Lead a squad through the living ecosystems of Hell and develop your mobile base between expeditions.
- / GENRE
- Action Roguelite / Bullet Heaven
- / PLATFORM
- Steam / Desktop
- / STATUS
- In Development [Playable Demo]
Sandbox Levels
Enemies don’t spawn in waves. They form living ecosystems: they see, hear, and smell, get hungry, pursue goals, and evolve. Factions act independently: they gather materials, build spawners, produce new units, and advance their technology.
You can fight your way through or exploit weaknesses to “hack” a path forward. Disrupting infrastructure on one level changes conditions on another.
Squad Tactics
Hell Operators brings the depth of squad management usually reserved for strategy and turn-based tactics games to a real-time horde-survival RPG. You can manage your squad’s shared inventory, choose between manual and automatic combat controls, issue commands, form independent groups, and switch between operators.
Co-op fits naturally into this system. Invite others to take control of individual operators in your squad.
Screenshots
About Us
Independent Game Development Studio
- / ORIGIN
- Ukraine
- / PROJECT
- Hell Operators
- / FOCUS
- Systems / Pixel art / Custom Tools
Who We Are
We are a small Ukraine-born team with 10+ years of collaboration. We specialize in system design, worldbuilding, pixel art, custom multi-platform technologies, and high-load multiplayer systems and simulations.
Our Mission
To create complex, multi-layered games with simple and intuitive gameplay at their core. Our mission is to create games that are worth investing time in and that players want to return to because they reward with innovation and depth, yet remain simple and understandable enough to avoid the pain of returning.
Our Philosophy
We approach game development as world architecture, where the core of game rules and the world should be digital physics — the laws by which the world emerged, developed, and exists at the moment of gameplay. Design, art, and technical components should be a synergy of parts in holistic design. Gameplay should always come first; it is not just a core loop of mechanics but a fantasy and experience that is impossible or very difficult to realize and acquire in the real world.