About the Game

Paradise Lost is a turn-based roguelike RPG where each run rewrites your fate.
Set against the backdrop of Dante’s The Divine Comedy, it draws on 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 the end, but part of the design. Every fallen character leaves something behind: a trace in the world, an enemy who remembers, a book that retells their story. Paradise Lost carries 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 alters the world in irreversible ways.

The world remembers. And every journey leaves something behind. Graves remain, and so do the consequences.

Your journey spans over 100 levels, with Ascension Points earned at major milestones to unlock powerful, run-defining upgrades. Beyond Paradise lies an Infinite Dungeon and the trials reserved for the endgame, designed to offer enduring, ever-changing, and deeply engaging playthroughs.

Each domain has its own procedural generation logic: chaotic growth for forests, collapsing tunnels for caverns, and rigid gridwork for ancient ruins. Inferno spreads outward, Purgatory folds in on itself, and Paradise rises layer by layer.

Tile layers include dynamic hazards, animated terrain, classic traps, and remnants of past characters. The map you see may carry traces of someone who failed before you, even if that someone was you. To make the world feel alive between turns, both nature and characters feature vibrant idle animations.

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, with 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, which unlock permanent upgrades and cosmetic changes across all runs. In Paradise Lost, death is not a reset, but a part of the cycle.

Corruption & Sin/Virtue

Every choice leaves a mark. Corruption is a special base stat. One that twists dialogue, opens doors, and reshapes your path.

Sin and Virtue are earned separately, unlocking opposing skill trees. 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. Advanced positioning logic allows for highly detailed layouts, filled with decorations on both land and water, enriched by layered visuals, animated idle tiles, and traces of past runs.

No two games are alike.

Persistent World Map

A fog-shrouded world map links fixed towns and randomized dungeons. Pilgrim Havens are handcrafted, hosting vendors, quests, and factions.

Events include Points of Interest such as ancient shrines, forgotten dungeons, and random encounters that may let you advance your character, obtain unique loot, or offer a book to reveal hidden paths.

Every step you take shifts metaphysical time. The world reacts, enemies evolve and new events emerge.

Factions & Archon Worship

The world of Paradise Lost is divided in its faith. Set in the aftermath of Satan’s rebellion, six rival factions struggle to thrive within the new cosmic order. The cults of the Twelve Archons offer the player immense power in exchange for servitude. Some want obedience. Others want something far more nefarious.

Factions are faith-bound orders rooted in the Pilgrim Havens scattered across the world map. Each follows a distinct philosophy shaped around one of the core attributes: the iron-willed Scions of Dis, the cunning Thorns of Iblis, the unyielding Keepers of Gehenna, the secretive Scribes of Melancholia, the far-sighted Glass Monastery, and the zealous Choir of Thorns. Joining one grants unique powers, gear, and quests, but locks you out of their rivals. Your Alignment, Mask, and Vessel shape how each faction reacts to you.

Each faction’s Haven is staffed by Emissaries (quest givers), Custodians (merchants), Wardens (ritual masters), and Prophets (granters of powerful boons). Advancing within a faction unlocks new stock, perks, quests, and even faction-specific endings.

The Archons are older than any faction and far less forgiving. Worshipping them grants divine passives, ritual powers, and unique skill trees, but only if you obey their commandments. Break them, and their gaze will follow you.

Branching Narrative & Multiple Endings

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

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

Set after the fall of Satan and his rebel host, the world of Paradise Lost wears the shape of a broken order: solemn ruins, fractured dogmas, and faith splintered into rival factions. Beneath that fragile facade lies a hidden truth: this creation is a prison for all souls, those who breathe and those who departed, alike, built by Yaldabaoth and ruled by his Twelve Archons.

In the end, you will face the false God... and live with everything that follows.

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 post-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. But rarity affects more than stats, altering 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, customizable thematic UI, speed multipliers, rich combat logs, a minimap, and a quest tracker, along with save/load support, advanced rich-text tooltips, colorblind and font/UI scaling options, full key rebinding, and a death log within the Lore Book.

Visual Art & World Atmosphere

The world breathes. While you wait, shaders weave shifting night and day, rain falls, and water ripples with passing fish. Idle animations bring life to every corner: trees sway, mist drifts, and the environment glows with corrupted light. Paradise Lost is hand-crafted, animated, and (hopefully) terrifying.

Sound & Music

Paradise Lost features an original soundtrack of orchestral strings and choirs, beautiful and terrifying in equal measure, that shifts dynamically with realms, choices, and silence itself. Sound effects mark the sacred, the profane, and everything between.

Sometimes, though, silence is part of the design.

Sometimes, though, silence is the design.

Watch the Trailer (Coming Soon)

Trailer thumbnail

Screenshots

Development Updates & Roadmap

September 2025 Build

The Minimal Working Product is solidifying. We’ve overhauled the stat system, brought combat online, and tied inventory, gear, and enemy generation into a single framework, while beginning to plug in the first UI elements and the new Event System. Your journey through the Selva Oscura now begins with real battles, visible stats, and the first traces of a living world.

  • 3-floor Selva Oscura tutorial zone with animation, water tiles, decorations and lore
  • Playable Mortal race + Knight class with dynamic stats, inventory, and gear
  • Full stat architecture rebuilt as modifiers (gear, buffs, debuffs, base stats)
  • Turn-based combat integrated and resolving battles by stats and choices
  • Enemy generator with archetypes, level ranges, and visible tooltips
  • Inventory and gear UI with auto-pickup, tooltips, and instant stat updates
  • Status panel and character screen backend refactor linked to saves
  • First pieces of 2D full art in comission
  • 🔜 Event system integration so battles can trigger world events and spine changes
  • 🔜 Floor 3 boss with defeat flag that unlocks further progression
  • 🔜 Procedural armor items (starting with Chest slot) with ego and prefix support
  • 🔜 UI integration, fog of war shaders, and main menu music prototype

Join the Cult

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

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