Image 1 — I made a dark ASCII dungeon crawler roguelike as a solo developer, and the Steam demo is now live
Image 2 — I made a dark ASCII dungeon crawler roguelike as a solo developer, and the Steam demo is now live
Image 3 — I made a dark ASCII dungeon crawler roguelike as a solo developer, and the Steam demo is now live

I made a dark ASCII dungeon crawler roguelike as a solo developer, and the Steam demo is now live

Hi everyone!

I’m a solo developer working on Tower of Scherbenmark, a dark turn-based ASCII dungeon crawler roguelike set in a decaying fantasy world filled with monsters, traps, secrets and strange magic.

The game’s Steam demo is now live, and I’d love to hear what you think and don't forget to wishlist:

https://store.steampowered.com/app/4972610/Tower_of_Scherbenmark/

The game features:

  • Turn-based dungeon crawling
  • Melee combat and magic
  • Procedurally generated runs
  • Loot, chests, traps, secrets, and mimics
  • Permanent Legacy Perks between runs
  • Shard Mutations that change how each run plays
  • A dark fantasy story told through journals and discoveries

I’m currently continuing to work on balancing, maybe additional mutations and perks, and improvements based on player feedback.

If you try the demo, I’d really appreciate hearing about your experience, especially what you enjoyed, what felt confusing, and how the difficulty felt.

You can also join the Discord server here:

https://discord.gg/Z6MSezS

Thanks for taking a look!

u/BPotu — 4 days ago
▲ 8 r/roguelites+2 crossposts

I made a dark ASCII roguelike as a solo developer, and the Steam demo is now live

Hi everyone!

I’m a solo developer working on Tower of Scherbenmark, a dark turn-based ASCII roguelike set in a decaying fantasy world filled with monsters, traps, secrets and strange magic.

The game’s Steam demo is now live, and I’d love to hear what you think:

https://store.steampowered.com/app/4972610/Tower_of_Scherbenmark/

The game features:

  • Turn-based dungeon crawling
  • Melee combat and magic
  • Procedurally generated runs
  • Loot, chests, traps, secrets, and mimics
  • Permanent Legacy Perks between runs
  • Shard Mutations that change how each run plays
  • A dark fantasy story told through journals and discoveries

I’m currently continuing to work on balancing, maybe additional mutations and perks, and improvements based on player feedback.

If you try the demo, I’d really appreciate hearing about your experience, especially what you enjoyed, what felt confusing, and how the difficulty felt.

You can also join the Discord server here:

https://discord.gg/Z6MSezS

Thanks for taking a look!

u/BPotu — 3 days ago

Porting my dark-fantasy ASCII roguelike from Haxe/Heaps to Godot. What do you think of the visual changes? (Screenshots inside!)

Hey everyone!

For the past few months, I’ve been working on Tower of Scherbenmark, a turn-based, dark-fantasy ASCII roguelike RPG set in a fractured world.

I recently made a massive architectural decision: I ported the entire game from Haxe/Heaps.io to Godot.

While Haxe is wonderful, moving to Godot has allowed me to vastly improve the UI, overhaul the game's presentation, and implement much better accessibility and scaling options. I wanted to share a few side-by-side screenshots showing the evolution of the game’s look and feel.

The Screenshots (In Order)

The first 4 screnshots are from Haxe/Heaps. After that the next 4 images are from the Godot version

Why the switch?

Apart from development workflow improvements, Godot gave me the flexibility to build a much cleaner rendering pipeline. I was able to:

  • Improve ASCII readability and scaling dramatically.
  • Better integrate the optional glyph sprites for players who prefer a visual hybrid over pure text.
  • Upgrade the UI to support smoother message logs, customized color themes, and better screen-shake/motion-reduction toggles.

I’d love your honest feedback!

