About Hades
Hades follows Zagreus, immortal prince of the Underworld, as he tries to escape his father’s realm. Fight through shifting rooms, combine weapons with Olympian Boons, and return to the House of Hades to strengthen the Mirror of Night and continue conversations with the gods, ghosts and shades tied to his family.
Hades follows Zagreus, immortal prince of the Underworld, as he tries to leave the House of Hades and reach the world above. His father, Hades, rules the realm he must cross, while the household’s gods, shades and servants know him for more than his escape plans. Each departure sets an immediate goal: survive the Underworld’s chambers and reach the next region. The setting draws on Greek myth but keeps its focus close to Zagreus and his family, whose arguments and histories surface as he meets them. Returning to the House brings him back into their orbit, and new conversations can reframe what seemed like a straightforward rebellion. The story advances alongside the repeated journeys, with the cast responding to what Zagreus has done and how far he has travelled.
Before setting out, Zagreus chooses one of the Infernal Arms: the Stygian Blade, Eternal Spear, Shield of Chaos, Heart-Seeking Bow, Twin Fists of Malphon or Adamant Rail. Their attacks and special moves give each run a different starting rhythm. In a chamber, he can strike, dash to reposition, use his cast and call on Olympian aid as those powers become available. Zeus, Athena, Poseidon and the other gods offer Boons that alter attacks or add effects; choosing one shapes what is worth looking for next. Daedalus Hammer upgrades can change how an arm behaves, such as giving the Blade a longer-reaching wave or changing the Shield’s Bull Rush into a projectile. The room-by-room build is therefore assembled from the weapon, the Boons offered and any Hammer changes, with combat demanding movement and attention to enemy attacks rather than a fixed sequence of button presses.
The escape route runs through Tartarus, Asphodel, Elysium and the Temple of Styx. Chambers end in an exit choice, and the reward attached to a doorway helps decide which resource or power is worth taking next. A boon can strengthen a weapon’s attack; Darkness and Chthonic Keys contribute to longer-term growth; a shop may offer a useful purchase before the next encounter. Charon’s wares and Daedalus Hammers can change the plan mid-journey, while boss fights mark the end of a region and test the build assembled there. The areas have different hazards and enemies, and some rooms present tougher encounters or special challenges. Since the next set of rooms and rewards varies between attempts, a weapon that felt safe in one chamber may need a different approach in the next. The route has a clear upward direction, but how Zagreus gets through it depends on the choices made along the way.

Progress between escapes uses several resources for different purposes. Darkness can be spent at the Mirror of Night in the House of Hades to improve Zagreus permanently, while Chthonic Keys unlock additional Mirror choices and other interactions. Gemstones and other finds can go to the House Contractor, whose renovations alter parts of the House or the Underworld chambers. These investments outlast a single attempt, so a return from a short run may still leave Zagreus with a new talent, an opened option or a changed room. The Mirror also offers alternative talents, letting players choose between different effects as the character develops. Weapon Aspects provide another lasting layer: alternate forms can be unlocked and upgraded, changing how an Infernal Arm works on later escapes. The current run’s Boons disappear with that attempt, but resources and unlocks help determine what will be available for the next one.
The House is also where Zagreus can give Nectar to people he knows. The Gift System develops those relationships and can earn Keepsakes, which can then be equipped to affect an escape attempt. A Keepsake tied to a particular character turns a conversation in the House into a practical choice for the next trip. The cast includes Olympians who lend their powers, Underworld residents who have their own roles in the household, and figures encountered farther along the route. Their fully voiced conversations change as events accumulate; a new escape or a conversation with someone else can unlock another response. The Fated List of Minor Prophecies adds goals and rewards that can span more than one run, while House renovations let players alter some chambers. Those systems give time at home its own decisions: which relationship to pursue, which Keepsake to bring, and where to spend what the latest attempt recovered.
Players can adjust how demanding the journey feels. God Mode offers help for those who want a more forgiving challenge, while Hell Mode and the Pact of Punishment provide harder conditions for players who want to raise the stakes. The Pact lets Zagreus take on added restrictions, such as tighter time limits or tougher encounters, and successful clears can earn Bounties tied to the weapon used. That gives experienced players a reason to revisit the same route with a different arm or a harsher set of conditions.

- Developer
- Supergiant Games
- Genre
- Rogue-like dungeon crawler; action and RPG
