r/roguelikes

Looking for a new game

Hi there

I'm currently looking for a new roguelike, but can't find anything suitable.

What I would like is something in the middle of the tactical to strategy spectrum.

To clarify a bit, in my book :

- TOME is the most tactical roguelike with very few strategy involved

- ADOM and DCSS are the opposite

- Sil would be somewhat in the middle

At this point I think I tried all the even remotely knowned roguelikes (and quite a lot of turn-based-roguelites as well)..

So I'm mostly looking for a hidden gem I guess.

You can forget all the games mentioned in the "popular roguelikes" and "roguelike(ish)" on reddit.

I also played :

Lost Flame, Rogue Empire, Zorbus, Caverns of Xaskazien, Tangledeep, Stoneshard ,The doors of trithius, Path of Achra, Rift Wizard.

The list should be quite exhaustive.

My heartfelt thanks to whoever manages to track down a little gem for me <3

reddit.com
u/flibulle — 1 day ago

Hello, made a 3D ASCII/Sprite roguelike named Rangedrifter set in a large persistent world and released it into Early Access today

Hey, I'm Max and wanted to show you my roguelike game Rangedrifter!

In a long forgotten world, you play the hero on a quest to reach the center of a lost kingdom that is encircled by a large, invisible barrier many miles wide. Countless have entered it over the centuries in search for treasure. None were ever heard of again.

The game is a traditional turn-based roguelike set on a generated path that leads you through the game's persistent, hand-made world. The goal is to survive the dangers along the way and to arrive at its end.

As the path snakes past pretty sights, monster nests and sunken temples, in order to survive, you will need to collect all the food and supplies you can and delve into the dungeons to find weapons and gear. Your bag is small, so you have to decide what to take with you and what to leave behind.

The game's world contains hundreds of locations that form the links in the chain that is the path. The whole world is always around you, but you are bound to the path that was set for you by the barrier's magic.

When you die, you start at the beginning and a new path, starting at a different location, will lead you unpredictably through the wilderness. While you could reach the end of the path in an afternoon, expect not to for a long while.

Rangedrifter is meant to pose difficult situations that are as fun to fail as they are to overcome. Reaching further and further into the path with practice is where it's fun is meant to be.

You can find it on Steam for Windows and Linux. It is played with gamepad or keyboard. There you will also find a complete list of the game's contents.

I have been working on Rangedrifter for just under two years, but you could say it is more than ten in the making, and with more to come. And I can't wait to start work on the next region soon!

If you want to know more about the game's development, I wrote a popular post on r/roguelikedev last week that you can read here. If you have an idea on how to improve the game, please let me know in the subreddit!

As is the case with new releases, there may be small hiccups here and there. You can find me in the Support forums wearing a hard hat.

Thank you so much for your time, I really appreciate it. Consider giving Rangedrifter a try!

"You arrive with supplies on the far shore of the forbidden lake. A collapsed cave holds the entrance to the barrier. The fisher who told you to stay called it a sleeping monster. You've seen the hazy plains with the crumbling towers. How far can it really be?"

Edit: Thank you for all the kind comments and support on release day! On its first day, 52 people purchased the game, with 2 people refunding. At the same time, wishlists skyrocketed from 500 to well over 800! Thank you so much for supporting the development of the game. I'm working on the demo and hope to have it out next week. I believe you will receive a notification once it's available if you have wishlisted the game.

u/rangedrifter — 1 day ago

So how is Dwarf Fortress Adventure mode these days? I don’t expect a grand saga cus it’s an open sandbox, but how deep is it?

As the title states.

I really, really love the combat in AM. It’s literally my favorite Type of combat, when it’s deep and descriptive. Games like neo scavanger and so on

But, how fleshed out is it now? I’m completely uninterested in Fortress mode, I just want to travel, slay beasts and do quests I suppose!

Normally I don’t like these type of gameplay loops since they bore me, but with AM’s combat it just makes it more fun.

Did it grow much since 2/1 year ago and such??

reddit.com
u/dolo367 — 1 day ago

Looking for a game with detailed and descriptive combat like Dwarf Fortress or Neo Scavanger

Been looking for a fun rougelike/rpg with detailed combat for a while now

The games I've played that are like this are: UnReal world (great fun, just a bit old), Neo Scavanger, Df AM, and i think thats only it.

I dont even mind the graphics, but as long as the game would be deep in mechanics

reddit.com
u/dolo367 — 1 day ago

Hello! I got a feq questions about the roguelike-rpg sandbox hybrid Soulash 2!

So i've had soulash 2 on my radar for a good year now. The idea of playing a rougelike with the ability to build my own home in the woods, start a family and keep adventuring as my characters children absolutely sold me on the idea, but i simply didnt have the money to buy it.

recently i bought it but refunded.

My main questions are, what are your goals for staying motivated to play the game?

