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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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Screenshots

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

v0.00.580 - Game Changer

This cycle rebuilds core systems from the ground up. Floor regions now control enemy spawns and player progression. Enemy AI uses GOAP to make tactical decisions. Auto-explore lets you automate navigation. Water becomes walkable terrain with oxygen management. Skills integrate with progression through unlockable tiers. Gems socket into gear for stat upgrades. Quests track objectives across multiple systems. Dynamic music shifts between combat and exploration. Traps detect, evade, and reward XP when disarmed. Strategic planning now connects directly to moment-to-moment decisions.

🗺 WORLD & EXPLORATION

  • Floor regions
    • Modular regions with custom sizes, separated by floor
    • Player and stair spawn set by region
    • Enemy spawn by region
  • Resting mechanic
    • Zoom-in mechanic
    • Vignette with blur shader
    • Resting label
    • Hotkey for resting
  • Auto-explore mechanic
    • Hotkey for auto-explore
    • Modular system for auto-explore stop, or interactions
    • Wait-for-rest before auto-explore initiates
  • Interesting terrain mechanic
  • Oxygen System with Oxygen UI
  • Water shader and character on water shader
  • Water is now walkable & navigable for both player and enemies
  • Illumination points from world objects
  • Transition between screens (and floors)
  • Brazier implemented (Light source needs fixes)
  • New Lantern sprite
  • Falling leaves added
  • Tree leaves added to the hero trees

Exploration becomes strategic. Automation handles repetitive navigation. Environmental hazards force resource management. Dynamic lighting changes how you approach unknown areas.

🤖 ENEMY AI & BEHAVIOR

  • GOAP plugin (Goal-oriented-action-planning) added
  • Rework the enemy's old behaviors, now using GOAP
  • More enemy behaviors (enemies can now patrol!!!)
  • Enemy awareness states
    • Alerted
    • Engaged
    • Searching
    • Suspicious
    • Unaware
  • Rework to enemy vision
  • Rework to enemy states
  • Enemy AI behaviour refined to match difficulty
  • Enemy power curve
  • Spawn density and variation refined
  • Enemy trait chances are now related to game difficulty and enemy level
  • New enemy Brown Bear

Enemies now remember past encounters. Awareness states track your presence. Goal-driven AI makes tactical decisions. Encounters respond to your behavior in real time.

⚔ COMBAT & SKILLS

  • Rework Skill Cast System
  • Rework Skill System
    • Modular skills
    • Foundation done, so enemies can also use skills in the future
  • Skill and skill book integration, unlocking & tier progression
  • Skill drag & drop from skill book to hotbar
  • New skill types and in-battle effects
  • Close button added to SkillBook
  • DoT effects
    • DoT effect image shows on the right side of health bars (player and enemy)
    • DoT effect shader
  • Refactor Combat Float Text
  • Changes to Combat Float Text (related to font, color, size, text display etc)
  • Changed Skill Book Icon

Combat integrates progression with real-time strategy. You unlock skills through discovery. Drag them into loadouts. Activate them with proper timing and resource management.

🎒 LOOT & GEAR

  • Gem Socket system
    • Gem socketting and unsocketting systems
    • Gems will improve the stats from gears
  • Gem system added as enemy loot and ready for future crafting implementation
  • Adjusted drop chances of gems
  • Chest loot added
  • Target indicator as rarity system added
  • Compare gear system
  • Loot drops now merge if they are in the same tile
  • First Mask Category added

Item progression extends beyond base stats. Gem sockets modify gear attributes. Rarity indicators show value at a glance. Comparison tools help you make informed decisions.

📜 QUEST & NARRATIVE

  • Quest Window added
  • Map Window features
    • Quests, Legend and Filter added
    • Open and close sections
    • Track / untrack quests
  • New quest features
    • 4 new quests
    • New quest modules
    • Quest highlights
    • UI lock
    • "Scarecrow" system for enemies used in quests
  • Lore fragment system
  • Bark system added

Quest architecture supports tracking, filtering, and conditional objectives. Lore fragments appear as readable items. Contextual barks deliver narrative during exploration.

🎮 SETTINGS & DIFFICULTY

  • Difficulty settings added
  • Multiple gameplay settings related to auto-explore
  • Rest and Auto-explore hotkeys added to Control settings
  • Permadeath popup added
  • Beautify Disabled Permadeath popup
  • FOV usage updated to match difficulty

You control challenge level, exploration speed, and visibility rules. Settings adapt to your playstyle and experience level.

🖥 UI / UX & INTERFACE

  • Character Status Window added
  • Multiple lines for message elogs
  • Snapshot button on load screen
  • Pause menu background shader
  • Text window close button fixed
  • Text of Textbox status on character creation aligned
  • Fixes to Character Sheet window
  • Fixes to quest HUD
  • Fixes to context menu not closing when necessary

Interface refinements improve clarity and flow. Character status tracking shows relevant data. Pause menu presentation gets visual polish.

🎵 AUDIO & VISUAL POLISH

  • Dynamic music
    • Combat & Exploration music layers
  • New SFX
  • More dynamic to main menu game simulation
    • Roaming enemies in main menu
    • Tree & Water shaders in animated menu
  • Change game intro

Audio responds to combat and exploration states in real time. Visual effects extend into menus. Atmosphere builds before gameplay starts.

🛠 SYSTEMS & TRAPS

  • TaskHub and Tasks Components added
  • Rework many game systems to be dependent on tasks
  • Improved auto-walk detection system
  • New trap system
    • Trap disarming, and gives XP when disarmed
    • Trap evasion
    • Trap detection
    • Traps now have a cooldown to auto-rearming
    • Traps apply DoT effects
    • 3 new traps (2 being variations of spores)
  • Cleanup of old files

Traps function as hazards, skill checks, and XP sources. Backend task architecture unifies progression, AI, and world interaction through shared systems.

🐛 FIXES & STABILITY

  • Fixed enemy and loot pile detection on POV
  • Inventory reset after floor change fixed
  • Fix to player not loading correctly under water, and not loading skills in their correct slots
  • Many minor and major bugs & crashes fixed related to gameplay and UI
  • Fixes to Resting mode

Critical bugs resolved, including inventory persistence, water interactions, and skill slot loading.

🔜 NEXT

  • 🔜 Quest branching with world-state consequences
  • 🔜 Enemy skill usage through AI combat systems
  • 🔜 Brazier lighting fixes and illumination polish
  • 🔜 Additional trap types and detection feedback
  • 🔜 Auto-explore interruption logic refinement