Oil painting: three soldiers in heavy combat armor and helmets stand on a ridge of black volcanic rock, looking out over a burning red hellscape of lava rivers and spiked fortresses, a colossal horned silhouette in the smoke beyond.

Hellsweep InfiniteMomentum Demon Shooter

Reactorcore's Personal Game Design Project

Free to forkNo licence and no copyright claim: build this game under your own name, or lift one idea from it. Why?

Game overview

Hellsweep Infinite takes the old-school first-person demon shooter and swaps its arsenal and pace for those of a frantic 2D multiplayer shooter. Every gun is in play from the first minute, the standard ones never run out of ammo, demons die in a few well-placed shots, and so do you. You stay alive by moving: jet boots, momentum jumps, backflips and slow motion on demand.

When you die, you're back in the fight a moment later, and nothing you did is undone. The demons you killed stay dead. The only thing between you and the end of the map is how well you move and shoot.

It's a love letter to two games at once: Doom's hell and its demons, and Soldat's guns, time-to-kill and acrobatics, with Max Payne's bullet time and Unreal Tournament 2004's adrenaline powers in the mix. It's a small design on purpose: a combat overhaul, not a story.

Target audience

Fans of the fast, old-school shooters who love the speed and the demons but are tired of the parts in between.

They want the fight, all of the fight, without scrounging for ammo, saving the good gun for later, or replaying a whole stretch because one mistake sent them back to a save.

It's mouse and keyboard, with a few more movement keys than usual. The basics are easy; moving well is a skill that keeps growing.

Game's purpose

Power and freedom: every gun, every power, from the start, and the choice of how to use them.

Movement and excitement: flying, flipping and slowing time in a fight that's over in seconds.

Play: a simple premise taken completely seriously as a playground.

It deliberately avoids draining safety and respect for your time: no ammo hunts, no lost progress, no reloads of the last save.

Core concept

The genre default hands out weapons one by one, keeps ammo scarce, and rewinds you to a save when you die. That's arbitrary progression, artificial scarcity and time that rewinds, all three.

This design drops them: everything from the start, ammo that never runs dry, and a death that only costs you a moment.

The challenge moves to where it belongs: a fight where both sides die fast, and you have far better ways to move.

Oil painting of an endless hellscape seen from high above: rivers of lava winding between black spires and spiked fortresses under a blood-red sky, a small armored transport descending through the smoke into a burning crater.
"Somebody had to go down there and kill hell. A bunch of guys volunteered."

Lore and story

The design's entire lore is one line: a bunch of guys decided to kill hell, and you can be one of them. That's it, and that's on purpose. Everything else is the fight.

Hell

Lava, bone, black stone and fortresses full of demons: small fry that die by the dozen, horned knights and spider-walkers that take a few shots, and the towering lords and titans at the top.

The crew

Ordinary soldiers in body armor with a 2D shooter's armory and a pair of jet boots each. Nobody sent them. They just decided hell had gone on long enough.

Right now

Drop in, clear the map, move on to the next one. When one of the crew goes down, the next one is already on the way in.

Controls and interface

A first-person shooter on mouse and keyboard. The design lists the moves and powers; the key layout below fills in a standard arrangement for them.

Move

W A S D
Run and strafe
Space
Jump; hold in the air for the jet boots
S + Space
Backflip
C
Crouch
X
Go prone
Shift
Slow motion, on and off
Esc
Pause

Fight

Mouse
Aim; left button fires
Q
Swap primary and secondary
R
Reload
F
Throw a grenade
V
Melee, with any weapon
E
Take a weapon from the floor
1 – 4
Spend adrenaline on a power
Wheel, G
Pick a carried powerup, use it

The HUD shows the essentials: health and armor, the slow-motion meter, the adrenaline meter, and the powerups in your pocket. The two guns you carry need no ammo counter, only a magazine; the special weapons show what they have left.

Oil painting: a soldier in heavy armor and a steel helmet flies through a lava cavern on twin jets of flame from his boots, his rifle blazing toward a crowd of startled red horned imps on the rocks below.
"A horned knight goes down in a few shots. So do you, at a hundred health. The jet boots are your armor."

Game layers

  1. 01 · Moment-to-moment

    Seconds-long fights

    A room full of demons, two guns, a grenade or two and a pair of jet boots. Fights are decided in seconds, because both sides die fast. You read the room, pick your angle, fly, flip, slow time for the one moment that matters, and keep moving.

  2. 02 · Low metagame

    One map, cleared

    A map of hell to sweep from entrance to exit, room by room. Every death drops you back in without resetting anything: killed demons stay dead, opened doors stay open, and the map only ever moves forward. It ends when you reach the exit, and how many times you fell on the way is just part of the story.

  3. 03 · High metagame

    Kill hell. All of it.

    The design is a combat overhaul and leaves the maps open, so this layer is a gap filled the way the design's title points: hell never runs out. The combat works on any map built for it, handmade or generated, so there's always another stretch of hell to sweep. The crew's war is the overarching goal, and it's never finished.

  4. 04 · Practical game flow

    A map a sitting

    A map is a sitting of a quarter of an hour or so. Pause anywhere and save whenever you need to stop; since death never rewinds, a save is only ever a bookmark, never a safety net.

Game modes

There's one way to play: drop in and sweep the map. The design has no separate modes, difficulty ladder or score attack. The demons' numbers and the map decide how hard a stretch of hell is.

