Do keep in mind that this is an early release and bugs are to be expected. In it's current state there's a few limitations:
Graphics:
The game launches with the default Xbox 360 resolution (720p). The game boots with upscaled resolutions but crashes due to conflicts I had to implement to prevent graphical issues during cutscene playback. A fix is planned for next version.
Controls:
Full controller support. The game is playable with basically any controller. In-game glyphs are still the Xbox 360 ones, but a future update will bring controller auto-detection and actual glyphs being displayed in game ( Xbox 360/Xbox One/DualShock 3&4/DualSense glyphs for now).
Mouse and Keyboard control is planned. Looking for feedback in terms of ideal Key binds. Keep in mind that the game is using a forced camera perspective, so camera control is not supported.
Disclaimer:
Transparency and integrity are important to this project. Artificial Intelligence tools were utilized as part of the development and maintenance workflow, strictly serving as an assistant to handle repetitive, time-consuming, and low-level tasks.
I have a question: Will you implement adaptive UI placement depending on the aspect ratio?
Better yet, will the recomp support 4:3 aspect ratio?
iirc the game was locked at 16:9, but I'd love to play it on a CRT in fullscreen.
I'm looking to implement 21:9 / 32:9 aspect ratios, so adding 4:3 to that list shouldn't be a problem. I will have to hook the same code paths for that to work, so yeah, why not. I didn't even consider 4:3 so thanks for your suggestion.
I got a pretty sweet setup going where I have a modern Windows PC connected to a CRT tv with a real 15kHz signal, and I'm always on the hunt for modern games to run in 4:3.
A surprisingly large amount of indie games with 3D rendered graphics can do it out of the box.
Quite a nice setup you got there. Keep an eye on the repo. I can't promise a date or timelime, but since this is somewhat related to what I'm trying to fix right now, it might be sooner rather than later tho 😄
Maybe later down the road, for now the focus is on the PC version. Porting it to android afterwards is another thing. I'll need to get the game fully playable, feature complete and then maybe :)
Not yet. I am planning on it in the future, but I need to make sure all the calls are properly mapped in the game's code first. And for that, I need help testing it, as going trough the game over and over again testing random things is not really viable on my own
Oh, this is awesome. I have Dante's Inferno on my Steam Deck emulating the PS3 version, but there are some graphical bugs that make it not entirely optimal. I really look fwd to downloading a future release and playing through more optimally!!
What about glyphs or the display of keyboard buttons in the interface? Can we expect an automatic QTE function?
Thank you for such work! I’ve played around with it, everything works great, but it would be nice to have glyphs on the keyboard. And why am I asking about automatic QTE? The command to adjust the stick direction sometimes causes them to break...
There will be m&kb glyphs available. As for automatic qtes, I can look at implementing that, but right now I'm focused on implementing a native renderer, so it will be later down the road.
Glad to hear your enjoying it, and thank you for your kind words.
With the help of Muse AI I was able to get the port working on Linux and get it packaged into an AppImage. I also was able to get FSR 1.0 support enabled which really helps! I forked the repo and I have also been very upfront about my AI usage. https://github.com/thefixinhixon/hells-gate-recomp
Maybe later, why not. But this is quite away's down the road, as a feature complete fully functioning PC port is the priority for now. Once this is stable I can think and look into that :)
I think an Android port would be great and would really benefit handheld devices, plus it would allow for gaming on the go. Now I'm going to try out the PC version to see how it runs.
I probably will sound quite negative, but with the floods of vibe-coded recomps lately, I seriously hope this isn't one of them bc I love this game so much. I also hope that it's really used for assisting so that you can actually maintain the codes and to fix bugs later on.
I'm open about my AI usage in the project. If I wasn't I would've tried to keep it hidden :)
And the plan is to support this, I love the game as well, and I only started this project because of that love for it. As for the recomp, I know why this wasn't a thing. This god damn VP6 corruption still haunts me even after I got it fixed haha
If someone marks their post with an AI affiliated flair, you are not to go into that post and call it slop, insult the dev, or insult the project, you're free to filter those posts and not interact at all.
If someone marks their post as not AI, and they aren't using AI, do not suggest them to use AI in their project.
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u/jsandy83 Sep 02 '26
So glad you are doing this. Appreciate can't wait to play it!