Since I'm actively working towards polishing this for a Steam release, I'd highly appreciate your thoughts on the visual updates:

  1. Readability: How readable does the text/ASCII layout feel to you in the new Godot version?
  2. ASCII vs. Glyphs: Do you prefer the pure retro ASCII look, or do the optional glyph sprites hit the sweet spot for you?
  3. Atmosphere: Does the UI still carry that cold, dark-fantasy "shattered world" vibe?

If you want to check out the project, the demo is currently live on Itch.io (where I also wrote a detailed devlog about the porting process if you are interested in the technical hurdles!) .

Looking forward to hearing your thoughts and answering any questions about the porting process!

u/BPotu — 11 days ago

Porting my dark-fantasy ASCII roguelike from Haxe/Heaps to Godot. What do you think of the visual changes? (Screenshots inside!)

Hey everyone!

For the past few months, I’ve been working on Tower of Scherbenmark, a turn-based, dark-fantasy ASCII roguelike RPG set in a fractured world.

I recently made a massive architectural decision: I ported the entire game from Haxe/Heaps.io to Godot.

While Haxe is wonderful, moving to Godot has allowed me to vastly improve the UI, overhaul the game's presentation, and implement much better accessibility and scaling options. I wanted to share a few side-by-side screenshots showing the evolution of the game’s look and feel.

The Screenshots (In Order)

The first 4 screnshots are from Haxe/Heaps. After that the next 4 images are from the Godot version

Why the switch?

Apart from development workflow improvements, Godot gave me the flexibility to build a much cleaner rendering pipeline. I was able to:

  • Improve ASCII readability and scaling dramatically.
  • Better integrate the optional glyph sprites for players who prefer a visual hybrid over pure text.
  • Upgrade the UI to support smoother message logs, customized color themes, and better screen-shake/motion-reduction toggles.

I’d love your honest feedback!

Since I'm actively working towards polishing this for a Steam release, I'd highly appreciate your thoughts on the visual updates:

  1. Readability: How readable does the text/ASCII layout feel to you in the new Godot version?
  2. ASCII vs. Glyphs: Do you prefer the pure retro ASCII look, or do the optional glyph sprites hit the sweet spot for you?
  3. Atmosphere: Does the UI still carry that cold, dark-fantasy "shattered world" vibe?

If you want to check out the project, the demo is currently live on Itch.io (where I also wrote a detailed devlog about the porting process if you are interested in the technical hurdles!) .

Looking forward to hearing your thoughts and answering any questions about the porting process!

u/BPotu — 11 days ago
▲ 44 r/EQLegends+1 crossposts

Launching "Norrath Kompass" – A dedicated German Guide & News hub for EQ1, EQ2, and EQ Legends! ⚔️

Hey everyone,

As a long-time fan of Everquest, I’ve always felt that the German-speaking EverQuest community is a bit underserved when it comes to up-to-date, localized resources. To change that, I’ve spent my free time building and launching Norrath Kompass!

This is an entirely independent, non-commercial fan project that I run purely out of passion for the game. My goal is to create a cozy corner of the web with fresh news, guides, and updates for German-speaking players (or those who want to brush up on their German while adventuring).

What you can find on the site so far:

  • EverQuest Legends:
    • Comprehensive Leveling Guides (from Level 1–10 and solo-friendly 1–50 paths ).
    • Deep dives into new systems like Item-Merging and Motes of Potential.
    • Beta Patch Notes translated and summarized into German.
  • EverQuest 1:
    • Introduction to Time-Locked Expansion (TLP) servers.
    • Detailed guides for the new Frostreaver TLP server (rules, starter zones like Neriak and Nektulos Forest, and starter class guides for Enchanters, Warriors, and Clerics).
  • EverQuest II:
    • News and updates, including coverage on the newly launched Wuoshi TLP server.

Since I manage this site completely on my own in my spare time, any feedback, suggestions, or just a friendly hello would mean the world to me. If you have German-speaking guildmates or friends playing any of the EQ titles, please feel free to share the link with them!

