About the Game

Paradise Lost is a turn-based roguelike RPG where each run rewrites your myth. Set against the mythical backdrop of Dante's The Divine Comedy, the game is inspired by classical texts and metaphysical horror described by civilizations through the ages, yet grounded in tactical gameplay and unpredictable procedural world-building and itemization.

Death isn’t an end — it’s part of the design. Every character who falls leaves something behind: a trace in the world, an enemy who remembers, a book that retells their story. Paradise Lost tracks your choices across journeys. Through Corruption, a unique stat that reshapes dialogue, endings, and progression, and the Sin/Virtue system, which unlocks divergent skill trees, each run evolves the world in irreversible ways.

The world remembers. And every journey leaves something behind. Graves remain. So do the consequences.

Your journey spans over 100 levels, with Ascension Points earned at major milestones — unlocking powerful, run-defining upgrades. An Infinite Dungeon awaits beyond the ending.

Each domain uses a distinct procedural generation algorithm: chaotic growth for forests, collapsing tunnels for caverns, and rigid gridwork for ancient ruins. These aren’t just aesthetic — they reflect each region’s nature. Inferno spreads like rot. Purgatory folds inward. Paradise builds vertically.

Tile layers include dynamic hazards, animated terrain, ambient effects, and remnants of past characters. The map you see may carry traces of someone who failed before you — even if that someone was you.

Paradise Lost doesn’t just remember your decisions — it builds on them.

“Abandon all hope, ye who enter here.”
Inferno, Canto III

Features

Graveyard & Meta-Progression

Your fallen characters are never forgotten. Each death is recorded in the Lore Book — their stats, gear, and final choices preserved. But the world remembers more than names. Past lives return in unexpected ways: as threats, allies, or echoes of what once was.

Their legacy grants Echoes, used to unlock permanent upgrades and cosmetic changes across all runs. In Paradise Lost, death is not a reset — it’s part of the cycle.

Corruption & Sin/Virtue

Every choice leaves a mark. Corruption is a hidden weight — a stat that twists dialogue, alters outcomes, and reshapes your path.

Sin and Virtue are earned separately, unlocking opposing skill trees and changing how the world reacts. Together, they shape your build, your role, and your ending.

Procedural Maps with Depth

Each region is built from the ground up — not just randomized, but procedurally designed to reflect its nature. Layouts evolve with layered visuals, animated hazards, and persistent traces of past characters.

No two paths are alike. No floor is just decoration.

Persistent World Map

The world doesn’t reset — it unfolds. A fog-shrouded world map links fixed towns and randomized dungeons. Pilgrim Havens are handcrafted and always in the same place, hosting vendors, quests, and factions.

Events include shrines, altars, and statues that may let you trade your name, corrupt your skill tree, or reveal forbidden paths.

Every step you take shifts metaphysical time. The world reacts — enemies evolve, events emerge, and what was lost may return.

Factions & Archon Worship

The world is fractured by faith — not empty of it. You’ll encounter six rival factions and ten forgotten gods. Some want obedience. Others want something stranger.

Factions are tied to a stat and philosophy. Joining one grants powers, but locks out their rivals. Alignment, Mask, and Vessel shape how they treat you.

Archons demand more. They offer passives, divine rites, and rituals — if you follow their commandments. Break them, and you will be watched.

Branching Narrative & Multiple Endings

Dialogue doesn’t just tell a story — it reacts. Options unlock based on Mask, Vessel, Corruption, and even which books you’ve dared to read.

The world remembers what you’ve done. And what you’ve avoided.

At the end, you will face God. Each ending rewrites the world — and none leave it unchanged.

100-Level Campaign with Ascensions

Your journey spans 100 levels, across Inferno, Purgatory, and Paradise. But the game doesn’t end when the Comedy does.

Milestones unlock Ascension Points — rare perks that define builds: transformations, abilities, passives. Reaching 100 grants account-wide rewards, leaderboard placement, and access to endgame content.

Most won’t reach it. That’s the point.

Deep Item & Crafting System

Gear remembers who you are. Items span five material tiers and six magic tiers. Rarity affects more than stats — it alters behavior and destiny.

Set items unlock hidden lore. Ego items evolve with you. Weapons can be cursed by sin or blessed by virtue.

Runes embed in your soul. Gems socket into gear. Crafting lets you merge, reroll, or reshape relics using monster parts.

Advanced Difficulty Modes

Choose from Hardcore Ironman, Softcore Resurrection, and Perpetual Pilgrim. Each mode alters rewards, death mechanics, and narrative flags.

Some endings require sacrifice. Others require survival.

Quality of Life with Respect

We believe in challenge — not tedium. The game includes controller support, scalable UI, turn speed multipliers, and combat logs.

But we preserve mystery. No spoilers. No exact stats. Only what you uncover.

Visual Art & World Atmosphere

The world breathes. While you wait, rain falls, water flickers, and Selva Oscura pulses with corrupted light. Paradise Lost is stylized, animated, and steeped in mythic awe.

Sound & Music

The soundtrack is reactive — tied to realms, choices, and silence itself. Sound effects distinguish holy, mundane, and corrupted categories.

Sometimes, silence is the design.

Watch the Trailer

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Screenshots

Development Updates & Roadmap

July 2025 Build

The Minimal Working Product is taking shape. We've fully rebuilt Forest CA generation, implemented the new multi-layer system, and added enemy AI, turn-based combat, and a proper player vision system. Your journey through the Selva Oscura begins with a soul lost in fog, not yet judged, not yet condemned.

  • 3-floor Selva Oscura tutorial zone with stairs, water tiles, and tile-based lore
  • Playable Mortal vessel + Knight Mask with dynamic stats, inventory, and gear
  • Skill Trees + Derived Stats fully wired (visible at level 2+)
  • Basic UI, turn queue, stat screen, and tile interactions implemented
  • Obstacle & Trap Layers — including step-based triggers and trap detection rolls
  • 🔜 Boss at Floor 3 with flag setting on defeat (unlocks future progression)
  • 🔜 Procedural Armor Items (starting with Chest slot) + ego/prefix support
  • 🔜 Archon Shrine + optional devotion choice
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Join the Cult

Connect with other pilgrims. Get dev updates, exclusive drops, and early playtest access on Discord.