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STORY PATH CATALOG / THE FULL REVIEWMedium / Roguelike

THE FINAL WORD / EDITORIAL REVIEW

Hades

RoguelikeMedium

A remarkably effective character story built from returns, with a familiar household that keeps finding new things to say.

9.4/10Unmissable
Play now ↗Buy on Steam
DEVELOPED BY Supergiant GamesPUBLISHED BY Supergiant Games

Game facts

Developer
Supergiant Games
Publisher
Supergiant Games
Released
17 September 2020
Platforms
Windows · macOS (Steam edition)
Model
Paid game
PEGI
12 — Nintendo Switch edition; not a separate PC classification
Players
Single-player
Length
Medium
Difficulty
4 / 5 · Challenging
Steam Deck
Verified

PEGI source ↗ · Steam Deck status source ↗

Edition: Base game

The score, explained

Gameplay & control 30%9.7

The interest and responsiveness of the core decisions and actions.

Structure & discovery 20%9.2

How progression, exploration and goals fit together.

Art & sound 20%9.7

The coherence of the visual, musical and narrative presentation.

Clarity & assistance 15%8.2

How clearly the game explains its rules and offers useful ways to engage.

Depth & return 15%9.7

The depth of optional goals, alternative approaches and reasons to return.

How the five weighted criteria create this score →

The escape matters because of the home

Hades gives Zagreus an obvious objective, but the House of Hades makes that objective emotionally complicated. The place he wants to leave is also where relationships, routines and unfinished conversations accumulate. Returning after a failed escape therefore changes the tone of defeat. A new exchange with Nyx, Achilles or another resident can make the home feel different even when the route out begins again in Tartarus. This is the game's strongest narrative decision: repetition does not freeze the people around it. For Story Path Catalog, the attraction is a family conflict that can develop through brief, frequent encounters. The story stays close to the rhythm of play, offering another reason to return without requiring a long interruption before the next attempt begins.

Relationships travel through the combat

The Olympian gods reach Zagreus through boons, giving a combat choice a characterful voice. Their personalities and connections make the process of building a run feel like participation in a wider family argument. Encounters with figures such as Megaera and Thanatos further blur the boundary between obstacles, allies and people with their own expectations. Gifts and conversations deepen those relationships over repeated visits, while the Infernal Arms make each escape attempt feel physically different. The story benefits from that flexibility. You can pursue a particular relationship without needing every run to follow the same combat plan. Hades makes narrative continuity durable enough to survive changing weapons, unsuccessful attempts and the irregular pace at which a player becomes comfortable with the journey.

The story moves through repeated work

Readers attracted by the characters should still expect to fight through familiar regions many times. New dialogue changes the meaning of returning, but it does not remove the mechanical repetition. Some relationship developments also depend on events occurring across several attempts, so a particular thread may advance less directly than a conventional quest. The game is generous with voices and personality, yet it remains an action roguelite that asks for movement, awareness and persistence. If combat is merely an obstacle between conversations, that structure can become tiring. The important distinction is whether the repetition feels like a setting in which relationships grow or a delay imposed on the story. Hades makes an unusually persuasive case for the former, but the underlying demand remains substantial.

An ongoing conversation disguised as an escape

Choose Hades when you want character development to accompany an activity you are happy to repeat. Its strongest narrative achievement is making small conversations feel cumulative: a brief remark can matter because you remember the last exchange and the circumstances around it. The household becomes familiar without becoming static, while the broader family gives the escape a meaning beyond reaching a final doorway. This makes it a particularly good fit for players who enjoy stories in instalments. A more linear adventure will suit anyone who wants to follow one thread to its conclusion with few interruptions. Here, the pleasure is returning to a known place and discovering that the people in it still have something new to reveal about themselves and about Zagreus.

The verdict

A remarkably effective character story built from returns, with a familiar household that keeps finding new things to say.

Reasons to play

  • Failed escapes still develop relationships
  • Boons give the wider family a voice
  • Short conversations accumulate meaning

Reasons to think twice

  • Narrative progress requires repeated action runs
  • Some relationship threads advance indirectly

See the game

Hades
Official Hades screenshot.
Hades
Official Hades screenshot.

Assist & accessibility

Parents’ guide

Players: Single-player. No in-game purchase marker in the checked Steam listing. Separate downloadable content may be sold.

Age classification: 12. Nintendo Switch edition; not a separate PC classification

Understanding age labels, online play and purchases →

A useful starting tip

Choose boons that support the weapon and effects already defining the run, rather than treating each offered power as an isolated upgrade.

A different direction

Compare this with Inscryption: An unsettling mystery that makes the card table, the room and the game's own presentation active parts of its storytelling.

Official sources

Reviewed: November 2026

Your comparison

Official trailer

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