r/roguelikes

Threads of Tomot just received a new update!

Threads of Tomot just received a new update!

after a long long time, we updated Threads of Tomot to 0.3.5!

you can check it out here (for free): https://bitware-interactive.itch.io/threads-of-tomot

and read our changelog here: https://bitware-interactive.itch.io/threads-of-tomot/devlog/1461851/threads-of-tomot-update-035

University has destroyed our time avalible to work on the game, but the update finally arrived with one new boss, 10 new levels, new enemies, impoved level generation, new sounds and items!

u/flying_horker — 1 day ago
▲ 129 r/roguelikes+2 crossposts

Angband, but Moddable

I’ve been quietly working on an Angband project, and I figured this was probably the right place to finally share it.

I’ve been playing Moria and Angband since the early days and have put thousands of hours into them over the years. Angband is one of those games that has followed me through several computers and phases of life.

So when I started this project, I was pretty determined not to “fix” the game I already loved.

It’s called Neo Angband, and it’s a TypeScript port of Angband 4.2.6. Technically, it is Angband 4.2.6, just with mods.

The goal for the unmodded game is straightforward: be Angband exactly. This isn’t intended to be a rebalance or a modern reinterpretation.

What has changed is the technology around it:

  • It runs directly in a browser.
  • It can be installed as a Progressive Web App.
  • There are desktop builds for Windows, macOS, and Linux (via Electron).
  • It’s completely open source.
  • It has a first-class mod system.

Mods live separately from the core game and can be installed from a repository URL or ZIP, and desktop users also get a normal mods folder.

I’ve made four example mods so far covering bug fixes, a few quality-of-life additions, a new graphical tile system, and a Borg player (WIP).

But the larger reason I built the mod system is that I’d really like this to become something others can play around with and create new stuff, not just something I maintain by myself.

I’d love to see other longtime Angband players, modders, and developers start experimenting with it. New content, different mechanics, interface ideas, graphics, automation, weird variants… whatever somebody feels inspired to make.

I don’t know what all of those mods would be, and that’s exactly the part that excites me. I’d love to be blown away by the things people come up with.

The nice thing is that we don’t have to choose between preservation and experimentation. The unmodded game can stay Angband 4.2.6 while mods are free to go wandering off into the depths.

It’s currently an alpha, so there are still some minor bugs and rough edges. I’m sure I’ve missed a few subtle differences from the original too. If you try it and notice something odd, or just have an idea about how something could work better, I’d really like to hear it.

And if you’ve ever wanted to change or add something to Angband yourself, I’d love to know how the modding side feels to you.

You can reach me here or on Discord (aragorn_son_of_arathorn).

Try it out:
https://neostryder.github.io/neo-angband/

Source / downloads / docs:
https://github.com/neostryder/neo-angband

Mostly, this has been a labor of love for a game I’ve been playing for a very long time. I’m hoping some other people who love it will find something here worth building on.

u/neostryder — 3 days ago

Pathos is coming to Steam!

Hail roguelikers!

Pathos has been free to play for over 10 years. Coming soon, an enhanced edition will be available on Steam, finally giving players a way to support its continued development. Most importantly, the free editions aren’t going away. I want Pathos to remain accessible to everyone, regardless of whether they are able to purchase the Steam edition.

Wishlist on Steam: https://store.steampowered.com/app/5062560/Pathos

Pathos has been due for a visual upgrade and this Steam edition takes inspiration from ‘old book illustrations’. The result is a fusion of retro aesthetics and modern usability.

https://preview.redd.it/zccifff7z7kh1.png?width=1232&format=png&auto=webp&s=245a3a771538b8c1c6013430a0d71e6d21f127ee

The key art features Struth von Winkelried who is a legendary character of Swiss folklore, based on a real-life knight.

>Struth attacked the dragon single-handedly, armed with a spear of which he had attached sharp barbs. The dragon, seeing that the attacker was alone, came from his hiding-place and attacked with open jaws.

Winkelried was able to transfix the monster with his spear, hacking at it with his sword until it died. Glad for his victory, Winkelried lifted his sword over his head, thanking God, and the dragon's blood dripped from his sword blade on his body, poisoning him so that he died a few days later. 

