Supergiant will return to early access for Hades 2. Here's why it worked so well the first time.
"Before we decided anything else, we decided that we wanted to make an Early Access game," says Hades writer and designer Greg Kasavin. It was a surprising approach for indie studio Supergiant after Bastion, Transistor, and Pyre, none of which were developed in Early Access. But that wasn't as surprising as Hades' announcement back in 2018 as a roguelike—not what you'd expect from a studio best-known for its narratives and sumptuous art.
Supergiant was eager to build Hades together with their fans, aware that a roguelike was a big departure from their earlier games."If you’re a fan of our previous games, 'early access roguelike dungeon-crawler' is probably the last thing you want to hear, but I think as soon as they played it people saw this was still a game that had our values in it."
"We're aware of our strengths now, so we just wanted to further refine those things," Kasavin adds."At some point we thought, 'Why throw away these ideas that we've enjoyed working on? Can't we take some of these things we think we're pretty good at and put them all together in a new way?'" In Hades, failure is inevitable, and so ending up back at the House of Hades had to feel less like losing and more like coming home."It was very exciting for us to see the house turn into a place you liked returning to because you decorated it using your gems and get to meet your friends there," Kasavin says.
"You begin to see themes across feedback, and sometimes the thing that players are the most vocal about might not even be the thing we need to look at most urgently. For example, something that wasn’t upvoted a lot but appeared frequently were requests for more ways to earn gems, so we came up with more ways to do that."
To further incentivise players to try something new, the team came up with the Weapon Aspects, an all-new set of rewards for players daring to use the Pact of Punishment, an optional way to increase Hades' difficulty. They were originally meant to be light modifiers to the base weapons, but the Aspects ended up evolving.
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