Features and mechanics

  1. The heart of it

    Every gun, from the first minute

    The whole arsenal is in play from the start. You carry a primary and a secondary, the way Soldat does it: you begin with a random pair and a few grenades, and swap either one for whatever you find on the floor, since every weapon pickup is random too. The standard guns keep their original character and never run out of ammo; you only reload.

    WeaponSlotHow it fights
    Twin hand cannonsPrimarySemi-automatic, two shots at once
    Flurry SMGPrimaryA fast flurry with a wide spread
    Burst riflePrimaryFast bursts
    Battle riflePrimarySlow and steady
    Marksman riflePrimarySemi-automatic precision
    Combat shotgunPrimaryLoaded shell by shell, wide spread, pushes hard
    Grenade thumperPrimaryOne shot, one instant kill, dangerous up close
    Anti-materiel riflePrimaryA slow, long-range shot that pierces
    Squad machine gunPrimaryThe middle ground of automatic fire
    MinigunPrimaryRelentless spray that pushes and stuns
    SidearmSecondaryA quick finisher
    KnifeSecondaryAn instant-kill stab, or a throw that flies back on its own or waits to be picked up
    ChainsawSecondaryCarves through crowds or one big target, if you dare get close
    Rocket tubeSecondaryA huge blast, a very slow reload, fired only crouched on solid ground
    FlamerSpecialA short-to-medium range fire hose
    War bowSpecialSemi-automatic instant kills; blast arrows make it a faster, longer-range grenade thumper
    The emplacementSpecialA brutal heavy machine gun, the top of the arsenal, with limited piercing

    The special weapons are the exception: limited ammo, and found at the map's one fixed pickup, which hands out a special weapon with a full refill. Grenades come in two kinds: a timed frag for groups at close range, and a cluster bomb that splits into five in its direction of flight, in the air or on impact. Every weapon can also melee, and the knife and chainsaw hit harder when they do.

    Oil painting: on a long black stone altar lit by lava glow, a whole arsenal laid out: assault rifles, scoped rifles, a bow, a rocket tube and a heap of round grenades, with horned stone statues watching from the shadows.
    "Every gun is in the pool from the first minute, and none of the standard ones ever runs dry."
  2. Fast both ways

    A 2D shooter's time-to-kill

    The weapons are tuned so that the mid-tier demons, the horned knights, spider-walkers and bloated flame-gunners, die as fast as a player does in Soldat. Everything below them is chow. The war bow takes a demon lord in one hit and a titan in four.

    Every gun hits at full power up to a set range and weakens past it, and every shot is a real projectile you can lead and dodge, except the minigun's instant spray.

    You get the same deal. You have 100 health, and armor is rare: a green vest absorbs 90% of the damage until 200 points of it are spent, a blue one until 500. A stimpack heals half your health and a medkit all of it.

  3. Movement is armor

    Jet boots, flips and momentum

    With so little health, standing still is the real danger. Every soldier wears jet boots that recharge on their own, and moves with Soldat's acrobatics: jumps that carry and build momentum, boosts off a jump, backflips and going prone.

    The heaviest weapons ask you to stop: the rocket tube only fires crouched on solid ground. Choosing when to plant your feet is part of the fight.

  4. Two gauges

    Slow motion and adrenaline

    Slow motion is an ability you switch on whenever you like, the way Max Payne does it, and the design's focus is on using it well: one heartbeat of slowed time to land the shot that matters. It runs on a meter filled by health vials and by ammo pickups, which give you either slow-motion juice or a grenade and also reset your weapons' cooldowns.

    Adrenaline works like Unreal Tournament 2004's: kills and armor shards fill it, and a full meter buys one of four powers for a while:

    1. RegenHealth flows back
    2. SpeedFaster running and higher jumps
    3. FlightThe jet boots never run out
    4. Fire rateEvery gun shoots twice as fast
  5. Use them when you choose

    Powerups in your pocket

    Powerups don't fire the moment you touch them. Every one goes into your inventory, and you decide when it's worth spending. Their durations are longer than in a 2D shooter, to fit the size of a demon fight:

    PowerupWhat it does
    ShadeA shimmering blur that makes you hard to see
    Soul flameBurns hot with stolen life, overcharging your health
    UntouchableInvulnerability for a while
    HeavyHeavy armor plus the emplacement gun, the big one
    Night eyesNight-vision goggles for the dark places
    Hazard suitProtection from lava, slime and poison
    BerserkSix times the damage for 30 seconds
    Plasma packA backpack upgrade for 300 seconds: every weapon fires plasma shots with an area blast and three times the damage
  6. Nothing un-happens

    Death is a detour

    You respawn endlessly, and the map never resets. The demons you killed stay dead, the doors stay open, and the next soldier of the crew picks up where the last one fell. There are no lives to count and no checkpoint to replay.

    That's what lets the fight be this lethal. A shooter where both sides die in a few hits is only fun when dying costs you a moment rather than ten minutes, so the danger stays in the fight and never leaks into your evening.

Box art, oil painting: seen from behind, a soldier in heavy combat armor and helmet holds a rifle and faces a towering demon lord with a goat's skull for a face and flaming curved horns, arms spread, molten rock glowing around them.

Volunteers wanted

Hellsweep Infinite: Momentum Demon Shooter

No briefing. No orders. Just a pair of jet boots, every gun anyone ever built, and the ammo to go with them. Hell has gone on long enough, and a bunch of guys decided to do something about it.

Fall down, get back up, keep sweeping. The demons you killed stay dead.

Kill hell. You can be one of them.