I've played kenshi before and enjoyed it, and its the same here, no guidence, we're no hero, no main quest etc, and im fine with that, but what keeps you motivated to write your own story?

Another thing, how deep is this game?

Obviously, its as deep as people make it, cus its up to you on how attached you get to characters and possibly roleplay etc, but mechanics wise, how deep is it?

Are there a lot of different monsters? Npc? How replayable is it, and is it really just running from one attacked caravan to another plauged farm?

Last question is.. I really hate the character coins. I thinks its such a shot in the foot, but well, you cant do anything, but i must at least ask:

does your character visibly age, get hurt or anything? or is it really the same boring portait all throughout?

Might add, the last point is probably the main driving force pushing me away from buying this game :((

reddit.com
u/dolo367 — 1 day ago

Turn based roguelike with loot system similar to Diablo ?

Obviously there is DiabloRL , some people recommend TOME. But is there anything similar, perhaps new, with more modern ( mouse driven interface ).

The important thing is gameplay that is revolving around loot. Loot that is build/run defining. Lot of loot , and of course as in Diablo games loot that has lot of attributes, powers, rarities.

Anything like this that is known to you ?

reddit.com
u/Twotricx — 3 days ago

Sil-Q 1.5.1 beta release

We're back.

Sil-Q is once again gearing up for a new release. While this release is mostly a bugfix release with relatively minor gameplay impacts, it introduces new fonts suitable for larger monitors and makes a number of graphical enhancements.

For those who are new to Sil / Sil-Q, it is a roguelike forked from Angband that focuses on:

  • fidelity to Tolkien
  • tactical gameplay, with sophisticated combat and stealth systems
  • a shorter, more intense experience

It does not have classes. Characters are built up as the player chooses synergising skills. Both seeing and killing enemies gets you experience, but diminishing returns from repeated encounters with the same enemies make grinding an unhelpful strategy.

The release (with link to changelog) is at https://github.com/sil-quirk/sil-q/releases/tag/v1.5.1-beta1, Windows binaries are at https://github.com/sil-quirk/sil-q/releases/download/v1.5.1-beta1/Sil-Q-v1.5.1-beta1-windows-64.zip .

Thanks go out in particular to miguno, who has stepped up and taken on the challenge of fixing the myriad of little bugs and loose ends that were still hanging round this antique codebase, and as always to u/micr0chasm for his sterling work on the graphics and u/backwardsEric for his work to improve the experience on Mac.

reddit.com
u/silquirk — 3 days ago
▲ 9 r/roguelikes+2 crossposts

Best browser-based rogues

I'm a fairly new fan of roguelites and roguelikes, and when I think of actually developing one myself, I'm more comfortable with the web development stack than game engines. I wonder what the pros and cons of developing a roguelite in HTML CSS and JS are? Seems to me there might be more open-licensed projects where I could review source and study how people build game logic.

It made me wonder what the best browser-based roguish games are?

I recently tried one that was shared in this sub, Void Descent, and I was very impressed with the gameplay. Even though the graphics are minimalistic, the mechanics are solid for a survivorslike and it's genuinely fun! I wonder what other hidden gems there are like this.

I've been surprised that web ports of classic trad roguelikes like Nethack and Angband aren't more common.

So what's your favorite browser based rogue? And please also give your thoughts on what's involved in developing games for the open Web.

u/TowerOfSisyphus — 3 days ago

Looking for a CLI roguelike for elementary age kids

My elementary-school aged daughter has been having fun learning the ropes of some of the classic bsdgames collection on an old OpenBSD laptop I had laying around. I happened to mention nethack and rogue in passing and she had an interest in trying them. But I'm concerned they're a lot more involved/complex than a quick dungeon-romp, and that she'd get overwhelmed or annoyed and disregard roguelikes completely.

Are there any "Nethack Junior" or "Rogue Junior" type games for the terminal that folks would recommend I try? Bonus points if they run on OpenBSD (most terminal applications would), but it's not a deal-killer.

Thanks!

reddit.com
u/gumnos — 4 days ago
▲ 81 r/roguelikes+1 crossposts

Addressing the Slow Start problem in Survival Games

These are a couple slice-of-life videos from Stravaeger (the Retro Survival RPG I'm building) that demonstrate the issue.  

You know the deal with survival games: you start the game in your undies, picking berries and trying to tie a rock to a stick to make a crude axe while getting chased around by a pig who will one-shot you.  From a new-player perspective, this doesn't really show off what the game can do, and it can be really boring and dreary.

I remember my first experience in Valheim, and wanting to drop the game entirely because it was "lame". Fortunately, a friend forced us to press on until it got good. (And of course, now, the Early Game is my favorite part).

But that's the thing.  How do I (as a dev) signal that the game will in fact be cool at some point? Because if all you can do is pick up rocks and sticks, half the players will close the game and never come back after that first pig attack.

I'm thinking of starting with a sort of flashback sequence, where you are kitted out with some good gear, and in an area with lots to do.  Then "something happens", and you're stripped of all that and tossed into spawn in your undies to start the game proper.

