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NEXT STEP: Hell Gets a Front Door

A game needs more than a playable build. It needs a place that explains its world, earns attention, documents the journey—and eventually lets people buy and download it.

Hell's Contractor website launch artwork with the infernal city and product logo
The new front door to Hell's Contractor: one place for the game, its systems, its development, and everything that comes next.

A game needs a website.

That sounds obvious. It is also remarkably easy to postpone.

There is always another system to improve, another building to balance, another road to test, another demon family to define. The game itself naturally feels more urgent than the place where people will first discover it.

But a playable prototype without a proper home is still missing its front door.

Hell's Contractor now has one.

The city needed a place outside the city

The website is not just a poster pointing toward the game. It is the layer that makes the game understandable before asking anyone to spend time inside it.

Hell's Contractor is deliberately not a five-minute browser distraction. It is a persistent city builder intended to be played across many sessions. Souls move through a logistical network. Residents belong to castes and families. Districts shape demand. Buildings consume Hellfire, produce resources, unlock services, and grow through multiple phases. Development rings turn one stranded sector into an infernal capital that never ends.

That is exciting inside the simulation. From the outside, it needs structure.

The website turns a large game into a world people can enter one idea at a time.

What the website already does

The new site begins with the promise of the game, then lets visitors dig as deep as they want.

The Game section explains the core loop: receive Souls, move them through roads and logistics, process them in districts and services, earn Obols, and grow carefully because every success creates new pressure.

Build and Rule explains the systems beneath the city—roads, zoning, economy, policies, crises, and recovery. World and Demons introduces the underworld, its residents, castes, families, regions, and ambitions.

Buildings and Infrastructure goes further than a usual feature page. It documents what the structures actually do. Players can compare costs, upkeep, Hellfire consumption, output, capacity, housing, unlock requirements, and development phases. Multi-phase buildings show every visual stage and the statistics that change with it.

Long Game makes the scale visible: nine connected sectors, six development rings, support for more than 25,000 residents, and no final screen waiting to declare the interesting part over.

The Chronicle documents the build itself. Help collects the practical information. Contact gives feedback and bug reports a proper route. The legal foundation is in place. Search engines and social sharing finally have meaningful pages, titles, descriptions, and images to work with.

In other words: the website does not merely say that Hell's Contractor exists. It explains why it is worth entering.

A website built through orchestration

There is another reason this step belongs in the Chronicle.

I orchestrated the entire website through Codex.

The page structure, navigation, content, visual direction, project settings, colors, spacing, reusable footer, responsive behavior, media organization, social previews, and SEO foundation were all shaped through conversation and direct agent work.

I described what the site should feel like. I rejected what did not fit. I compared the pages, pointed out hard edges, awkward spacing, wrong backgrounds, weak menus, missing stats, and details that broke the atmosphere. Codex worked through the system, changed the relevant parts, checked the result, and kept refining it with me.

That matters because it is the same principle behind the game:

Context, direction, taste, and iteration can turn an AI workflow into production—not just a demonstration.

The result is not a generated mock-up. It is the live website you are reading now.

QUIQQER: the system under the website

Hell's Contractor runs its website on QUIQQER—the system I built together with my team.

QUIQQER is designed to create and operate far more than conventional websites. It can provide the foundation for content sites, stores, customer areas, SaaS products, applications, and the connected services around them. Editors and developers can work with it in the traditional way, while APIs, MCP tools, and agents can operate the same underlying structures programmatically.

That combination is the important part.

The website was not trapped inside a one-off page generator. Codex could work with real pages, real media folders, real navigation, real project settings, real reusable components, and real publishing states. The work stays editable. The system remains understandable. A human can continue manually; an agent can continue through tools; both are working on the same product.

For Hell's Contractor, that gives the website room to grow with the game. News and documentation are only the beginning. Purchase, account, and download flows can live here too. I want players to be able to discover the game, understand it, buy it, and receive it through a coherent home—even when additional stores and distribution channels are used alongside it.

The next step now has a foundation

The prototype gave Hell's Contractor a city.

The concept gave it a direction.

The Chronicle gave it a memory.

Now the website gives it a home.

There will be more pages, more development reports, more screenshots, more systems to explain, and eventually a real path from curiosity to purchase and download. But the foundation is here, alive, and ready to grow with the project.

Look around. Explore the buildings. Read about the demon families. See how the city grows across six rings. And if something is missing, send word from the city.

The gates are open.

Happy building. - Hen