r/roguelikes

Brogue Android Port

Brogue Android Port

I've remastered an already existing port to include DPAD controls, free-look camera, ability to zoom, high framerate support and many more small changes. I'd really appreciate it if you guys gave it a try, and tell me if it works, is it smooth and all

Here

yellowpine.itch.io
u/carminepos — 1 day ago

Browser-based Roguelikes

What do you expect to see in a browser-based traditional dungeon crawling roguelike, or what would you like to see in one that you haven't seen before?

reddit.com
u/CypherCam — 1 day ago
▲ 6 r/roguelikes+5 crossposts

Kryptvault - pixel arcade roguelike with cursed upgrades. Can you get top score?

Game Title: KRYPTVAULT

Playable Link: https://oddslice.itch.io/kryptvault

Platform: web (itch)

Description:

Kryptvault is a small arcade roguelike where the enemies never stop. Waves flow into each other, the walls reshuffle around you, and every level-up deals you three cards. Each one is a trade: more damage but a slower trigger, more speed but thinner skin. If you're feeling brave, there are cursed cards that make you stronger while making the whole crypt meaner.

There are 21 upgrades and 4 evolutions, with no free power. Combine Shotgun and Homing to get the Seeker Swarm, or Pierce and Damage for the Railgun. You can play three classes: a tanky Warrior, a fast Rogue, or a glass-cannon Mage. Bosses rotate between the Charger, the Summoner, and the Spiral. There's a global leaderboard, a portable TAG#0000 identity, and a vault key that logs you in from any machine. A daily challenge gives everyone the same dungeon once a day, and the Vault lets you bank coins between runs for permanent upgrades.

The whole thing is one HTML file. 

Controls: WASD or arrows to move. Aiming is automatic, so your only job is positioning and card choices. P pauses. On mobile, drag to move and tap to pick a card(still a bit buggy).

This is the first stable build, id call it beta - I have more plans to evolve it, but I want more feedback. Already got some from my friends. I want to see how OP or broken builds people can make, whats the max wave people can get - current is W 18. Please be brutal with your feedback. I much appreciate it!

Free to Play Status:

  • [ ] Free to play

Involvement: I am the maker of it.

u/DETHSHOT_FPS — 2 days ago

Recommendations for Roguelikes without numpad!

I'd like to deep dive in some roguelikes again but the laptop I'm using doesn't have a numpad. Since most of the "classic" roguelikes either need a numpad or use that weird set of keys for movement (hjkiunm If Im not mistaken), what are some good roguelikes that can be played without a numpad? I've been playing Doors of Thritius

Edit: Mouse included

reddit.com
u/Sopadefideos9 — 2 days ago

Games with random generated levels/rooms that is based on puzzles, secret rooms,etc..?

Usually puzzle games with mystery and discovery like tunic, dark souls, destiny raids,etc.. all have singular levels and once u solve it l, the mystery is solved. I was wondering are there any roguelikes/random generated levels that keep the mystery/secret areas fresh the more u play?

reddit.com
u/tanoyfrommars — 2 days ago

Looking for recommendations

Hey everyone its my first post here, i would like some recommendation on a good roguelike dungeoncrawler that would be turn based. i looked up on google and there are far too many to chose from and idk whats good whats bad, so i would like your guys help. thank you.

reddit.com
u/karl-moh — 3 days ago

RogueTiles - A collection of Rogue variant's with tilepicker and other enhancements!

https://github.com/harminoff/rogue/releases/tag/v0.2.0-alpha

Been working on this and felt like I was at a place to share. This is Rogue gameplay unchanged but with a fresh lair of paint. You can now enjoy Rogue with any tile set you'd like!

Features:

  • Graphical tile frontend using RL Tiles.
  • Extract-and-play Windows package.
  • Startup Rogue version picker.
  • Bundled Rogue 5.2.1 variant alongside the default Rogue 5.4.4 ruleset.
  • Shared tile frontend support for Rogue 5.2.1: dungeon, status bar, camera, and input path.
  • GUI overlays for Rogue 5.2.1 help, identify, inventory/item selection, options, discoveries, genocide, save/restore, quit, death, scores, and win screens.
  • In-game tile set selector via F10.
  • In-window ASCII glyph mode toggle from the tile frontend.
  • Tile picker support for included RL Tiles.
  • Tile picker support for uploaded custom tile sheets.
  • Tile picker support for appending multiple custom sheets.
  • Role-based tile assignment for terrain, objects, player, and monsters.
  • Variant-aware monster tile roles, such as monster.rogue52.M.
  • Save-and-run picker workflow without rebuilding the game.
  • Bundled manual/guide reader via F1.
  • Fullscreen toggle via F11.
  • Map zoom controls via +, -, and 0.
  • Visual settings menu via F12.
  • Side-panel message log.
  • Stylized/color-coded message log.
  • Stylized bottom status bar.
  • Combat damage log showing dealt/taken damage and enemy HP.
  • Visual-only blood spatter after combat.
  • Configurable wall thickness, from thin walls to full-tile walls.
  • Enemy health/stat overlay for visible undisguised enemies.
  • Optional dungeon gloom effect.
  • Optional damage flash effect.
  • Optional low-HP pulse effect.
  • Optional pixel sharpen effect.
  • Optional posterize effect.
  • Death flow that can return the player to game select.