I like the idea, but then I also Hate when games do this to me.  This is the start of every crappy RPG these days, where you're locked in a room somewhere and spend the first hour solving stupid puzzles and watching cutscenes before they finally let you out into the fresh air so you can start playing the game.

So the question, is a.) Do I try to do something like this?  and b.) How do I make it not piss people off?

Thoughts?

(You can see what I'm getting at by firing up a new game at https://stravaeger.com/)

u/NorthernOblivion — 5 days ago
▲ 86 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 — 6 days ago
▲ 81 r/roguelikes+1 crossposts

Introducing PocketZot, a DCSS WebTiles client for iOS / mobile

Today I'm releasing PocketZot, a personal passion project for getting DCSS WebTiles onto my phone. I hope others will enjoy it as well. Would love to hear from you if you find it useful.

https://pocketzot.pages.dev

u/pocketzot — 6 days ago
▲ 10 r/roguelikes+1 crossposts

If you're looking for games I have a YouTube channel to suggest who's sole focus is roguelikes.

Not sure if this is allowed but I feel it's helpful. So I started watching this YouTuber called Gohjoe and he has HUNDREDS of videos entirely dedicated to roguelikes and thought I'd post it here for others. He plays popular, super niché, and indy games so you'll most likely find something you've never heard of. His videos are usually long but really fun to watch and he does a great job explaining how the game works at the start. Hope this helps some of you find new games to enjoy! :)

reddit.com
u/Clear-Thanks-1955 — 5 days ago

Any tutorials for how to make a roguelike?

I love traditional roguelikes and I would like to make my own. I have some experience coding and I've made several game-jam games in the past, so I'm not a complete beginner.

Are there any tutorials I could follow on how to make a basic roguelike?

reddit.com
u/Tiago55 — 5 days ago

Building an RL with stealth - looking for good/bad/ugly play experiences

I've spent a while on the backend technical things in my game, and I'm moved into the real meat and potatoes of designing around it.

I've played brogue (but not a ton) and may have loaded SIL once, so I don't really know enough about what works and doesn't work in those when you master them.

So I'm looking from a players POV, but if you make/made them very happy to have your input as well.

I'd also like to know other traditional RLs out there that are strong on stealth?

reddit.com
u/blightor — 7 days ago
▲ 41 r/roguelikes+2 crossposts

Hi, I’m making a coffee-break roguelike called "Nomad-san" and the Steam page is now live!

I started making this coffee break roguelike because I wanted a game that’s quick to play but still makes me think.

I put a lot of work into the UX to make it easy to play. Runs take about 10 minutes and there is a minimal learning curve. It’s designed to be accessible for beginners, but it's still challenging enough for experienced players. It’s highly replayable and gives a great roguelike feel.

Please add it to your Wishlist if you're interested!

Steam:NOMAD-san

u/Independent_Cod_5677 — 6 days ago
▲ 25 r/roguelikes+2 crossposts

I finally quit to build my own "3-poker hands battle game with tactical elements and cross hands to multiplay your damage" roguelike(!)

I'm solo dev and finally chasing the dream of my own studio. I just got the Steam page live for the June Next Fest(!)

u/ProfessionalPetPof — 5 days ago

Incursion: Svartwarren. A fork of the Incursion: Halls of the Goblin King game.

This is the first public release, the game is unfinished, there are many skills, feats and other stuff that are not implemented but its a playable game from beginning to end.

Thanks to anyone playing it, you can report any bugs here or on itch.io.

sausen.itch.io
u/me7e — 7 days ago

Turn-based mode in Zeroth

Turn-based video showcase: https://youtu.be/lxZxxh5FyWw (~3 minutes)

Hello, sharing here for the first time about my upcoming game, Zeroth. You might know me by my first game, Pathos, which is a traditional roguelike based on Nethack rules and has been in development for over 10 years.

Zeroth is a side-perspective remake of Pathos, with full character progression, inventory management, world procgen and lots of content including 750+ items, etc. I like to imagine that when a hero dies in Pathos, they are sent to the 0th circle of Haell for one last chance at redemption.

The video linked above showcases turn-based mode in Zeroth. Time runs forward when moving but automatically pauses when you stop. So you can take your time rifling through your inventory, in situations that demand a careful decision. This is likely similar to WazHack, although it’s been quite a few years since I last played it.

I’m interested to hear your ideas and suggestions on how to improve this mode to be more approachable for TRL players. As an example, I recently added afterimages to indicate the speed and direction of enemies and objects, which you can see in the video.

I've learned a lot about roguelike game design over the years and challenging myself in a new perspective is helping me to better understand roguelike mechanics and what makes it fun. If you'd like to know more about Zeroth, I've linked the steam page below.

Wishlist on Steam: https://store.steampowered.com/app/4062680/Zeroth/

u/callanh — 6 days ago