A Tamagotchi-style virtual pet game for the M5Stack Cardputer ADV (ESP32).
Raise your infernal companion through multiple life stages, feed it, play mini-games, manage sleep cycles, survive decay, and maybe… resurrect what should not be resurrected.
▶ Click the GIF above to watch the teaser trailer
Follow live development, report issues, and help shape Raising Hell:
- M5Stack Cardputer ADV
- ESP32 240 MHz
- SD card required for assets
Arrow Keys - Navigate
Enter/G - Confirm
Esc - Menu
Del/Q - Back/Home
GO - Screen Off/On
Shake your Cardputer to wake the screen
Hold GO - Power Menu
/ - Console
Keys Z-M are hotkeys for all tabs
Alternate Navigation - E,A,S,D and O,J,K,L allow one-handed navigation
Some mini-games may use alternate input behavior.
src/ - Game source files
assets/ - Image files and asset source material
docs/ - Licensing, changelog, contribution notes
tools/ - Asset manifest generator and development tools
Raising Hell runs on the M5Stack Cardputer ADV.
There are three main ways to install the game depending on your setup.
This is the easiest way to install Raising Hell directly from the Cardputer.
- Install M5Launcher on your Cardputer if it is not already installed.
- Connect the device to Wi-Fi.
- Open M5Launcher.
- Browse the application list and locate Raising Hell.
- Select the game and choose Install.
After installation:
- Launch the game from the launcher.
- On first boot the game will automatically provision required assets via OTA.
No manual asset downloads are required.
You can install the firmware from a computer using M5Burner.
- M5Burner installed on your computer
- USB connection to the Cardputer ADV
- Connect the Cardputer ADV to your computer via USB.
- Open M5Burner.
- Search for Raising Hell.
- Select the application.
- Click Burn.
- Wait for flashing to complete.
After the first launch:
- The game will download required assets automatically via OTA.
Advanced users can manually flash the firmware using PlatformIO or esptool.
Download the latest firmware binary from the GitHub Releases page:
https://github.com/acpayers-alt/raising-hell-cardputer/releases
Flash the firmware to the device.
Example using PlatformIO:
pio run -t upload
Example using esptool:
esptool.py --chip esp32s3 --port /dev/ttyACM0 write_flash 0x10000 firmware.bin
After booting the firmware:
- The game will automatically provision its asset pack via OTA if assets are missing.
Manual asset installation allows the game to run without Wi-Fi or OTA provisioning.
This is useful for:
- Offline devices
- Faster setup
- Users who prefer to prepare the SD card manually
Raising Hell uses a hybrid asset layout:
- The local asset manifest lives in
/raising_hell/assets/ - The actual graphics and asset folders live directly under
/raising_hell/
Do not place the graphics folder inside /raising_hell/assets/.
A correct manual install should look like this:
/raising_hell/
assets/
manifest_local.json
graphics/
background/
mini_games/
pet/
ui/
The important paths are:
/raising_hell/assets/manifest_local.json
/raising_hell/graphics/
These will not work correctly:
/raising_hell/assets/graphics/
/raising_hell/assets/assets/raising_hell/graphics/
/raising_hell/assets/raising_hell/graphics/
If the manifest is detected but the graphics are in the wrong place, the game may boot without visible graphics.
- Download the latest asset pack zip from GitHub Releases:
https://github.com/acpayers-alt/raising-hell-cardputer/releases
-
Extract the zip on your computer.
-
Copy the asset pack contents to the SD card so the final layout is:
/raising_hell/assets/manifest_local.json
/raising_hell/graphics/
- If the manifest is not already named
manifest_local.json, rename it to:
manifest_local.json
- Confirm the final manifest path is:
/raising_hell/assets/manifest_local.json
-
Safely eject the SD card.
-
Insert the SD card into the Cardputer ADV.
-
Boot Raising Hell.
If the manual asset install is valid:
- The game will detect the local asset manifest.
- The game will verify required graphics canary files.
- Wi-Fi can be skipped.
- You will be prompted to set the date, time, and timezone manually.
- The game will continue without downloading assets.
A successful boot log should include something like:
[BOOT][ASSET] assetsPresent=1 tooOld=0
If the game asks for Wi-Fi or tries OTA anyway:
- Confirm the SD card is FAT32.
- Confirm the manifest is exactly here:
/raising_hell/assets/manifest_local.json
- Confirm graphics are directly here:
/raising_hell/graphics/
- Confirm graphics are not nested under
/raising_hell/assets/. - Confirm you are using the correct asset pack version for the firmware.
- Confirm the asset pack is complete.
If the game boots but graphics are missing, the most likely cause is an incorrect folder layout.
On first launch Raising Hell will:
- Check for required game assets
- Use local SD assets if present and valid
- Download missing or outdated assets automatically if Wi-Fi is available
- Store assets on the SD card
- Guide first-time users through setup
This process normally only occurs once.
Currently supported hardware:
M5Stack Cardputer ADV
The original first-generation Cardputer has not been tested and may not work correctly.
If the game fails to start:
- Ensure an SD card is installed.
- Ensure the SD card is FAT32.
- Ensure assets are installed or Wi-Fi is available for OTA provisioning.
- Restart the device after flashing.
- If manually installing assets, verify the folder structure carefully.
This project is under active architectural cleanup and refactor toward:
- Modular state architecture
- Strict include hygiene
- Removal of legacy globals
- Separation of platform and gameplay logic
- Open-source readiness
Recommended configuration:
Board: M5Cardputer
Flash Mode: QIO 80MHz
Flash Size: 4MB 32Mb
Partition Scheme: Huge APP 3MB No OTA / 1MB SPIFFS
CPU Frequency: 240MHz WiFi
Upload Speed: 921600
- Clone the repository.
- Copy the required assets to an SD card.
- Open raising_hell_cpADV.ino in the Arduino IDE.
- Select the board settings listed above.
- Compile and upload.
For PlatformIO builds, use the provided PlatformIO configuration.
- Requires SD card
- Designed specifically for Cardputer ADV hardware
- Not optimized for alternate ESP32 boards
Code is licensed under the MIT License. See the LICENSE file for details.
Assets licensing is described in ASSETS_LICENSE.md.
Aaron Ayers
If you build this, fork it, improve it, or port it — I’d love to see it.
