Skip to content

Chamber paths

How the player navigates a run. Each biome is a directed acyclic graph of chambers — pick a door at chamber-end, see what reward it telegraphs, walk through. The graph is shallow (~12–20 chambers per biome) but the door icons let the player shape the run.

Hades II exploration HUD — Melinoë in the Erebus biome with abilities row, Magick + HP bars, gold counterMid-chamber exploration in Erebus. Top-left: gold counter (1) and Magick stack (under it). Left side: ability row showing equipped Cast / Sprint / Magick / Hex slots. Bottom-left: Magick bar (cyan, 30/50) over HP bar (red, 21/30). The HUD itself is minimal — most of the screen is environment art. Source: Game UI Database.

Reward door icons — the foreshadowing layer

When the player clears a chamber, the doors leading to the next chamber each show a reward icon:

IconReward
⚡ god symbolA boon from that specific god
🔨 anvilHammer of Daedalus (weapon upgrade)
💰 gold pileGold (currency for the in-run shop)
💎 gemCrystallized Currency (long-term meta-currency)
🍷 nectarGift currency for hub characters
❤️ heartHealing chamber
🌑 ⭐ ✨Various biome-specific currencies
👁️ CharonShop chamber (spend gold)
⛏️ pickaxeEncounter sub-type or special chamber

So when the player picks a door, they're picking the reward type they need most right now. Low health → take the heart. Low gold → take the shop. Need build commitment → take the god boon you're stacking.

This is branching-dag-map — the player picks the run's shape via partially-visible information about node types, exactly Spire's pattern. Hades and Spire share this design language explicitly; the studios were aware of each other.

Biome structure (Hades 1 reference)

Tartarus     (~14 chambers + mini-boss + biome boss)

Asphodel    (lava biome, faster-paced enemies)

Elysium     (knight enemies, pillar mechanics)

Temple of Styx (4 sub-paths leading to final boss)

Final boss → ending → start over

A typical run is ~20–40 minutes from start to credits-or-death. Hades 2's two-path structure is similar but branched: the descent (Tartarus → Erebus → Oceanus → boss) and the ascent (Surface → boss). Players can do either each run.

Handcrafted-PCG hybrid

Each chamber is a hand-authored room — a bespoke arena with set-pieces, traps, and enemy spawn locations. The procedural layer just decides:

  • Which rooms get connected this run (from a pool of ~30 per biome).
  • Which enemy spawns trigger.
  • Which reward type each exit door offers.
  • Which boons / hammers / shops are available.

So the moments are static (this trap room, this boss tell, this elite mini-arena), but the order and rewards shuffle. Same shape as Sparklite's tile-shuffled biomes or Warframe's tile-set missions — Hades just uses smaller arena-shaped tiles instead of corridor-shaped tiles.

See handcrafted-pcg-hybrid.

Throwing-arc UI — telegraphing the player's own attacks

Combat in Erebus showing the cast / throwing-arc trajectory line — long arrow indicating direction the cast will travelThe throwing-arc UI showing the trajectory of an attack. The arc lets the player aim casts before committing — the same insight as enemy-intent-telegraph (Slay the Spire's enemy intent), but applied to the player's own moves. Source: Game UI Database.

Hades 2's UI shows the player's own attack telegraphs — where a Cast will land, the angle a thrown weapon will travel, the AoE of a Hex. This is unusual; many action games hide the player's own range. Hades's framing: the player should be able to read their own kit as cleanly as they read enemy intent. Combat becomes a 2-way puzzle.

Patterns this exemplifies

Released under the MIT License.