Overview
Sequels to beloved games carry a specific curse. Fans want the same thing again, but better—an impossible brief that has sunk studios far larger than Supergiant Games. The original Hades became a cultural moment, the game that dragged the roguelike from a niche subgenre into the mainstream and walked away with a shelf of awards, including a Hugo. Following that is not a victory lap. It’s a minefield.
Supergiant walked into it anyway.
Hades II casts you as Melinoë, the immortal Princess of the Underworld and younger sister to the original game’s Zagreus. Where Zagreus wanted out of Hell, Melinoë has a job to do: she’s a witch, trained by the goddess Hecate, sent to kill Chronos—the Titan of Time, who has broken free and declared war on Olympus. That shift from personal escape to cosmic warfare tells you everything about the sequel’s appetite. This is a game that spans both the Underworld and the mortal Surface, doubling the map, the pantheon, and the stakes.
The studio’s fingerprints are everywhere. The hand-painted art, the dynamic original score, the fully voiced cast that made the first game feel like a living Greek myth—all present, all sharpened. But Supergiant clearly wasn’t interested in a reskin. The combat has been rebuilt around a new magick system, a fresh Arcana card meta-progression layer, and a witchier, more deliberate tempo. It’s a sequel that respects your muscle memory just enough to subvert it.
Positioned as a premium Early Access title at $29.99 on Steam and Nintendo platforms, Hades II carries a Metacritic score of 94. The remarkable part isn’t the number. It’s that the game earned it while still unfinished.
Key features
- The Magick & Omega System: Melinoë wields mana, spending it on charged Omega attacks and a dedicated Sprint. Combat is no longer just dodge-and-strike; it’s resource management under pressure, adding a second economy to every fight.
- The Arcana Card System: A brand-new meta-progression layer of permanent, customizable buffs. You build a “spread” of cards within a resource limit, effectively designing your own difficulty and playstyle before a run even begins.
- Dual Worlds—Underworld and Surface: Two divergent campaign paths, each with distinct biomes, bosses, and gods. The map is structurally split into two halves, doubling the sense of a world worth exploring.
- Living Narrative Between Runs: Death advances the plot. Tend a garden, brew incantations at a cauldron, and build relationships with a sprawling cast—every failed run feeds new dialogue and story beats.
Analysis
The Gameplay Loop
The genius of the first Hades was its answer to the roguelike’s oldest problem: repetition. Dying wasn’t a punishment; it was a narrative beat. Hades II keeps that engine and bolts on more horsepower.
Each run pushes Melinoë through procedurally arranged encounters that reset on death. Clear a room, choose a door, gamble on a reward—a boon from an Olympian god, a pile of resources, a stat boost. The rhythm is familiar to anyone who played the original, and that familiarity is deliberate. Supergiant isn’t reinventing the loop. It’s deepening it.
The real change lives in your hands. Melinoë is a caster as much as a brawler. Her Omega attacks—charged, mana-fueled versions of her standard moves—demand that you constantly weigh burst damage against the resource pool that also feeds your Sprint and Cast. This is the sequel’s central tension, and it’s a smart one. In the first game, mana didn’t exist; aggression was nearly free. Here, every big swing is a decision. It slows the tempo just slightly, trading Zagreus’s frantic bloodlust for something more calculated and, frankly, more witchy.
Not everyone will love that. If you came to Hades for pure adrenaline, the mana economy can feel like a governor on the engine. But the friction is designed as depth: the constraints are what give each encounter its weight.
The Arcana Layer
The Arcana card system is where Hades II makes its boldest structural bet. Between runs, you arrange a spread of tarot-like cards that grant permanent buffs, constrained by a resource budget. It functions as both progression and self-imposed difficulty tuning. Want more survivability? Slot the defensive cards. Chasing a glass-cannon build? Load up on damage and pray.
This is meaningful player agency. The original’s Mirror of Night offered upgrades, but the Arcana system feels more like deckbuilding—a puzzle you solve before the action starts, layered on top of the boon-drafting you do during it. The result is staggering build variety: two players can sink serious time into the game and rarely share a strategy.
Onboarding Friction
Here’s the honest cost of all this depth: Hades II is harder to learn than its predecessor. Mana, Omega variants, Sprint management, Arcana spreads, boons, incantations—the systems stack fast. Newcomers who never touched the first game may feel the onboarding wall. Supergiant does a competent job of drip-feeding mechanics, but the sheer surface area is real. This is a more intimidating front door than Hades ever had.
That complexity is a feature for veterans and a hurdle for tourists. Know which one you are.
Visuals & performance
Supergiant’s art direction remains a class apart. The hand-painted 2D aesthetic is richer and moodier than the first game, trading some of the fiery reds of the Underworld for the cooler, occult palette of a witch’s world. Character portraits are gorgeous. The dynamic soundtrack—now weaving in more vocal and folk-inflected textures—adapts to combat with the same craft that made the original’s music a standalone success.
A 2D game of this scope is light on hardware by design, and the interface is clean without dumbing down its dense information. The UI does a lot of heavy lifting to make the Arcana and boon systems legible, and it mostly succeeds—though the volume of stats can crowd the screen during frantic encounters.
Platform nuances
On Steam, Hades II is in its element. Keyboard-and-mouse offers precision for the twitchier Omega timings, while controller support is built in, as expected from this studio. It’s also the platform where the community’s build experimentation thrives.
On Nintendo hardware, the game’s appeal shifts toward portability. The pick-up-and-play, run-based structure is a near-perfect fit for handheld sessions; a single run is a satisfying commute-sized chunk. The tradeoff is the usual one—portable hardware means visual concessions relative to a strong PC. It’s the more comfortable couch experience, if not the most powerful one.
Final verdict
Hades II had every excuse to play it safe. The original’s formula was a proven, award-winning machine, and simply reprinting it would have sold millions. Supergiant chose the harder road—rebuilding the combat, layering in the Arcana system, and doubling the world—and the gamble pays off. This is a sequel with the confidence to be different, and the craft to make that difference feel earned.
The caveats are honest ones. It’s still in Early Access, the mechanical density will intimidate some, and a few systems await their final polish. But the foundation here is extraordinary. Even unfinished, Hades II is deeper, richer, and more ambitious than nearly anything else in its genre—one of the very best in its class, and a game we recommend without hesitation. When 1.0 arrives, it stands a real chance of eclipsing the game that made Supergiant a household name.
Melinoë came to kill a Titan. On this evidence, she’ll manage it in style.
Reviewed by the Rankeno RPG & Adventure Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review