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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.

Support us, and help shape the game's development journey.

Watch the Teaser

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

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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.

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Screenshotss

Art from the world of Shattered Paradise

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Patreon Supporter Perks

  • Exclusive Discord Roles:
    Stand out in the community with special patron roles.
  • Private Dev Channels:
    Get behind-the-scenes access and chat directly with the devs.
  • Digital Rewards Pack:
    Exclusive wallpapers, soundtrack previews, and concept art.
  • Founding Community Status:
    Join the earliest circle of supporters shaping the game.
Become a Patron
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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.

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.

Lucas Melo

Lucas Melo

Lead Godot Developer

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

Sterling Brownell

Sterling Brownell

Composer & SFX Designer

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.

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.

Enes Gücük

Enes 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.

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.

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.

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 focused on consolidation. Core gameplay systems, UI flow, and performance work were aligned into a single, stable build while lore, art and external presentation progressed in parallel. The result is a build with no placeholders and a clearer path forward.

⚙ UI & GAMEPLAY

  • New Skills Window completed and fully integrated
  • Character Creation screen implemented and expanded
  • Skill system and database reworked for long-term scalability
  • Skill visuals and logic now reflect real build decisions from the first screen
  • Inventory scrolling and filtering stabilized

🧭 WORLD SYSTEMS & PERFORMANCE

  • Fog of War generation implemented and rebuilt for terrain-aware visibility
  • Map generation fully refactored and threaded
  • Map size doubled (≈7200 tiles)
  • Generation time reduced from 4+ seconds to ~1.5 seconds
  • Scene loader refactored and fully implemented
  • Full backend refactor across core systems
  • FPS increased from ~800–900 to ~1300–1500

🎨 WORLD, ART & LORE

  • Tarot cards Kalila and Yabel finalized
  • New palettes applied to improve contrast, saturation, and readability
  • New bosses and first NPC done
  • Lore-focused intro cinematic in production, built with original score, narration and illustrated sequences

🧍 UI / UX & SETTINGS

  • Tooltip system rebuilt from the ground up
    • New visuals and animations
    • Foldable sections with static and animated modes
  • Full Settings screen implemented
    • Toggles, sliders, dropdowns, key remapping
    • Preferences correctly save and load
    • Audio bus cleaned and reorganized
  • Loading screen implemented
  • New UI textures and fonts added
  • Menu navigation stabilized (ESC behavior, window modes, borderless switching)

🎵 AUDIO / PRESENTATION

  • Audio system refactored with proper cross-fades
  • New music tracks added for Main Menu, Character Creation and Selva Oscura
  • Menu SFX pass completed
  • Intro video added with multi language subtitle support
  • In-game menu implemented

🌐 WEBSITE & COMMUNITY

  • Narrator voice introduced for dev logs and future updates
  • Preparations underway for an eventual Patreon launch

🧹 CLEANUP & MAINTENANCE

  • Outdated plugins removed
  • Deprecated enemies and files deleted
  • Tooltip branch fully cleaned of errors
  • Multiple long-standing bugs resolved

🔜 NEXT

  • 🔜 Gameplay-heavy updates focused on world expansion
  • 🔜 Further Fog of War performance optimization
  • 🔜 UI scaling tests for wide, ultra-wide, and portable resolutions
  • 🔜 Loot feedback polish and interaction clarity