Seems that YASD is a story as old as time itself :D

I'm around if you have any questions!

Callan.

reddit.com
u/callanh — 3 days ago
▲ 33 r/roguelikes+2 crossposts

I want to dive into roguelikes, help me choose between DCSS and Cogmind.

I have been wanting to really get into them for a while now. The reason I'm making this post is because the way I see it, I would need to put in quite a lot of time in both to truly see them for what they are, and if they happen to be my thing, I want a nudge to see where I should start. After all my browsing, I ended up narrowing the games down to DCSS and Cogmind.

I have played Caves of Qud for a week or so, but spent many hours in those days. While I loved it, I was super confused on why it's considered a roguelike, it really felt like an open-world RPG with roguelike gameplay, which made it tedious to play on permadeath mode since you're essentially playing a relatively difficult (knowledge-based) RPG for the first time on perma-death mode. I will definitely be going back to it in the future, giving it a break for now.

For the two games mentioned, I would like some comprehensive thoughts on both or either one of them, depending on which you played. I value replayability, fun/fair challenge with many options self-imposed challenges, emergent gameplay (this is a big one). Tell me as much as you can about either game you played, what you love/hate, random details you would like to share, etc.

One last thing, controls are out of consideration, I got the hang of Qud very quickly using keyboard only with vi keys.

Thanks

reddit.com
u/saulofcinder — 3 days ago

I really like CDDA but it is too hard for. Looking for something similar but slightly more forgiving.

And easier to jump in to. I love all of the systems and possibilities, and the procedurally generated cities are incredible but I am just struggling to survive. I'm looking for something that is as deep but easier to get in to, if such a thing even exists.

reddit.com
u/LuckGrouchy609 — 3 days ago
▲ 116 r/roguelikes+3 crossposts

Feywood Wanderers is out now on Steam!

Hello everybody, after a couple of years developing the game it's finally out and you can buy it on steam right now!

Cool things about the game:

- Very deep and varied class system, you can mix and match class types to make your own build, unlocking stat upgrades and abilities as you level them up. You can also unlock some secret classes as you play the game and find them in the forest!

- Lots and lots of loot to find, from various types of weapons, armor and rings to unique equipment with their own special abilities that you can base your build around. If you like random loot with their own unique modifiers or special loot with unique abilities, you'll find both in the game.

- Choose how you play: You can play the game as a more moder semi-roguelite where you unlock upgrades and you can stash items to keep between your runs if that sounds good to you, or you can choose to go fully roguelike and start with everything unlocked and no stash, so you can start from zero after you die.

- Explore the forest dungeon, there's lots of different environments with their own enemies, items and challenges to face, as you'd expect from a roguelike!

As you can see the game looks a bit more 'modern' than the typical roguelike, it supports mouse/keyboard or controller, and it was tested on Steam Deck to make sure it ran well, since quite a few people in here asked for that feature before.

I've worked really hard on the game and I think I made a great one, so I hope you have fun with it! Thank you very much to all the people who've suppored me and helped me test the game, and I hope you have fun!

store.steampowered.com
u/Cyablue — 3 days ago

First Traditional Roguelike: Shattered Pixel Dungeon or Jupiter Hell Classic?

Both of these appeal to me and I want to have a fun first experience in this genre. They both seem fairly fluid for a turnbased roguelike. Which one gives you the most player freedom without feeling too complex?

reddit.com
u/FireManiac58 — 3 days ago

Just added a whole city building mechanic inside my roguelike game

All aboard the scope creep train choo choo

Hey!

As the title mentions: I just added a complete city building mechanic inside my traditional roguelike game, including villager management, diverse building types, bandit raids, and even some small automation elements.

Seven Blasphemies is a game very inspired by tabletop OSR RPGs (specially Mork Borg). I thought I had done enough scope creep when I added a nautical travel mechanic, but I surprised even myself here.

When it releases, I imagine what people will think when their village gets decimated by inevitable apocalypse (alongside with them).

I'm really enjoying creating this game, to be honest!

