Shattered Paradise Logo

Shattered Paradise

A dungeon crawler roguelike where death is permanent and every run shapes the next. Retrace Dante’s path through Inferno, Purgatory, and Paradise as you explore procedurally generated worlds ruled by a false god.
Join our founding supporters to shape the game from the ground up.

Join Newsletter & Become a Founder

Limited founding supporter spots. Join a community of early testers shaping the game.

Watch the Teaser

Explore the lore of Shattered Paradise, a world born under a false god.

Feature Monster GIF

A Different Kind of Roguelike

Dynamic World

Deaths and choices reshape the world, making every run unique.

Meaningful Choices

Branching dialogue with permanent consequences for your actions.

Immersive Environments

Explore Inferno, Purgatory, Paradise, worlds full of detail and lore.

Replayable Stories

Choose races and classes. Build your character through procedural gear.

Meta-Progression & Strategy

Unlock run-to-run upgrades. Win through planning, not reflexes.

Art & Sound emphasis

Gorgeous pixel art, 2d visuals and an epic original soundtrack define the world.

Futile Voices GIF

Screenshots

Art from the world of Shattered Paradise

Cerberid Fragment GIF

Founding-Supporter Perks

  • Be the First to Know:
    Instant updates when the Kickstarter campaign launches.
  • Unlock the $1 Supporter Bundle:
    A limited pre-launch offer packed with exclusive digital rewards.
  • Exclusive Digital Pack:
    Wallpapers, soundtrack tracks, and themed ringtones you won’t find anywhere else.
  • Founding Community Status:
    You’ll be part of the earliest circle of players supporting Shattered Paradise.
Join Newsletter & Become a Founder
Harpy GIF

Meet the Dev Team

Shattered Paradise is crafted by a small indie team.
Every system, line, sound and pixel is shaped by passion.

Javier Paradinas

Javier Paradinas

Game Director, Narrative Director, Lead Designer

Plays the bamboo flute and wants a Border Collie.
Javier runs the whole thing, juggling design, writing, and production. The team suspects he runs on Mango Locos.

Edouard Murat

Edouard Murat

Lead Godot Developer

Lives inside debuggers.
Edouard builds the systems that hold the game together and fixes bugs before anyone else even notices them. He dreams in GDScript.

Hayden Murray

Hayden Murray

Pixel Art Director

Lives for over-complicated skill trees.
Hayden keeps the art direction sharp, revising palettes and pixels until they behave. Then he relaxes by designing skill trees that terrify the rest of us.

Shoyguer

Lucas Melo

Godot Developer & Game Designer

Cannot enjoy things normally.
Lucas dissects mechanics, workflows, and assumptions until they make sense.

Enes

Enes “Collegeartist” Gücük

Illustrator

Loves story games.
Enes draws fast, draws well, and refuses to work without eggs nearby. Most concept sheets have at least one yolk joke hidden somewhere. Sometimes there are stains too.

Igor Ivanović

Igor Ivanović

3D Artist & Social Media Manager

Loves retro games.
Igor models 3D scenes in full detail while listening to metal at unsafe volumes. Then he tweets about it like nothing happened.

Sterling Brownell

Sterling Brownell

Composer & SFX Producer

Working on an alt-rock album.
Sterling bounces between composing the soundtrack, recording violin lines in one take, and revisiting Halo campaigns like field studies.

Gareth Murden

Gareth Murden

Narrator

Can bake a really good loaf of bread.
Gareth voices the game with a gravitas that makes every line feel important. Between takes, he produces bread that makes the team wonder if he’s actually multiclassing.

Ismail Zakari

Ismail Zakari

Motion & Graphics Designer

Ismail believes good animation should feel like an opening sequence you never skip. Treats parallax like a moral obligation.

Vincent Fuger

Vincent Fuger

Manuscript Artist

Living history reenactor.
Vincent hand-crafts manuscripts that look centuries old, then spends his free time reenacting the centuries he didn’t draw.

Arthur Melo

Arthur Melo

Godot JR Developer

Shares his home with a guinea pig named Wewi.
Artwa believes mechanics can carry more meaning than dialogue. Most days find him stress-testing until something unexpected survives.

Join Our Community

Connect with the Shattered Paradise community, get exclusive updates, and be part of the journey.

Development Updates & Roadmap

December 2025 Build

This cycle pushed several core systems into a stable state while expanding content, visuals, and player-facing interfaces. Terrain, Fog of War, loot, UI, and character creation now operate within a unified framework that reflects the shape of the final game.

  • Loot Framework completed with rarity bands, material tiers, affixes, and full drop rules
  • Validation tools added for consistent and predictable item generation
  • Fog of War rebuilt with terrain awareness, improved blending, tile culling, and visibility propagation
  • Enemy roster integrated with AI, behaviors, stat profiles, and readable tooltips
  • 38-weapon framework connected with silhouettes, material tiers, and damage rules
  • Skillbar expanded with modular casting: cones, AOEs, and variable radii supported
  • Inventory improvements including scrolling, filters, and smoother item handling
  • Terrain & water enhancements including animated water tiles and dynamic decorations
  • Better-Terrain + gdUnit4 now support generation and testing workflows
  • Character Creation System expanded: stats, race, class, skills, passives, starting gear, and XP modifiers update in real time
  • Portrait selection added with a classic RPG-style presentation
  • New CGI lore block completed — the first cinematic teaser for the game’s world
  • New tarot cards added: Harmas the Stalker and Kalila the Profaner, linked to worship mechanics
  • Art pipeline refinements for character creation, tarot consistency, and weapon lineup
  • 🔜 Loot feedback polish: drop markers, rarity glow, and improved pickup interactions
  • 🔜 Fog of War performance optimization for larger maps and complex encounters
  • 🔜 UI scaling tests for wide, ultra-wide, and portable resolutions