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Hell Magus

Introduction

Playing RPG games has always filled me with excitement, and since I mostly played online, many of those games were MMORPGs or closely related RPG titles.

Because of those nostalgic and passionate experiences, I decided to work on my own RPG game. Of course, I know it is a huge project, and I am not aiming to create something for sale. My main goal is to develop the systems, mechanics, and overall gameplay.

I want to go on this journey and learn not only Godot, but game development in greater depth.

So I am starting with this game, and I will see how far I can take it.

Reference

One game that left a particularly strong impression on me was the first Diablo.

As a reference, I would like to stay as close as possible to that game’s style and mechanics, while still adding some of my own taste.

This was the original Diablo 1 Game Concept by Condor:

Description

Hell Magus is a single-player isometric action RPG with dungeon-crawl elements. The player explores and interacts with the world mainly using the mouse, while actions such as casting spells are triggered through keyboard input. Across the game, the player can collect items, learn spells, defeat enemies, and speak with non-player characters (NPCs).

The dungeon floors are procedurally generated, and each one has its own theme.

Players receive quests from different tiers, they often reward powerful unique items and help the character level up and/or uncover more of the story.

Using systems

I am building this game because I want to learn both game development and Godot, so I try to approach the project through reusable systems.

This list may change over time, but these are the systems I currently plan to implement:

  • Character system for stats, resources, and progression
  • Navigation system for movement and pathfinding
  • Inventory system
  • AI system
  • Quest system
Assets

Initially, I will use free assets or placeholders, then replace some of them during the polishing stage.

I try to keep the scope simple and avoid overdoing the visual side, so I can focus more on programming than on the art.

Notes
I will update this page occasionally whenever there is news about the game in general.

Recent Posts

MVP (prototype) concept

MVP overview Scope 1 small camp. 1 small dungeon (5–7 rooms, linear or slightly branching). Playtime One full run takes about 5–10 minutes for a fresh player. Goal Accept a quest in the camp → enter dungeon → kill enemies and get loot → defeat mini‑boss → return/finish quest. Core gameplay loop Moment‑to‑moment loop for the MVP:

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May 14, 2026

Game design document

1. High‑level concept Working title: Hell Magus Genre: Single‑player, dark fantasy action RPG (isometric, Diablo‑like) Core fantasy: You are a lone sorcerer descending beneath a cursed town into crypts, catacombs, and hellish depths, wielding forbidden magic to purge an ancient evil. Elevator pitch: A grim, replayable, Diablo‑1‑style ARPG focused on a single flexible sorcerer class, fully random dungeons, and brutal combat, with a single town hub and a 10‑level descent themed as Crypt, Catacombs, and Hell.

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May 13, 2026