You check it on Steam and wishlist it there:

https://store.steampowered.com/app/4893400/Seven_Blasphemies/

For all the other devs around: to scope creep or not scope creep? (Usually I would say nay but this time I'm totally yay)

Cheers!

u/obnoxiouscheese — 4 days ago
▲ 171 r/roguelikes+3 crossposts

Sil-Morë – Shining Darkness, version 0.9.7

Hi Everybody!

Around 9 months ago we posted a wall of text about our game Sil-Morë, which is a fork of Sil.
There were some detailed explanations about our ideas and history.

I must say we have come a long way since then. We delivered three big updates, each roughly every three months, and we believe it changed the game a lot.
We are focusing on three major game sides:

  1. Atmosphere.
  2. UI/UX.
  3. Gameplay.

First, we completely redesigned dungeon generation using partition and vaults docking systems. It provides a lot of variety in generated levels. Multiple surprises will await you, and it becomes really unpredictable, what comes next.
Then, we reworked connected systems: item creation, item identification, loot drop and updated all artefacts and special items. Everything is rebalanced, special items now can have both prefix and suffix for the new properties (Balanced short sword of Gondolin). Artefacts should feel really unique and connected to lore as much as possible.

We have two musical themes and multiple sounds. And the main theme is specifically written for the game.
We think it completely changes the atmosphere, and makes the game play completely different from our point of view.

We also added multiple new gameplay mechanics, starting from inventory equipment mechanics to various mini quests.

Then, to make the game feel modern, we decided to rework controls and UI/UX.
Sil-Morë now supports mouse, controller and touchscreens, and features absolutely new UI/UX design and functionality. We made it thematic, contextual with mobile only and desktop approaches, and are honestly proud of our work.

Anyway, you probably have noticed that I am trying to keep it short this time :)
We have created our itch.io store front with DevLogs and also started a closed beta test on google play (please dm me so I can include you if you are interested).

So, what I am trying to say is, we would love to see you try our game both on desktop and mobile and provide some feedback!

GitHub

u/k0rtes — 5 days ago

Any open world game where i can play as a highway robber type?

I'm trying to find an open world roguelike where i can just go full rogue/bandit (haha), accosting travelers for their coins, pickpocketing people in town squares, breaking into stores to steal their stuff and shit in their carpet and stuff, any suggestions out there?

Btw, i have already played DF and UnReal World, and i've played (very little) CDDA, but they didn't quite scratch that itch

reddit.com
u/Money_Jackfruit8519 — 5 days ago

Any dawrf fortress adventure mode-likes ?

mainly talking about the combination of detaild combat (with hit locations) living breathing worlds (regarding factions npcs and monsters)

and possibly simulation of a procedural history.

a lot of roguelikes that excel at some but not all points:

. caves of qud is the best procedural history generation around but factions aren't that dynamic to my knowledge

. ivan is great at combat but lacks everything else

.soulash 2 so far seems to be the closest match but its way too grindy for my taste

have heard of cataclysm dark days ahead seems to be he same class as DF but I dont care for zombies

Edit :I appreciate the responses but pls read the full text

reddit.com
u/DegnaLariccia — 5 days ago

Yet Another Brogue Android Port

Here is my port of brogue, following how I did IVAN, with on screen keyboard/buttons and menus! Should be a nice and assessable way to play!

harminoff.itch.io
u/basedradio — 6 days ago
▲ 146 r/roguelikes+1 crossposts

Caribbean Prospector — a terminal piracy roguelike inspired by Magellan’s ProspectorRL

Hey r/roguelikes,

Caribbean Prospector is a turn-based piracy roguelike set in the 1669 West Indies, inspired by Magellan’s Prospector: open-ended captaincy, moved from space to the Caribbean.

You trade between ports with prices that move when merchant convoys dock, take quests, and fight broadside battles. Grapple a ship and the fight moves to a top-down deck map where your actual crew crosses the planks with you. Kill her captain and the crew strikes; captured ships can join your fleet under one of your own officers. Ashore you forage, mine, dig up treasure, and catalogue wildlife for the Royal Society. Retire rich or go down with the ship.

Five careers, three difficulties up to Ironman, seeded worldgen. Plays in any terminal, or in its own window when launched from Steam. Full controller and Steam Deck support.

