This article was automatically translated from the original Turkish version.
Type | Action Roguelike RPG | ||||||||
|---|---|---|---|---|---|---|---|---|---|
Developer | Supergiant Games | ||||||||
Producer | Supergiant Games | ||||||||
Director | Greg Kasavin | ||||||||
Art Director | Jen Zee | ||||||||
Composer | Darren Korb | ||||||||
Platform | PC iOS macOS Xbox One–Series X/S PlayStation 4–5 Nintendo Switch | ||||||||
Release Date | 17 September 2020 | ||||||||
Game Mode | Single-player | ||||||||
Hades, an action-roguelike game developed by Supergiant Games and released on September 17, 2020, draws inspiration from ancient Greek mythology. The game is built on a structure in which the cycle of death is integrated into the narrative, character relationships shape progression, and each attempt adds a new layer to the story. In this way, it embraces a cyclical framework both mythologically and structurally.
The experience gained from Supergiant Games’ previous titles—Bastion, Transistor, and Pyre—is applied more maturely in this title. Hades presents a game design in which repeated failures advance the narrative and every death acquires meaning.
Hades - Official Animation Trailer (IGN)
At the center of the game is Zagreus, the son of Hades. Born in the Underworld ruled by his father, Zagreus is consumed by a desire to escape. This longing merges with his wish to find his mother, Persephone, who lives on the surface. However, the Underworld is constructed as a complex labyrinth that permits no soul to leave. Each of Zagreus’s failed attempts returns him to Hades’s palace.
This structure creates a cycle reminiscent of the myth of Sisyphus. Each new attempt offers a slightly better chance to progress, transforming the act of death from punishment into a tool for learning.
Zagreus’s character embodies youthful rebellion. His conflict with his father forms a microcosm reflecting the hierarchical order among the gods. In the game, Zeus, Athena, Ares, Dionysus, and other deities engage with this familial tension from different perspectives. Every advance Zagreus makes coincides with the favor of one god or the wrath of another. Thus, the shifting relationships of Greek mythology are woven into gameplay.
The narrative extends beyond Zagreus’s escape attempts to encompass the stories of other figures residing in the Underworld. The efforts of Achilles and Patroclus to reunite, Orpheus’s separation from Eurydice, and Sisyphus’s reconciliation with his fate form side narratives that orbit the main story. These tales revive the tragic tone of ancient myths within a modern context.

Hades (Supergiant Games)
Hades is an action game played from an isometric camera perspective. In each new “run,” or escape attempt, the player battles enemies in procedurally generated rooms. At the end of each room, the player is offered a specific reward: resources, currency, or divine boons known as “boons.” These rewards enable the player to acquire a different combination of powers in each run.
Zagreus’s weapons are called Infernal Arms. There are six primary weapons: Stygian Blade, Heart-Seeking Bow, Shield of Chaos, Eternal Spear, Twin Fists, and Adamant Rail. Each represents a distinct combat style. The blade focuses on rapid close-range attacks, while the spear offers a longer-range and more controlled approach. The bow allows the player to neutralize enemies from a distance, and the shield functions as both a defensive and offensive tool.
Each weapon has multiple variants that can fundamentally alter the player’s combat style based on preference. For example, one shield variant allows the player to bounce off enemies, while another enhances close-range attacks. This system significantly increases replayability.
Zagreus also has four core actions: basic attack, special attack, “dash,” and “cast.” The dash enables the player to quickly evade attacks. The cast involves hurling a red stone that deals additional damage to enemies. The stone cannot be reused until it is retrieved after embedding in an enemy. This mechanic enforces a risk-reward balance in every encounter.

