
Hey Guys,
As we make the final preparations for our public ALPHA DEMO going live a few hours from now, we'd like to share with you our
development roadmap which details the features and content that we're currently planning for and working on Hellsweeper VR.
The Alpha Demo is a watered down version of the full game but loaded with enough core mechanics to let you get a good feel of Hellsweeper VR.
As with our tradition of developing games for and together with gamers, we want to get the community involved in our dev journey for Hellsweeper VR.
Please join us on
Discord and on our Steam Forums and help us perfect Hellsweeper VR by giving your feedback and suggestions.
Lastly, please share the game with your friends, streamers or Youtubers you love. It will mean so much to us! :)
Sincerely,
Mixed Realms Team
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What is Hellsweeper VR?[/h3]
Hellsweeper VR is a roguelike first person combat game where you take on the role of an undead immortal, tasked with entering hell with the sole mission of eliminating its twisted souls all to restore the sacred balance.
For fans of Sairento VR, you would know that our first game offered an intense no holds barred locomotion system featuring wall-running, power-sliding, backflips and more. While other VR games played it safe, we said f*ck it and delivered you gravity defying loco, because we believe that VR games should feel incredible.
Now, after 2 years, we are pleased to bring to you the spiritual successor to Sairento.
A nastier, crazier, whackier successor.
Think Sairento’s intense locomotion and arcade-style action but with semi realistic physics, allowing you to pull off even crazier moves. Juggle enemies in the air, rip them in half using psychic powers, use a lopped off enemy limb as a club, land on an enemy and use it as a surfboard, release concussive blasts to smash enemies into a bloody mess of smithereens, and more.

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Roadmap (Last Updated: Sep 2021)
As we're still in the midst of developing Hellsweeper VR, this roadmap is bound to change but for now, it serves as our team's dev compass with you, the community, as our north star.
*Features/Content which are part of the Alpha Demo
There are 3 Game Modes in Hellsweeper.
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Mode 1 | Rogue-like Mode[/h3]
A fully-fleshed out Rogue-like Mode where players can encounter randomly assigned locations, weapons, skills and increasingly challenging enemies as they make their way to the final destination to meet the final boss. Every run is different and every experience is unique.
- Contains 3 Acts, with each arc culminating in an epic Boss Battle.
- Each Act consists of a mix of levels offering various mission objectives and activities -
- Elimination Mission: Eliminate the level’s boss.*
- Survival Mission: Survive hordes of enemies for a stipulated time.*
- Totem Mission: Destroy totems around the map to stop enemies from spawning.*
- Wave Missions: Defeat wave after waves of enemies.
- Sacrifice Mission: Sacrifice enemies to unlock altars around the map.
- Various Challenges & Mini-Games: Unlock the tori gates of hell with challenges that will test your skills, wit and luck.
- Collect Rewards - Unlock treasure chests with keys or destroy mini totems around the map to collect additional Souls and/or Obols, the two main currencies in the game.
- A series of Boons and Curses that grant universal modifiers.
- In-depth Skill Progression with customizable traits for every ability.
- Challenges that bring about map and difficulty modifiers (e.g. lava ground, handlock, etc.) to give a unique twist to every run.
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Mode 2 | Sandbox Mode[/h3]
Perfect for players who prefer more certainty in how they play the game. Players get to select the arena, mission style and difficulty level they want to challenge. They also get to pick their preferred weapons and abilities.
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Mode 3 | Multiplayer Mode[/h3]
Players can go on Co-Op missions or fight each other in PVP contests.

Players can unlock multiple ways of progression and customization through each skill’s unique Skill Tree and unlockable Traits. Each skill/weapon may have 4-8 more traits which can affect its mechanics and effects.
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Melee Weapons[/h3]
Broadsword - Demonstrates the basic mechanics of most melee weapons.*
- Knockback and break an enemy’s guard using the hilt.
- Single-handed and Double-handed grip, the latter offering more damage.
- Reverse blade grip
- Bladewave, a concentrated form of energy that turns a melee weapon into a range weapon
- Air Juggling
Axe - Deals more damage with powerful throwing capabilities.
Mace - Able to turn into a flail for a more fluid combat-style.
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Ranged Weapons[/h3]
Pistol - Demonstrates the basic mechanics of most range weapons.*
- Knockback and break an enemy’s guard by using it as a melee weapon.
- Single-handed and Double-handed grip, the latter offering more damage.
- Ricochet Bullets that bounce off enemies and the environment.
- Homing Bullets that target multiple nearby enemies.
Bow - Shoots magical arrows & is able to turn different objects into unique arrows.
Rifle - Allows a large range of modifications.
Shotgun - Powerful & short-range firearm that is easy to use.
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Magical Elements[/h3]
Fire - Inflicts a burning status effect that deals damage over time.*
- Fireball
- Flamethrower
- Fire Vortex
- Flameblast
- Enchant weapons with Fire Element.
Frost - Inflicts a status effect that slows down an enemy’s movement.*
- Frostball
- Icicles
- Blizzard Storm
- Frost Spikes
- Enchant weapons with Frost Element.
Electric - Stuns & makes enemies more susceptible to damage.
Advanced Magic - A high level form of magic that involves combining various types of elements.
- Fire + Frost* which produces Laser.*
- Electric + Fire
- Electric + Frost
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Telekinesis[/h3]
Levitation
- Lifting objects and enemy carcasses
- Lifting of enemies with less than half their health.
- Crushing enemies while they are Lifted with less than half their health.
- Split enemies apart while they are Lifted with less than half their health with both hands.
- Firing Pistols and Swinging of Swords through telekinesis.
Concussive Blasts and Radial Blasts
Rock Split, Rock Fists and Fist Rockets
- Thumbstick Locomotion*
- Blink Dash*
- Air Dash*
- Mini Jump*
- Single Jump*
- Double Jumps*
- Bullet Time*
- Power Slide*
- Surfing (land on minions and use them like a surfboard)*
- Forward, Side, and Backflips.*
- Wall Run*

A companion that will protect you & fight by your side, upgradeable through its own skill tree.
- A total of 16+ playable maps that explore different sizes and verticalities.
- Four maps were released during Public Alpha.

Minions and Mini-bosses can come in the form of any of the three elemental variants (frost, fire, electric) which require different approaches and strategies during battle.
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Minions[/h3]
- Caged Head - Typical minion-type enemy proficient in both basic melee and ranged combat.*
- Hook Arm - Typical minion-type enemy proficient in both basic melee and ranged combat.*
- Flying Head - Small, flying ranged-monsters.*
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Mini-Bosses[/h3]
- Gluttony - Slow but deadly. Releases poisonous gas and can knockback players.*
- Pride - Floating enemy with a defensive force field and powerful homing spells.*
- Greed - A small, ranged attacker that can climb walls and flees when approached.
- Envy - A sly enemy that teleports to quickly close the distance.
- Lust - A swift attacker that excels in close-to-medium range.
- Sloth - A slow enemy that can suddenly move fast when spiderwalking.
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Bosses[/h3]
- Corruption - A large monster that uses melee when close and magic when afar.
- Deceit - Summons its wooden puppets to attack while it hides like a coward.
- Savagery - Uses its overwhelming strength and speed to beat victims into submission.
- Customize Skin Color*
- Customize headgear/masks and some attributes of the clothing and gloves.
- (tentative) Add more player model designs
- Achievement System
- In-game Recording Camera
- Collectible in-game Lore items containing tidbits of information about the world and its origins.