Free on itch (Linux/Win/Mac): https://at10ti0n.itch.io/caribbean-prospector

Disclosure: a lot of the code was written with AI assistance (Claude). The design and playtesting are mine, and all screenshots are real gameplay. Wanted that said up front.

Happy to answer anything.

u/at10ti0n — 7 days ago

TARN, the Brogue-inspired traditional roguelike, updates once again!

TARN is a traditional roguelike game inspired by Brogue which expands on its ideas in many ways, including but not limited to:

  • A classic 26 depth quest into the dungeon!
  • An infinitely-generated world seperated by level boundaries and balanced by an accumulating regional difficulty mechanic.
  • A class system with affinity trees that unlock special talents. (Or you can play as the Deprived, which doesn't offer any!)
  • Environmental biomes, monsters, and items, half of which are from Brogue and half of which are entirely new!
  • Hints when hovering over monsters and item, like hit chance, damage, and other special effects.
  • Dynamic lighting and stealth.
  • Play with mouse, keyboard, or both!

Main page: https://marshalldotexe.github.io/tarn/index.html

Download page: https://marshalldotexe.github.io/tarn/downloads/index.html

About 3.5 months ago, I released the first public build of TARN with positive remarks. Since then, a lot of constructive feedback and bug reports have helped shape the game into a fun yet punishing experience -- this build in particular focuses a lot on game balance and enemy/ally AI. The main page links to a new Discord server and Ko-fi page if you want a dedicated community for discussion or supporting the game. It also has an updated gameplay manual included at the bottom of the page.

u/MarshalldotEXE — 9 days ago

Message text displays out of order in ADOM ASCII mode

I'd really like to give ADOM a go but keep running into an issue where lines of text show out of order after I hit space to advance an message. I first downloaded the ASCII only version and had the issue. I then downloaded the tile version and switched to ASCII mode and still have the issue. Is there a setting I can change to fix this? I'm guessing it's not an issue in the tile version but I only enjoy playing roguelikes in ASCII.

Thanks!

u/Inside_Drummer — 7 days ago

Infra Arcana 23.0.0 on Android

Hi!

I made the recent Brogue CE 1.15.1 Android port available on F-Droid.

My second port is Infra Arcana. I've always had a soft spot for this game (I love the theme and the audio) and I always felt it was unjustly under-known! My focus as always is mobile-first playability; you won't have on-screen keyboards or d-pads here. You can download the alpha here https://github.com/tyrannotorus/cpp-infra-arcana-android/releases

The base game is (nearly) unchanged, with most work dedicated to the mobile UI. Note this is an alpha. The experience will not be perfect yet.:

  • Swipe gestures to move
  • Swipe and tap to navigate menus.
  • Single-finger map dragging/targeting for long-range weapons
  • Zoom scaling for ui and game
  • Menu scrollbars and close buttons for fullscreen screens.
  • Easy-access actions toolbar with togglable/movable buttons
  • Refined inventory screen with action context pins
  • Refined throw item screen with context pins
  • Support for right-handed and southpaw play (just swipe at the side menu)

I'm still putting final touches on the Brogue CE port, and after I'm happy with Infra Arcana, and before I return back to the solitude of my cave in the woods to work on my own stuff again, I'm taking suggestions for the third and final android port in the "Werewolf Camp Roguelike Android Port Trilogy" in the comments ;)

u/werewolfcamp — 11 days ago

Calcination: an open-world roguelike about restoring the wasteland

Humanity is gone. A plant has grown in the shadow of your chassis.

Calcination is a traditional roguelike that I've been working on for a while now, and I'm excited to get it out there and get some feedback on it. You awaken as an environmental restoration unit named VAHAN. Your directive is simple: RESTORE.

Some standout features (so far):

  • Every plant is genetically unique. You read genomes through instruments, cross lineages, and breed for traits that let life thrive in hostile biomes.
  • 6 overworld biomes and 5 building-style map types, with plans for a few more.
  • Crafting centers around an alchemic system of combining items with various elements and performing operations like distillation or fermentation to adjust found materials into a usable state.
  • 135 craftable recipes currently in the game spread across structures, equipment, consumables, and fertilizers.
  • Time is the core resource. The world simulates around you, so hibernation cycles or long periods away from home are always a gamble.
  • Full story about what happened to the world spread across 49 discoverable data slates
  • Temperature, humidity, radiation, wind, and charge systems that vary by terrain, and your sensor loadout decides what you can see.

