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Sources

Wikipedia / official

Wikis

Reviews and dev coverage

  • IGN, Polygon, Eurogamer reviews of Hades 1 (2020) — broadly captured the "death-as-narrative" framing.
  • Hades: Developer Update devblogs — periodic studio posts on Steam covering EA progression for both entries.
  • Noclip's Hades documentary series — multi-part dev-team interview covering the writing system and EA workflow.
  • The Game Awards 2020 — Hades won Best Indie / Best Action Game / Best Game Direction. Multi-category recognition validated the design as a genre move, not a one-off.

Dev interviews and material

  • Greg Kasavin (creative director / writer) — recurring podcast / GDC appearances. Repeating themes: writing volume as the enabling constraint, granular dialogue triggers as the engine.
  • Amir Rao (studio director) — Game Maker's Toolkit interviews on EA workflow and how the studio iterates on player feedback.
  • Darren Korb (composer / sound director) — interviews on the audio direction; periodic OST drops via Bandcamp.
  • Logan Cunningham (voice of Hades, Charon, Asterius, Skelly + many more) — public interviews on recording the dialogue volume.

Visual sources

Screenshots are sourced from Game UI Database (Hades II UI gallery, 44 1920×1080 screenshots). One image is from Hades 1's opening cinematic via the same source.

Caveats

  • Hades II is in Early Access as of writing (entered EA May 2024); 1.0 release expected 2025. Some systems described here may shift before 1.0.
  • Hades 1 statistics (line counts, run lengths) are approximate and based on community estimates + dev interviews.
  • The dialogue trigger system internals aren't publicly documented; descriptions here reflect community reverse-engineering and dev-interview hints.

Released under the MIT License.