Inspired by Dante Alighieri's Inferno · Nine Circles · Modernized
🔥 Browser FPS · Free to Play · No Download

Demonic:
Crusader & Gunman

Dante described nine circles of Hell. He was right about every one of them. He just didn't know they'd be armed. Descend the Labyrinth. Kill what's waiting. Don't stop until you reach the bottom.

9Circles
5Bosses
17Weapons
6Game Modes

The Story

Dante was right.
He just didn't know
they'd have guns.

Seven hundred years ago, Dante Alighieri descended through the nine circles of Hell guided by Virgil. He returned. He wrote it down. Nobody believed him.

The portal opened three years ago — same location Dante described in the Inferno. The demons didn't invade. They evolved. They studied us for centuries from below, learned our weapons, our technology, our architecture. Now the nine circles are real, and they're built for the modern age.

The Labyrinth is what they constructed at the boundary — a descent structure that mirrors Dante's journey, circle by circle, each one adapted for contemporary warfare. Bunkers. Laboratories. Transition zones where reality fractures. And at the bottom: Modern Hell.

You are the Crusader. Also the Gunman. No guide this time. No poetry. Just you, every weapon you can carry, and nine circles to fight through.

"Lasciate ogne speranza, voi ch'intrate."
Abandon all hope, ye who enter here. — Dante, Inferno III.9
📖 The Nine Circles — Dante vs The Labyrinth
Ø Ante-Inferno → The Surface
I Limbo → Bunker Upper
II Lust → Bunker Mid
III Gluttony → Bunker Core
IV Greed → Laboratory Entrance
V Wrath → Laboratory Depths
VI Heresy → Transition Zone
VII Violence → Shatter Zone
VIII Fraud — Malebolge → The Malebolge
IX Treachery — Cocytus → Modern Hell
Then (1320)
⚔️ Medieval Hell
Swords, chains, rivers of blood
Now (2024)
🔫 Modern Hell
Railguns, plasma, energy shields
Same structure. Same sins. Same punishments — adapted for the century that earned them.

The Nine Circles

The Descent

Each zone corresponds to a circle from Dante's Inferno — same sins, modernized architecture and enemies. The deeper you go, the more the rules of the physical world break down.

📜

Dante's Inferno organized Hell as a funnel — nine circles descending in severity, each one reserved for a specific category of sin. In Demonic: Crusader & Gunman, this structure is literal. The Labyrinth was built to match it — intentionally, by demons who read the poem and decided to honor it.

