A downloadable game

The War In Heaven was won. The tyrannical Angelic Generals are dethroned, and the galaxy-wide networks of sorceries that trapped souls within their net have been removed. A united humanity, armed with the gnosis of their own self-divinity, claimed heaven through violence, and have banished mortality forever.

Some heralded the end of the Tyranny of Heaven as something of a grand finale for humanity. The reclamation of their gnosis, the liberation of their afterlife, and the global collective community seemed to them the culmination of humanity's destiny. After all, when you’ve slain God, what’s left?

Hell.

HELLPIERCERS is a tactical tabletop RPG that combines advanced buildcrafting, light RTS elements, faction management, city building, and more into a fast paced, frenetic action RPG that sees ascended godlings battle for the liberation of every human soul.

HELLPIERCERS was funded by Kickstarter in early 2023. This is the current public preview edition, released on June 26th, 2024. It contains a majority of the mechanics and systems for the game, but lacks much of the artwork, and the lore. Several systems have been trimmed, removed, or left partially finished in this edition. 

Development on this game is ongoing.

Updated 22 days ago
StatusIn development
Rating
Rated 5.0 out of 5 stars
(17 total ratings)
AuthorSandy Pug Games
GenreAction
Tagspreview, Tabletop, tabletop-roleplaying-game, Tactical

Download

Download
HELLPIERCERS - Second Public Release.pdf 83 MB
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HELLPIERCERS - Second Public Release (Small FIle).pdf 11 MB
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SYNCRASIS map cropped.png 9 MB
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HP-Map-AUTOPHYES-Color-v2 (2).png 21 MB
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HELLPIERCERS - Second Public Release.mobi 20 MB

Comments

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(+1)

wooooo hype for the new preview

I think there's a typo in the STRATCOM tech tree. The "Archontic Longinomechanical Pneuma-Engineering Bay" isn't mentioned in the tree, but its expected space is filled by the "ACHAMOTH Training Facilities" in the tree chart and text describing it.

keep up the great work! This game is oozing with flavor and strong mechanics

There's a handful of errors in the base building right now, should have it cleaned up soon. Thanks for the heads up! Really excited about where the game is at rn

(+1)

Is there a discord for this game yet? Also, this looks amazing so far, keep up the good work!

"Each weapon is equipped with one of two types of special ability - Active and Passive abilities"

Does this mean you choose your weapon's Active OR Passive when you equip it, or that you always have access to both?

(+1)

You have access to both, it's a left over from when weapons only had one or the other; thanks for catching it!

(1 edit)

Thank you!

Emergency Bythos Shunt (p 48), the pilot active ability says "The first targeted enemy takes 1 Damage, the second takes 2 Damage, and so on." I'm guessing it's probably intended to be 1 2 3 4, but wanted to double check in case it's 1 2 4 8? 

(Also is here the best place for clarifications / typos, or is there a better way to submit that kind of thing?)

(+1)

Your first interpretation is right; I can see why that would be confusing though!

I'm going to have a more formalized feedback system set up somewhere probably next week, but this is fine for clarifications. 

(+1)

I was pretty sure I backed this in the kickstarter but today when I checked I noticed I forgot to press OK!

Is there any way to late pledge?

Not yet, but should be imminently!

Still wondering!

Really want to purchase the game.

Hey, sorry, the campaign page has been up for some time right here; https://jetbacker.com/hellpiercers

(+1)

This is so my aesthetic from top to bottom it hurts.

Will be backing the Kickstarter and I am very invested in it already.

Will factions get actions in between session, a faction turn?

(+2)

Essentially, yeah. Should be adding some content for GMs before the KS launch that should clarify this

(+1)

God this is so fucking dope, especially the meta-progression and faction systems. Is there a reason for the 1 action+move economy? I worry about it making it so only attacks are viable

(1 edit) (+1)

The idea, at least right now, is that we'll balance movement to be fairly powerful compared to attacks, and give you plenty of ways to attack and move as a single action (which effectively gives you two moves as well). The Action + Move tends to work pretty well in a lot of the digital games I'm drawing from, but who knows, there's certainly room to play around with the economy of it all when we get serious about play testing. Thanks for the interest!