Hades (Supergiant Games)
In each new room, the player is presented with boons offered by different gods. In this “boon” system, each deity provides advantages tied to specific traits.
Zeus delivers chain lightning attacks, Athena creates defensive deflecting effects, Ares inflicts delayed damage through a lethal “doom” status, and Dionysus grants poison-based attacks. Poseidon’s powers enable area control by pushing enemies.
Occasionally, “Trials of the Gods” occur, pitting two gods against each other. When the player chooses one god’s boon, the other temporarily becomes an enemy. This grants the player the chance to gain both boons simultaneously but results in a challenging battle. This tension between the gods directly translates mythological dynamics into gameplay.
In some cases, the powers of two gods combine to form special “Duo Boons.” For example, when Ares’s “Curse of Agony” ability merges with Athena’s “Divine Dash,” it creates a combined power called “Merciful End.” Such combinations produce varied outcomes in each run and deepen strategic planning.

Hades (Supergiant Games)
Hades’s most distinctive structural element is the integration of death into the game’s core loop. Every death advances the story. With each return, the player hears new dialogue, acquires new items, and deepens relationships within the Underworld. Thus, failure becomes a form of narrative progression rather than punishment.
After death, Zagreus returns to the House of Hades, where he interacts with his father, the gods, and servants. Hades dismisses his son’s failures, Hypnos makes sarcastic remarks, and Nyx offers guidance. These scenes reveal the characters’ natures and provide the player with opportunities to rest, upgrade abilities, and plan strategy.
Unlike classic roguelikes, this system gives each cycle narrative significance. Supergiant Games treats death not merely as a mechanical feature but as a thematic expression.
The relationships Zagreus forms with characters he meets on his journey form the emotional backbone of the game. Figures such as Achilles, Orpheus, Eurydice, Patroclus, Sisyphus, and even Cerberus contribute distinct emotional dynamics.
As the player strengthens bonds with these characters, new items and narrative pathways open. This system sustains player curiosity and transforms the world into a living, evolving space.
Some side stories reference classical tragedies. The separation between Orpheus and Eurydice reinterprets the classic theme of love and loss. The bond between Achilles and Patroclus highlights feelings of heroism and regret. These dialogues are not mere background elements but direct narrative tools that influence the game’s progression.
Art direction is one of the key elements shaping the game’s atmosphere. Under the leadership of Jen Zee, the design team shaped characters through a fusion of classical sculpture aesthetics and modern illustration techniques.
Each god and character is designed with a unique color palette: Hades embodies authority through dark red and black tones, while Zagreus reflects youth and dynamism with green and gold hues. The different layers of the Underworld are similarly distinguished by visual themes: Tartarus is rendered with grim stone textures, Asphodel with lava lakes, and Elysium with bright natural tones.
According to Guardian, character designs reflect the body aesthetics of ancient art. This approach supports the game’s mythological themes not only narratively but visually as well. Each character’s physical appearance is conceived as an extension of their personality.
The game’s music was composed by Darren Korb. As in his previous work on Bastion and Transistor, the music of Hades is woven into the atmospheric storytelling. The tracks blend classical and modern elements into a style describable as “Rock n’ Lute.”
Songs performed by Orpheus appear in a “diegetic” manner within the game; that is, the music is not merely background but becomes part of the narrative itself. In this way, music functions as a vehicle for conveying characters’ emotions.
During combat scenes, fast-paced guitars and percussion dominate, while scenes in the House of Hades feature softer, more melancholic tones. These musical transitions play a crucial role in establishing the emotional rhythm of the game.
Hades features a structure that allows players to experience varying levels of challenge. The “God Mode” option increases the player character’s defense after each failure, broadening the game’s accessibility.
Conversely, the “Pact of Punishment” system offers more demanding conditions for experienced players. This system increases enemy numbers, diversifies boss battles, and introduces specific restrictions. This balance preserves the game’s replayability.
Progression in the game is tied not only to mechanical enhancement but also to the development of relationships and narrative. This blurs the boundary between gameplay and story. Each “run” is treated as both a technical and emotional advancement.
The game has been released on PC, Nintendo Switch, PlayStation 4–5, Xbox One–Series X/S, and iOS. The Switch version is optimized for portable play, though text readability is limited due to the smaller screen size.
Newer console versions run at 4K resolution and 60 FPS, presenting visual details with greater clarity. These versions also reduce loading times and accelerate transitions.
Cross-save functionality is available between PC and Switch, but not on other platforms.
Hades has received universal acclaim from critics. According to Metacritic, it holds an average score of 93 and is categorized as “Universal Acclaim.”
IGN highlighted the game’s structure, in which the cycle of death is integrated into the narrative. Eurogamer drew attention to the richness of the atmosphere and the dynamic combat. GameSpot emphasized the flawless fusion of narrative and gameplay, while Guardian noted that the character designs successfully revived mythological aesthetics.
Nintendo World Report stated that the game offers an accessible entry point for newcomers to the genre, while Rock Paper Shotgun observed that the structure matured significantly through updates following its early access phase.
Hades blends themes of death, rebellion, and identity search with the narrative forms of Greek mythology. Each failure adds a new layer to the story, transforming the cyclical structure into a vehicle for dramatic progression.
The game successfully unites the randomized nature of the roguelike genre with a powerful dramatic unity. Visual aesthetics, music, and character interactions have become complementary elements.
Unlike Supergiant Games’ previous titles, in Hades technical mastery has merged with narrative depth, establishing it as a benchmark in contemporary game design.

