ammo) starts to matter — see the beginner tips guide for what to hoard.
- Trophy hunting or collecting all 27 items: do your first run on Normal. Many collectibles sit in Labyrinth branches you cannot backtrack to, and a no-autosave mode makes a missed pillar far more expensive — details in the collectibles guide.
- Chasing the series' namesake: Hellraiser on a fresh save, tokens or not.
Bloody Disgusting's beginner guide is difficulty-agnostic but worth reading alongside any mode: it argues for hoarding lockpicks, holding medical supplies until you truly need them, and finishing optional puzzles before spending at Zora — resource habits that only get sharper as the mode climbs.
For the full route these saves are protecting, see the walkthrough hub.
Frequently Asked Questions
Can you change difficulty in Hellraiser Revival? Yes. Easy, Normal and Hard can be switched at any point in the options menu. Hellraiser cannot — it is only selectable when you start a New Game.
Does Hellraiser mode have autosave? No. Saving on Hellraiser is done with limited Save Tokens. Hard also removes autosave but keeps fixed save locations.
What is a Save Token? The limited save currency used by Hellraiser mode. Each save consumes one; how many you get and how they replenish is not documented in any source we reviewed as of 2026-10-12.
Will Hellraiser Revival get New Game Plus? There is none at launch, and no NG+ has been announced. The developer-interview coverage points to Hellraiser mode as the replay hook instead.
Does difficulty affect achievements? Not documented. None of the sources we checked — the difficulty breakdown, the official FAQ, or the interview coverage — mention difficulty-gated achievements, but that is an absence of evidence, not confirmation. Assume it is unconfirmed.
Where does the difficulty information come from? GameTrek's difficulty explainer (updated October 10, 2026) for the mode table and assist toggles, plus the Reddit interview thread for the NG+ answer. Saber's official FAQ does not list difficulty settings.
Related Reading
More Clive Barker's Hellraiser: Revival Guides
Butterball, Chatterer, Deep Throat and new Cenobites like the Child, Cabalist and Fallen. Every Hellraiser: Revival Cenobite explained.
Aidan Lynch (Xalavier Nelson Jr.), Sunny (Leader Looi) and Pinhead (Doug Bradley) lead the cast. Every confirmed character and performer.
Every Genesis Configuration box puzzle in Hellraiser: Revival solved: how each half should line up, plus where Suffering refills your box powers.
Bugged PS5 shop trophies, Hellraiser-mode save problems and collector's-edition delays. Every known launch issue and the workarounds.
The Labyrinth holds Pain and Suffering Pillars you can never return to. Route through Field of Souls, the heart hunt and the finale unmissed.
Official estimate is 8-12 hours; HowLongToBeat averages 8.5h story and 22.5h completionist; media clocked 15-18h for 100%. Every figure, sourced.
Metacritic lists PS5 69, PC 75 and Xbox 71; OpenCritic sits near 61% recommend. See every platform score and what drives the split.
Doug Bradley voices Pinhead again in Hellraiser: Revival. His role, the new form, and how the game fits Hellraiser franchise canon.