🌆
Surface — Tutorial ✦ Ante-Inferno: The Neutrals
The Abandoned City
Natural daylight. Sparse patrols. Enemy scouts carry basic weapons and move in predictable patterns. This is the last zone with an open sky. Learn to move, aim, and survive before the Labyrinth swallows you.
Dante's Ante-Inferno houses those who made no choices — neither good nor evil. The abandoned city is exactly that: a place where humanity chose not to act when the portal opened. Its emptiness is their punishment.
⚠️ No boss — tutorial wave of scouts
🏭
Circles I–III · Levels 1–3 ✦ Limbo · Lust · Gluttony
Industrial Bunker
A former military installation, now overrun. Three sub-zones correspond to the first three circles: the Upper Bunker (order, almost calm — Limbo), the Mid Bunker (frenzied patrols, unpredictable paths — Lust), and the Bunker Core (resource stockpiles guarded by heavy demons — Gluttony). Mechanical traps throughout. Ammo is deliberately scarce in the Core.
Limbo's virtuous souls who never knew salvation become the Bunker's orderly patrols — dangerous, but not chaotic. The Lustful, buffeted by eternal winds, become enemies that move in erratic, storm-like patterns. The Gluttonous, lying in endless filth and excess, become the resource-hoarders guarding the Bunker's stockpiles — surrounded by ammo they will never use.
💀 Boss: The Guardian — Demon Cyborg · Threshold of Circles I–III
🧪
Circles IV–V · Levels 4–6 ✦ Greed · Wrath
Underground Laboratory
What were they building? The Lab's two sections reflect their circles: the entrance (Circle IV — Greed) is a weapons vault where demons hoard energy technology they don't fully understand. The depths (Circle V — Wrath) are where failed experiments rage in containment cells — cells that no longer hold. Energy weapons become available here for the first time. Demon-human hybrid enemies appear.
Dante's Greedy push weights against each other for eternity — here they hoard technology they'll never use, guarding it with their lives for no reason. The Wrathful fight each other in the swamp of the River Styx. In the Lab's depths, the failed experiments attack everything indiscriminately — each other, the walls, you.
💀 Boss: Dr. Infernus — Possessed Scientist · Threshold of Circles IV–V
🌀
Circles VI–VII · Levels 7–8 ✦ Heresy · Violence
Transition Zone & Shatter Zone
Reality fractures here. The Transition Zone (Circle VI — Heresy) is where the physical laws of the upper world stop applying — gravity inconsistencies, warped corridors that loop, enemies that materialize mid-room. The Shatter Zone (Circle VII — Violence) is full chaos: physics break completely, portals open mid-combat, geometry becomes a weapon. The most disorienting environments in the Labyrinth.
The Heretics denied the natural order — so their zone denies physics. The Violent (against neighbors, against themselves, against God) inhabit three concentric rings in Dante: here they're three escalating rooms of chaos, each one more destructive than the last. Violence against God becomes violence against the rules of space itself.
💀 Boss: The Executioner — Embodied Wrath · Circle VII
⛓️
Circle VIII · Level 9 ✦ Fraud — The Malebolge
The Malebolge
In Dante, the Malebolge is a series of ten concentric ditches, each housing a different type of fraudster. Here it's a series of ten trap corridors — each one themed around a different deception mechanic: fake walls, mimic enemies, decoy objectives, weapons that backfire, doors that loop, allies that aren't. The most intellectually demanding zone. Brute force won't get you through. You have to think.
Dante's ten Malebolge ditches punish seducers, flatterers, simoniacs, sorcerers, corrupt officials, hypocrites, thieves, fraudulent advisors, sowers of discord, and falsifiers. Each of the Labyrinth's ten corridors punishes a player who relies on a specific assumption. The Malebolge doesn't kill you with force. It kills you with your own habits.
💀 Boss: The Architect of Lies — Malebolge's Warden · Circle VIII
🔥
Circle IX · Level 10+ ✦ Treachery — Cocytus
Modern Hell — Cocytus
Dante's ninth circle is a frozen lake — Cocytus — where traitors are encased in ice for eternity. In Modern Hell, it's electrified. The architecture is infernal geometry fused with futuristic technology. Plasma railguns, gravity mines, portal launchers. Enemies here are the most intelligent in the Labyrinth — the Archdemon's personal guard, who chose betrayal as a lifestyle and were rewarded with power. At the center: the Archdemon itself, frozen in place but commanding everything around it.
At the center of Dante's Cocytus, Lucifer is trapped waist-deep in ice, weeping — his tears freeze and trap the worst sinners. The Archdemon mirrors this: immobile, encased in the electrified core, but more powerful for it. Its imprisonment isn't a weakness — it's a throne.
💀 Final Boss: The Archdemon — Lord of Cocytus · Circle IX
🎲
Procedural corridors between fixed circles
The circles themselves are fixed story rooms. The connective passages between them are procedurally generated every run — different paths, different secrets, different shortcuts. Exploration is always rewarded.

The Bosses

Five guardians.
Five circles to cross.

Each boss guards a threshold between circles. They were chosen by the Archdemon because they embody the sins they protect — not as punishment, but as qualification.

🤖
Threshold · Circles I–III · Industrial Bunker
The Guardian
Demon Cyborg · Former Warlord

Once a demon warlord who led the siege of the first portal breach. The Archdemon augmented him with human military hardware salvaged from the bunker's armory — titanium plating over infernal hide, a minigun where his left arm used to be, and a targeting system that processes threat calculations in hellfire. He accepted the augmentation voluntarily. He guards the first three circles because he believes in order above all else — and the first three circles are where order still exists.

2,400
HP
3
Phases
Hard
Difficulty
Attack Patterns
🔫 Minigun Sweep — sustained fire arc, must break line of sight or use pillars
💣 Missile Barrage — locks on at range, fires 6-missile volley; Phase 2+
EMP Shield — reflects projectiles for 4s; must use melee or wait it out
🏃 Charge — Phase 3 only; removes plating to sprint, massively increased speed
🧬
Threshold · Circles IV–V · Underground Laboratory
Dr. Infernus
Possessed Scientist · The Experimenter

Dr. Marcos Vidal was the lead researcher assigned to study the portal. He found what was on the other side and made a deal — knowledge for possession. The demon that now shares his body gave him everything it promised: complete understanding of infernal biology, dimensional physics, and the intersection of both. He runs the Laboratory because he built it. The experiments that escaped their cells were his creations. He calls them his children. He will protect them.

