They weren't "distributed on Steam," but Hades 2 lead who oversaw that true ending change says myths are also "told and retold" by design
"There's something about story that seems immutable," Greg Kasavin admits, but Supergiant wasn't afraid to make changes
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Hades 2 dev Supergiant Games changed its hit roguelike's true ending last year following fan feedback, and while the studio's creative director Greg Kasavin notes that "there's something about story that seems immutable," at the end of the day, it was quite a fitting thing to alter given that it's based on Greek mythology.
Kasavin previously told us that the "post-launch patch was created in response to player feedback," but he's now elaborated on that even further in an interview with GamesRadar+ ahead of the 2026 BAFTA Game Awards. Acknowledging that Hades 2 was the most highly reviewed game of 2025, the Hades 2 writer notes that "in general, people loved" the roguelike. However, some early-access players "weren't happy with how it ended," and "they made that clear."
So, what was Supergiant to do? "We pursued the same process that we had all along, essentially, which is to consider what we can do, consider the feedback, ask ourselves, 'Are there ways that we can address some of this feedback to improve the experience for people who are unhappy without making it worse for people who are happy?'" Kasavin says. "Can we preserve the soul of this thing, and stay true to the idea that we've had for years about how this game was going to end up, how the story was going to end, while addressing some of these points?"
Article continues belowNow, Kasavin reckons "some of those players appreciated the changes," and ultimately, "it's just probably a better ending than before." With that said, he knows it's not often that you see a game changing its story like this.
"There's something about story that seems immutable, right? It's like, you can make balance changes or whatever, but you can't change a story," he tells us. "But the truth is, during early access, we're iterating on all parts of the game. We're iterating on individual conversations. We're adjusting dialog here and there. We're adding conversations where there are gaps between certain parts of the story. So in that respect, it's really just the same process that we used all along, but it was sort of as spotlighted [as it was] because it happened to be the true ending of the game, and one of the main things that we added in version 1.0."
And, he notes, it was rather appropriate for Hades 2 to do it. "I should add, there's something about the specific changes that is very in theme with the game as a whole, and its connection to mythology," Kasavin says. "Mythology, by its nature, is told and retold. There are retellings of things. I try to think back, how were these classic myths from thousands of years ago, how were they distributed? They weren't, you know, distributed on Steam. They were told and retold by storytellers. I have to imagine, it's kind of like being a stand-up comic – if they try some new material, and it bombs, it's like, 'Oh, you know, let's adjust things here and there. Maybe we could make things a little bit better in the next retelling of it.'
"And it's a game about time, and about second chances, and all sorts of different things," he continues. "So, I think we found a way to integrate the adjustments, the updates to the true ending in such a way that feels like it's part of the same story. Like, the previous version of the ending – depending on how much you know about the story of Hades 2 – it can still exist in the world of Hades, as it were, because it's about mythology."
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At the end of the day, as Kasavin says, those changes were definitely worth the effort. As it happens, earlier this month, Supergiant actually fixed a rare issue where you wouldn't meet a certain major character fail during the true ending, for some unlucky folks, that ending is now better than ever.

I'm GamesRadar+'s Deputy News Editor, working alongside the rest of the news team to deliver cool gaming stories that we love. After spending more hours than I can count filling The University of Sheffield's student newspaper with Pokemon and indie game content, and picking up a degree in Journalism Studies, I started my career at GAMINGbible where I worked as a journalist for over a year and a half. I then became TechRadar Gaming's news writer, where I sourced stories and wrote about all sorts of intriguing topics. In my spare time, you're sure to find me on my Nintendo Switch or PS5 playing through story-driven RPGs like Xenoblade Chronicles and Persona 5 Royal, nuzlocking old Pokemon games, or going for a Victory Royale in Fortnite.
- James DalySenior Producer - GamesRadar+
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