Game library · 9 titles

Our games

Every game Helldorado Team has shipped (and a few we lost along the way), from a 2006 assembly-language shooter to augmented-reality Doom.

The Descent cover art
2015 · 2020 iOSAndroid Retired

The Descent

Glide forever downwards to the center of the earth.

The Descent challenges players to maintain concentration and dodge obstacles as they glide forever downwards to the center of the earth. Conceived in 2010 and finally shipped for iPhone in June 2015 after “half a decade of sweat and blood”.

In June 2020 we launched The Descent for Android to commemorate its 5th anniversary, a port undertaken to prove we could make a game with Corona SDK and test it as a viable 2D platform.

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Credits
Elías Orozco
Programmer and Producer
Gustavo Restrepo
Consultant, Spackle Coder, Android Port Programmer
Carlos Forero
Art Director
Andrés Crump
Music
Dev log · 6 entries
ARThings cover art
2018 AndroidARCore Retired

ARThings

Augmented-reality Doom, right on your living room floor.

Not technically a game, but more of an AR experience that Doom fans will definitely enjoy. Initially developed as a tech demo to showcase ARCore features with OpenGL, the project spun out of control and was updated regularly with features that, according to Elioncho, “nobody wants or cares about”: Zombiemen, Heavy weapon dudes, the Cacodemon, depth occlusion and a God Mode cheat. Monster AI is based on the Doom Linux codebase.
Credits
Gustavo Restrepo
Programmer
Dev log · 10 entries
The Breach cover art
2019 Doom 2 WADBoom ▶ Playable

The Breach

Two techbase maps for Doom 2.

After years of cancelled WADs (Confessions from the Flesh, Exhumed, Septic Shock), we finally broke the vicious cycle: a Boom-compatible 2-map WAD for Doom 2. MAP01: The Pass and MAP02: Perimeter.
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2018 Doom 2 WADBoom ▶ Playable

Auferstehung 2

Eleven procedurally generated levels of glorious mediocrity.

The unofficial sequel and homage to Nazi Auferstehung, named the Worst WAD of 2006 by Doomworld. Following in its creator’s footsteps, we leveraged Oblige to produce 11 procedurally generated levels, from MAP01: Enter the Dominion to MAP11: Palace of Danger.
2017 Android Retired

Stargazer

Minesweeper meets sci-fi space puzzler.

A somewhat strange project that spawned out of an idea to mix Minesweeper elements into a sci-fi space game. We play-tested the mechanic on a crude prototype first and picked the technology later. Released in May 2017 and subsequently updated with added levels.
Credits
Gustavo Restrepo
Programmer
Condor Wars for Android cover art
2012 Android Retired

Condor Wars for Android

Retro is back... with a vengeance.

Our flagship title for the Android universe, based on a game Elioncho made in Assembly class in college. It lived on the Play Store for three full months before we decided it was not good enough. It is considered a gem with only about 10 people still having it installed. Mostly a guinea pig to learn the trials and tribulations of releasing to Google Play.
Credits
Gustavo Restrepo
Programmer and Producer
Elías Orozco
Music, Web Services Programmer and Graphic Designer
2008 PCXNA ✝ Lost to time

Dong vs Dong

Our first public release. A WarioWare port.

Our first game released to the general public. Not an original, but a port of a mini game from WarioWare Inc. to Microsoft XNA. The source code is now lost, but the memory remains!
Credits
Gustavo Restrepo
Programmer
Elías Orozco
"Tester"
2006 PCx86 Assembly ✝ Lost to time

Condor Wars

Technically our first game, period.

The first game-related application deemed completed by its developer (Elioncho), distributed as a downloadable .exe to a select few individuals. A perfect example of what NOT to do with assembly language. Play at your own peril.
Credits
Elías Orozco
Programmer
2019 iOSAndroid Retired

FilmScout

Track your favorite filmmakers' projects.

Not a game, but built with the same love. Search movies and TV shows, explore the filmmaking team and follow directors, writers, composers, cinematographers and editors to keep track of their upcoming projects.
Dev log · 1 entry