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.
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.
Screenshots
Art from the world of Shattered Paradise
Patreon Supporter Perks
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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.
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
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
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
Cannot enjoy things normally.
Lucas dissects mechanics, workflows, and assumptions until they make sense.
Sterling Brownell
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
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
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
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
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
March 2026 Build
This cycle focused on expanding core gameplay systems. World interaction, quest architecture and player progression moved from prototypes to functional frameworks while the interface and inventory received major usability improvements. The result is a build where exploration, narrative and item management now operate as integrated gameplay layers rather than isolated systems.
⚙ GAMEPLAY SYSTEMS
- ✅ Quest framework implemented
- Modular quest architecture built for long-term expansion
- Quest definitions now handled through structured JSON files
- Quest HUD added for active objective tracking
- ✅ Skill progression systems expanded
- Skill Book UI implemented
- Skill management integrated into the player interface
- Text / Lore window added for readable lore fragments and narrative texts
Knowledge-driven progression is now part of the core loop. Ancient texts and forbidden tomes function as both lore artifacts and gameplay systems.
🧭 EXPLORATION & WORLD INTERACTION
- ✅ Lantern equipment added
- Dynamic light source attached to the player
- Custom lantern shader implemented
- Improves terrain visibility in dark environments
- ✅ Minimap improvements
- Loot piles now appear on the minimap
- Exploration readability improved
These systems reinforce the exploration loop: darkness hides threats, while light and navigation tools reveal paths, enemies and rewards.
🎒 INVENTORY & ITEM SYSTEMS
- ✅ Weight system implemented
- Carry capacity now tied to character attributes
- ✅ Inventory interaction expanded
- Drop system implemented
- Loot inventory window added
- Context menu for item interaction
- Lock / Unlock item option
- Inspect item window added
- Destroy item confirmation popup
- ✅ Loot system expanded
- Loot icon system added
- Randomized floor spawn visuals
- Enemy drops visually represented in the world
The inventory now behaves closer to a full RPG system, supporting safer item management and clearer item feedback.
🎙 NARRATIVE DELIVERY
- ✅ Narration system implemented
- Voice narration can play during exploration or events
- Music and SFX automatically duck during narration playback
This system enables voiced story fragments, environmental storytelling and lore readings without interrupting gameplay flow.
🖥 UI / UX & INTERFACE
- ✅ Draggable UI windows implemented
- Interface panels can now be repositioned by the player
- ✅ First-launch setup screen added
- Language selection
- Gamma calibration
These systems improve accessibility across different monitors, lighting conditions and display setups.
💾 CHARACTER MANAGEMENT
- ✅ Character preset system implemented
- Save and load character presets from the Character Screen
Players can now store preferred builds and quickly recreate archetypes during character creation.
🔜 NEXT
- 🔜 Expanded quest content and world encounters
- 🔜 Further lighting and exploration polish
- 🔜 Additional lore texts and narrative events
- 🔜 Inventory feedback and loot clarity improvements
- 🔜 SFX final pass