1,800
HP
4
Phases
Hard
Difficulty
Attack Patterns
🧪 Acid Injection — spawns acid pools that expand; creates movement puzzles
👾 Spawn Experiment — summons 1-3 hybrid creatures; switches to ranged while you clear them
💉 Possession Beam — Phase 2+; hit by it reverses your controls for 5s
🔬 Dimensional Spike — Phase 3+; tears a rift that pulls you toward it and deals continuous damage
⚔️
Circle VII · Shatter Zone
The Executioner
Embodied Wrath · Dante's Nemesis

Violence given physical form. The Executioner has no name from before — it was created by the Archdemon from the concentrated rage of every soul condemned to Circle VII. It doesn't think. It doesn't negotiate. It doesn't have phases in the traditional sense — it escalates continuously from the first second of the fight to the last. The Shatter Zone's broken physics are its natural habitat. It uses them deliberately — summoning gravity inversions and portal rifts as weapons. The only thing it wants is to watch things break.

3,100
HP
Escalation
Brutal
Difficulty
Attack Patterns
🌀 Gravity Inversion — flips room gravity for 8s; everything including projectiles is affected
🔪 Blade Storm — spawns rotating energy blades that orbit it; number increases over time
💥 Shockwave Slam — ground pounds that send radial cracks; cracks deal damage if you stand on them
🌌 Rift Barrage — opens portals that fire shots across the room from unexpected angles
🎭
Circle VIII · The Malebolge
The Architect of Lies
Malebolge's Warden · Master of Deception

The most intelligent enemy in the Labyrinth. The Architect was once a demon diplomat — the one who negotiated the original terms of the portal's opening with human governments, using contracts written to be unenforceable on both sides. It was appointed to Circle VIII not as punishment but as reward: the Malebolge is its domain, and it has decorated it exactly as it likes. It will never fight you directly if it can avoid it. It will send things that look like you, sound like allies, offer help that harms. When it finally engages, it does so having already mapped every mistake you made in the Malebolge's corridors.

2,200
HP
5
Clone Phases
Brutal
Difficulty
Attack Patterns
👥 Clone Swarm — creates 4 identical copies; only one deals/takes real damage; must identify the true one
🪞 Mirror Image — copies your weapon and fires it back with 1.5× damage
🎁 False Drop — drops fake ammo/health that explodes on pickup
🗣️ Disorientation — inverts your HUD compass, corrupts minimap for 12s; you cannot trust directions
👹
Circle IX · Modern Hell · Cocytus · FINAL BOSS
The Archdemon
Lord of Cocytus · Dante's Lucifer — Evolved

Dante found Lucifer frozen at the center of Hell — three faces weeping, wings beating uselessly, trapped by his own fall. The Archdemon is not frozen by accident. It chose immobility. It realized, over centuries of watching, that movement was inefficiency — that a being of sufficient power could command everything from a fixed point, could see everything, reach everything, without moving at all.

The Archdemon sits at the center of Cocytus in a throne of electrified ice, encased from the waist down, and it does not need to stand up to kill you. It has spent seven hundred years redesigning Hell from that throne. Everything you fought through — every boss, every corridor, every circle — was deliberate. It knew you were coming. It designed the Labyrinth for you specifically, learning from every previous Crusader who descended and died before reaching this room.

You are not the first. You might be the last.

Adaptive HP
7
Phases
Legend
Difficulty
Attack Patterns
❄️ Cocytus Field — electrified ice spreads across the floor; constant pressure to keep moving
🌪️ Summon All — calls lesser versions of previous bosses simultaneously; Phase 3+
👁️ Omniscient Tracking — its projectiles adapt to your dodge patterns; no two are the same
💀 Circle Collapse — Phase 5+; the architecture of previous circles materializes in the arena
🔥 Judgment — Phase 7; single channeled beam; dodge window is 0.4s; ends the fight in one hit if it connects
🕐 Memory — learns from your last death; next attempt will counter your most-used strategy

Arsenal — 17 Weapons

Every weapon for
every circle.

Modern firearms for the upper circles. Infernal technology for the depths. Each weapon designed around a specific combat role — nothing redundant, everything useful.

