HadesTrivia: 5 Dev Facts Even Fans Might’ve Missed

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    Aimee RogersAimee Rogers
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    Deckmaster

        We all know Hades as one of the roguelikes that got a lot of people into the genre, but the story of how Supergiant actually built it is just as interesting as anything happening in the underworld. Here’s 5 things you may not have known about it’s development:

        1. It was Supergiant’s first-ever Early Access game

        Every previous Supergiant title (Bastion, Transistor, Pyre) launched as a finished product. Hades was the studio’s deliberate first attempt at Early Access, and creative director Greg Kasavin has said the goal was specifically “to see what we could build in partnership with our community”, not just to get bug reports, but to actually shape the game’s serial storytelling around player feedback.

        2. It only took about three years to reach 1.0

        Development started less than a month after Pyre shipped in July 2017, and Hades hit version 1.0 in September 2020, roughly three years, which is pretty fast for a game with this much systemic depth and voiced content.

        3. The original seven-person founding team is still intact

        Per Supergiant’s own FAQ, all seven original staff members were still working together at the studio as of Hades’ release, just now “bolstered by more than twice as many talented individuals.” It’s the same core crew since Bastion.

        4. The narrative team had to solve a problem they’d never faced before…Randomness

        Supergiant’s earlier games were tightly scripted. Building a roguelike meant embracing the fact that no two runs, and no two players, would see the same story beats in the same order. Kasavin described it as “scary and exciting,” and the team had to accept that none of them would ever personally see everything the game could generate.

        5. The game features 30 fully voiced characters and thousands of unique lines

        That’s an enormous voice acting commitment for an indie studio, and it’s a big part of why Hades’ dialogue feels like it’s actually reacting to your specific run instead of repeating generic barks.

        Makes you appreciate how much of a gamble the Early Access and randomness combo was for a studio that built its reputation on tightly scripted, linear stories. Curious how many people here played it during Early Access (on the Epic Games Store, back in December 2018) versus waiting for the Steam/1.0 release?

        Were you one of the veteran players?0

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