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REPLAYBROOK / THE BREAKDOWNRoguelike · Medium

WORTH ANOTHER GO? THE EDITORIAL VERDICT

Hades

RoguelikeMedium

A rewarding return loop where changing weapons and boons tests growing combat skill while the household keeps developing around each attempt.

9.4/10Replay essential
Play now ↗Buy on Steam

Game facts

Developer
Supergiant Games
Publisher
Supergiant Games
Released
17 September 2020
Platforms
Windows · macOS (Steam edition)
Model
Paid game
PEGI
12 — Nintendo Switch edition; not a separate PC classification
Players
Single-player
Length
Medium
Difficulty
4 / 5 · Challenging
Steam Deck
Verified

PEGI source ↗ · Steam Deck status source ↗

Edition: Base game

The score, explained

Gameplay & control 30%9.7

The interest and responsiveness of the core decisions and actions.

Structure & discovery 20%9.2

How progression, exploration and goals fit together.

Art & sound 20%9.7

The coherence of the visual, musical and narrative presentation.

Clarity & assistance 15%8.2

How clearly the game explains its rules and offers useful ways to engage.

Depth & return 15%9.7

The depth of optional goals, alternative approaches and reasons to return.

How the five weighted criteria create this score →

A familiar descent with a different set of tools

Hades makes the first reason for another run immediately practical: Zagreus can leave home with a different Infernal Arm and discover a different combination of Olympian boons. A weapon changes the distance, commitment and rhythm of attacks before any reward appears. The rooms of Tartarus then provide an early opportunity to see whether the emerging setup supports that approach. For Replay Brook, the attraction is how quickly a return can become a distinct experiment. Familiar surroundings make the effect of a changed tool easier to recognise, rather than simply making the opening feel repeated. The player is learning a route and a combat language together, with each new attempt offering another way to test how well those two kinds of knowledge have developed.

The game keeps more than one kind of progress

The Mirror of Night and other improvements provide continuity between escapes, while relationships at the House continue developing even after a run ends unsuccessfully. That gives a return several possible purposes. You might be exploring a weapon, pursuing a conversation or testing a combination that became available through an earlier unlock. Daedalus Hammer upgrades can alter an arm substantially during the attempt itself, preventing the initial choice from determining every later decision. The Pact of Punishment then offers additional constraints once the main escape structure is familiar. These layers are effective because they address different stages of learning. Early continuity helps establish confidence, while later challenges ask whether a comfortable strategy still works when part of its usual advantage has been removed.

Repetition still needs an enjoyable combat foundation

New dialogue and rewards cannot make repeated rooms appealing if the movement and fighting do not suit the player. Hades asks for sustained awareness of attacks, positioning and the available space, particularly when several threats overlap. A desired boon combination is also an opportunity rather than a promise, so insisting on one ideal setup can make ordinary rewards feel disappointing. The strongest approach is to recognise a useful direction and adapt as the run develops. Players who mainly want to reach the next story revelation may find the repeated combat too prominent. The return loop works best when executing a familiar encounter more confidently is already satisfying, giving the narrative and progression systems something enjoyable to support rather than asking them to compensate for an unwanted activity.

Return for a sharper version of a familiar skill

Hades is a strong choice when you want repeat play to combine mechanical practice with a continuing sense of place. The House gives the journey a stable social centre, while weapons and boons make departures variable enough to invite experimentation. It is particularly rewarding to recognise that an enemy pattern once treated as an obstacle has become an opportunity for a different attack. That kind of improvement survives the end of a run even when its particular build disappears. Choose it if learning, improvising and returning to familiar characters can all be part of the appeal. A more linear action adventure will suit players who want progress expressed mainly through new locations. Here, a known route becomes valuable because you are increasingly capable of approaching it in different ways.

The verdict

A rewarding return loop where changing weapons and boons tests growing combat skill while the household keeps developing around each attempt.

Reasons to play

  • Weapons make a return immediately different
  • Hammer upgrades reshape a run's direction
  • Relationships preserve continuity after defeat

Reasons to think twice

  • Familiar rooms remain the foundation
  • A desired boon combination is never assured

See the game

Hades
Official Hades screenshot.
Hades
Official Hades screenshot.

Assist & accessibility

Parents’ guide

Players: Single-player. No in-game purchase marker in the checked Steam listing. Separate downloadable content may be sold.

Age classification: 12. Nintendo Switch edition; not a separate PC classification

Understanding age labels, online play and purchases →

A useful starting tip

Choose boons that support the weapon and effects already defining the run, rather than treating each offered power as an isolated upgrade.

A different direction

Compare this with Hades II: A layered action loop that makes returning an opportunity to connect a revised setup with more confident control of space and Magick.

Official sources

Reviewed: November 2026

Your comparison

Official trailer

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