🔫
Pistol
Sidearm · Always equipped
34 dmg∞ ammoSemi-auto
Reliable and infinite. Low damage but never runs empty. The weapon you fall back to — not the one you choose. Until the ammo runs out everywhere else.
💥
Combat Shotgun
Close Range · 8 Pellets
12×8 dmgPump6m optimal
One shot that works. Pump-action between shots adds tactical rhythm. The Bunker's tight corridors were made for this. At 6 meters you're deleting health bars. At 20 you're wasting shells.
🔥
Flamethrower
Area Denial · Continuous
8/s dmgDoT 3sFuel tank
Continuous stream of burning fuel. Enemies keep taking damage after you stop firing. Exceptional for controlling doorways and forcing enemies out of cover. The Bunker's ventilation systems are a hazard when you're holding this.
SMG
Automatic · High fire rate
18 dmg900 RPM30-round mag
Sprays fast. Reloads faster. Excellent against packs of standard enemies. Burns ammo at a rate that demands precise target prioritization. Works best when you're already winning.
🎯
Assault Rifle
Versatile · Burst/Auto
28 dmg3-round burst25 rounds
The all-rounder you'll carry longest. Toggles between 3-round burst (accuracy) and full-auto (suppression). Effective at any range with discipline. The weapon the Bunker's armory was stocked with.
🏹
Crossbow
Silent · Poison bolts
45 dmg+15 dmg/s DoTSilent
Single bolt. Significant damage plus a venom payload that burns for 5 seconds. Silent — enemies in adjacent rooms won't hear it. Bolt retrieval possible but rarely worth the risk. The Lab's experimenters use this on each other.
🔭
Sniper Rifle
Long Range · One shot
180 dmgHeadshot ×25-round mag
One headshot kills most standard enemies. Boss-effective at full health. Extremely rare ammo — use only when distance gives you a clear window. The Transition Zone's warped corridors make range estimates unreliable.
🚀
Rocket Launcher
Explosive · Area damage
220 dmg4m radiusRocket jump
One shot. Major area damage. Self-damage applies — fire at your feet at speed for a rocket jump to previously inaccessible areas. Against bosses, one direct hit opens a damage window that other weapons can exploit.
💣
Grenades
Throwable · Timed + Impact
150 dmg3s fuseCookable
Cookable fuse — hold before throwing to reduce detonation time. Clear rooms before entering. Flush enemies from cover positions. Limited stock. Three types: fragmentation (standard), concussion (stuns), incendiary (combines with flamethrower lingering flame).

Multiplayer

Six modes.
One Labyrinth.

Story maps rebuilt for competitive and cooperative play. Same circles, new rules. Boss Raid brings the story bosses back with full minion spawns — the signature mode.

💀DeathmatchFFA
Free for all. Everyone's an enemy. First to hit the kill limit wins. Clean no-frills competitive FPS on tight Bunker corridors.
📍 Industrial Bunker · Circles I–III
⚔️Team Deathmatch2 Teams
Humans vs Demons. Asymmetric abilities — demons move faster and regenerate, humans deal more damage and carry more weapons. 5v5 maximum.
📍 Underground Lab · Circles IV–V
Capture the CoreObjective
Secure the energy core and hold it. The carrier cannot shoot. Your team covers them. The Transition Zone's warped corridors make every route unpredictable.
📍 Transition Zone · Circle VI
👹Boss Raid★ Signature
4–6 players vs a story boss at full power with live minion spawns. HP and spawn rate scale with player count. Bosses adapt between attempts — second raid is harder than the first.
📍 Any boss arena · All circles
🌊Horde ModeCo-op
Infinite waves on the Surface. Enemy composition scales every 5 rounds — standard demons first, elites by wave 20, boss variants by wave 40. Global leaderboard by wave reached.
📍 The Surface · Ante-Inferno
🚀EscapeAsymmetric
One team escapes through all nine circles. The other hunts them through shortcuts only the hunters know. Escapers activate Dante's checkpoints. Hunters cut off every route. Most tension per minute of any mode.
📍 Full Labyrinth · All 9 circles

Controls

Ready in seconds.

W A S DMove
MouseLook
LClickShoot / Use
SpaceJump
ShiftSprint
RReload
1 – 9Switch weapon
GGrenade
FInteract
QQuick swap
TabScoreboard
ESCRelease mouse

Abandon all hope.

Nine circles. Five bosses. One way out. Browser-native — free forever.

Enter the Labyrinth