It draws its roots from Cogmind and Caves of Qud on the systems side, with the restoration fantasy of something like Terra Nil but with an occult/mystical bent to it.

Steam page just went live a few days ago: Calcination. If this looks like your type of game, wishlists are very appreciated! The Early Access build of it should be out very soon. Happy to answer any questions about the systems or anything else in the game.

u/Jealous_Big1272 — 11 days ago

Old-timer question(s)

Hey guys, I used to play lots of Roguelikes back in the '80s. My main time sinks were Hack (and then NetHack) and Moria (and then Angband). I tried a bunch more throughout the '90s, and even created a website about RLs, but haven't touched the site in ages, just like I haven't touched ASCII games in ages. I think once I got into 3D gaming in the late '90s it became REALLY hard to go back to ASCII, as much as I used to love it.

Fast forward a few decades, and the term "roguelike" is all over the place, with probably 99% of "roguelike" players never having played an ASCII game. I'm not complaining, just pointing out that, well, things change. Captain Obvious, right?

These days, I'm drowning in games and consoles, with more games in my libraries than I will ever finish (or even start) in my lifetime, but I've still yet to find games which do two things which I loved from the ASCII days:

The first is NetHack's ghost levels. It was always such a thrill to find my previous character's remains (and junk, though it was mostly cursed). I don't remember ever having that happen in a different game, unless you count Minecraft, but in Minecraft you're not really starting a new game when you die; you're just respawning, and then you need to go find your stuff. And it's usually just a few minutes later. But in NetHack, it could be days or months later, when you are not really expecting it. Very cool!

The second is Moria/Angband's strong sense of "(re)discovery". I don't know how else to put it. Each time you start a new character, you need to learn/identify all those potions, scrolls, wands, staffs, etc. When you figure out one, it's like "unlocking" a feature. And then at the same time, as you pick up tons of weapons and armor, you need to learn which ones have which bonuses. And then, if you are new to the game, or new to a depth, you learn what the various monsters do. I supposed the thing that comes closest is the Persona games (which are awesome). But in Persona we don't roll our own characters, and you're not necessarily going to play the game more than once, so once you identify things, they stay identified forever. The feeling of discovery is finite. In Moria/Angband, when you die and start a new character, you get to (or have to) re-discover all the potions, scrolls, etc. And it's a thrill if you discover a really useful potent or scroll early on; it gives you quite an edge. Also fun is returning to town and finding something really cool at a discount in the shop. In Moria/Angband the RNG can sometimes be your BFF!

Both NetHack's ghost levels and Moria/Angband's (re)discovery enhance the feeling of "character ownership". NetHack's ghosts are proof that we existed, and Moria's random "unlocking" of everything makes each run feel highly original, like only *we* know what it's like to discover a certain combination of items with a certain character build. Very individual, and memorable. I don't get that same sense of individuality in modern games, which tend to be focused on "set pieces" (hard-coded story lines, difficulty gates, etc.)

So, anyway, here's my question(s):

How are ASCII RLs these days? Do they still give you a feeling like your character is unique and that it actually exists in the game world? Do you still feel a thrill when you discover something "ahead of time" with a new character? And are the games still big enough for there to be a lot to discover?

Or are the "glory days" of deep ASCII RLs long behind us?

(It's hard for me to imagine programmers sinking tons of time into a genre which traditionally doesn't offer a financial reward. Why would someone spend hundreds or thousands of hours fleshing out an ASCII RL when they could instead focus that time on creating a game which they can actually [try to] sell on Steam? Programmers need to eat, you know! And ASCII doesn't exactly pay the bills the days. Or am I wrong?)

Anyway, I'm just curious how things are going in ASCII RL land these days. It's like driving past a neighbourhood I haven't visited in 30 years, wondering how things have changed (or stayed the same).

reddit.com
u/Tripecac — 12 days ago