Hades (Supergiant Games)
Eurogamer. "Hades Review – Of Myth and Mayhem." Accessed October 19, 2025.https://www.eurogamer.net/hades-review-of-myth-and-mayhem
GameSpot. "Hades Review – The Long, Hard Road Out of Hell." Accessed October 19, 2025.https://www.gamespot.com/reviews/hades-review-the-long-hard-road-out-of-hell/1900-6417568
IGN. "Hades - Official Animated Trailer." YouTube. Accessed October 19, 2025.https://www.youtube.com/watch?v=91t0ha9x0AE
IGN. "Hades Review." Accessed October 18, 2025.https://www.ign.com/articles/hades-review
IMDb. "Hades." Accessed October 18, 2025.https://www.imdb.com/title/tt9459718/?ref_=mv_desc
Metacritic. "Hades Reviews." Metacritic. Accessed October 18, 2025.https://www.metacritic.com/game/hades
Nintendo World Report. "Hades Review." Nintendo World Report. Accessed October 18, 2025.https://www.nintendoworldreport.com/review/55013/hades-switch-review?callback=in&code=YZLMYZK5YZGTNZAXZS0ZNMI1LTLKM2ITNZLKYWRLOWJJMDUZ&state=0c23f3f3ef9245f7a4c6cab0f215b3fb
Polygon. "Hades Review: A Near Flawless Romp Through Hell." Accessed October 19, 2025.https://www.polygon.com/reviews/2020/9/24/21453043/hades-review-switch-windows-early-access-supergiant-roguelite-impressions
Rock Paper Shotgun. "Hades Review." Rock Paper Shotgun. Accessed October 19, 2025.https://www.rockpapershotgun.com/hades-review
Supergiant Games. "Hades FAQ." Accessed October 18, 2025.https://www.supergiantgames.com/blog/hades-faq
The Guardian. "Hades Review: A Sexy, Scintillating Sojourn in the Greek Underworld." Accessed October 19, 2025.https://www.theguardian.com/games/2020/oct/01/hades-review-a-sexy-scintillating-sojourn-in-the-greek-underworld

Type | Action Roguelike RPG | ||||||||
|---|---|---|---|---|---|---|---|---|---|
Developer | Supergiant Games | ||||||||
Producer | Supergiant Games | ||||||||
Director | Greg Kasavin | ||||||||
Art Director | Jen Zee | ||||||||
Composer | Darren Korb | ||||||||
Platform | PC iOS macOS Xbox One–Series X/S PlayStation 4–5 Nintendo Switch | ||||||||
Release Date | 17 September 2020 | ||||||||
Game Mode | Single-player | ||||||||
Plot and Thematic Framework
Gameplay Structure
Divine Boons and Combinations
Death and Cyclical Narrative
Relationships and Narrative Depth
Art Direction and Visual Atmosphere
Music and Sound Design
Difficulty System and Progression
Technical Features and Platform Performance
Critical Reception
Place in the Gaming Landscape