Check it out here: norrathkompass.com

We also have a small community Discord if you want to hang out: https://discord.gg/uF8vDTYw2K

Thank you for your time, and see you in Norrath!

--------------------------------------------------

Hallo Abenteurer!

Wer kennt es nicht: Man sucht nach aktuellen Guides, Klassen-Tipps oder Server-Regeln für EverQuest, landet aber fast ausschließlich auf englischen Webseiten. Um der deutschsprachigen Community eine eigene Anlaufstelle zu bieten, habe ich in meiner Freizeit ein Herzensprojekt hochgezogen: Norrath Kompass!

Es handelt sich um ein rein privates, unabhängiges Fanprojekt, das ich komplett alleine in meiner Freizeit pflege. Mein Ziel ist es, verständliche, übersichtliche Guides und aktuelle News rund um unsere Lieblings-MMORPGs zu bündeln.

Das erwartet dich aktuell auf der Seite:

  • EverQuest Legends:
    • Der ultimative Einstiegs-Guide für die Level 1–10 sowie ein Solo-Guide für Level 1–50.
    • Erklärungen zu den neuen, komplexen Systemen wie Item-Merging und Motes of Potential.
    • Regelmäßige deutsche Übersetzungen der Beta-Update Patch Notes.
  • EverQuest 1:
    • Einsteiger-Erklärungen zu den TLP-Servern.
    • Umfangreiche Guides zum neuen Frostreaver TLP (Regelwerk einfach erklärt , Zonen-Guides für Neriak und Nektulos Forest sowie Starter-Klassenguides für Enchanter, Warrior und Cleric ).
  • EverQuest II:
    • Aktuelle News, wie zum frisch gestarteten TLP-Server Wuoshi.

Da ich die Seite komplett alleine betreibe, freue ich mich riesig über jegliches Feedback, Verbesserungsvorschläge oder einfach einen netten Austausch. Wenn du Mitspieler oder Gildenmitglieder hast, die sich über deutsche Infos freuen würden, teile den Link gerne mit ihnen!

Hier geht's zur Seite: norrathkompass.com

Tritt auch gerne unserem Discord bei: https://discord.gg/uF8vDTYw2K

Vielen Dank für eure Unterstützung und wir sehen uns in Norrath!

norrathkompass.com
u/BPotu — 11 days ago
▲ 89 r/roguelikes+3 crossposts

I released a free demo for my turn-based ASCII roguelike RPG, Tower of Scherbenmark, now with native Windows and Linux builds

Hi everyone,

I just released the first native Windows and Linux beta builds of Tower of Scherbenmark, a turn-based ASCII roguelike RPG set in the fractured dark-fantasy world of Mornhollow.

A free demo is available here:

https://bernhardp.itch.io/tower-of-scherbenmark

About the game:

Scherbenmark is a broken domain of floating islands, ruined cities, mana rifts, and time-scarred places. You descend into an old research spire after your sister Mara disappears inside with a group of rift scholars and sellswords. Only her satchel returns, along with one warning:

Do not trust the echo of a spell.

The current early access build includes:

  • Turn-based dungeon exploration
  • ASCII presentation with optional glyph sprites
  • Melee combat and ranged enemy magic
  • Loot, weapons, armor, potions, and equipment bonuses
  • Chests, mimic chests, furniture, riddles, traps, and secrets
  • Journal entries and lore fragments
  • Autosaves, save/load support, and persistent settings
  • Keyboard, mouse, and controller support
  • Native Windows and Linux beta builds

The game is still in active development, so I’m looking for feedback on difficulty, readability, controls, dungeon pacing, bugs, and ideas for enemies, items, riddles, traps, or lore.

If you try the demo, feel free to post feedback or bug reports on the game page. I’m especially interested in whether the native builds work well on different systems.

Thanks for taking a look!

u/BPotu — 2 months ago