More variants and features to come! Let me know what you think, any bugs, and feature requests!

u/basedradio — 3 days ago

Do achievements add value to roguelikes? Looking for player and designer perspectives.

I'm currently developing a text‑based roguelike, and I'm thinking about how achievements should fit into the genre.

Roguelikes naturally generate many potential triggers—discoveries, dangers, unusual deaths, special events, and so on—so there are plenty of things that could become achievements.
But I'm not sure how roguelike players actually feel about them.

So I'd like to ask the community:

  • Do you enjoy hunting achievements, and does having many of them make a roguelike more appealing?
  • Do you not care much, but don't mind if they're there?
  • Would you prefer roguelikes without achievements?
  • If achievements are included, what kind of quantity feels right (10? 20? 100+?)
  • Any thoughts about what types of achievements fit the genre?

I'd appreciate any perspectives, including anything beyond the questions above.

P.S.
I'm planning to generate the achievement icons using AI tools (the game itself does not use AI‑generated content).
If you have any thoughts or concerns about that approach, I'd be interested to hear them as well.

reddit.com
u/WATASHI_TO_TAWASHI — 6 days ago
▲ 19 r/roguelikes+1 crossposts

I feel as if I need some help.

First time making it this far. Rodney and his clone were in the bottom right near that upstairs (I think I stood on the stairs up to Vlad's by mistake) and I can't check with the psychic intrinsic because they cursed all my towels. They've stolen the Amulet and every other invocation item except for the Candelabrum. I put on a ring of conflict to try to make the encounter easier, but they cursed that too. They summoned a master mindflayer who ate my brain and now I've got a bunch of unidentified stuff. This run was tricky from nearly the get-go since I got turned into a were rat early on and ate a dead rat before praying and was branded a cannibal (I wasn't even transformed). So I've been dealing with aggravate monsters intrinsic nearly the entire run, and I guess Rodney came out to play early. This is the excuse I'm using for having such abysmal AC and a bunch of unused wishes (I thought I still had time to prepare). How screwed am I?

u/Marffie — 5 days ago

Moving from Tome and Jupiter hell to roguelikes with more complex control schemes?

I'm wanting to play DCSS and CDDA, but every time I try them I look at the controls and have a hell of a time remembering them and wanting to keep playing TBH.

If anyone has any tips that started with easier to control roguelikes that can be played essentially with mouse or a few actions, to requiring the entire keyboard including using shift to alternate action I would appreciate it.

reddit.com
u/Rosebourne — 6 days ago

If a game gave every run a completely different set of possible builds, would that be exciting or just exhausting?

Part of what makes roguelikes replayable is that the same tools appear in new combinations. But there's usually an underlying set of elements that stays fixed so you can build knowledge across runs. I'm wondering what would happen if that foundation shifted dramatically each time, not just the combinations but the actual options available.

Would that feel exciting and unpredictable or would it undermine the sense of mastery that keeps people coming back? Has any game tried something close to this and what do you think about it?

reddit.com
u/MakeEmMayhem — 6 days ago

3_x

Well, after playing DCSS, CDDA the past week as a new player to the RL genre, and after seeing all the posts in this subreddit I decided to take advantage of the summer sale and stock myself up good for the next few months.

Any other recommendations apart from what I got?

u/idothisironicalIy — 6 days ago
▲ 59 r/roguelikes+1 crossposts

Introducing PetHack, a NetHack variant for pet lovers!

Hello everyone! I've been working on a little project that I want to share with you all. For my first major dive into coding and development, I decided to make a NetHack variant, complete with its own Android port. I really love the pet system in NetHack, so I decided to tweak it to be even more fun!

Introducing... PetHack!

PREMISE & NOTES

  • PetHack is a simple variant geared towards pet lovers. It makes it easier to obtain and manage pets while still having the classic NetHack feel.
  • PetHack is based on NetHack 5.0.0. This will likely be the only release of PetHack unless there are bugs. The goal was not to make extreme changes, but rather to upgrade and serve a specific playstyle.
  • All tilesets that are compatible with NetHack 5.0.0 should be compatible with PetHack!
  • I am very, very new to coding and GitHub. If there are any issues with the game or repositories, please let me know and I will do my best to fix them!

CHANGELOG

  • Changed Tourist role
    • They now start with 3-5 tripe rations, 3-5 scrolls of taming, a blessed spellbook of charm monster, a blessed magic whistle, a sack, a leash, and a blessed random figurine in addition to their original starting equipment
      • The figurine is completely random, meaning it can be any monster (not based on level/depth) while still following mostly normal figurine generation rules. For added fun, monsters that are not randomly generated (but are still non-undead humans and non-unique) can have figurines made of them in this instance. For example, you can start with a figurine of a Keystone Kop!
    • They now start with Basic in enchantment spells and can reach Expert
  • Changed charm monster back to a level 3 spell
  • If you throw an item to an intelligent pet with hands, they will catch it and equip it if applicable. They will prioritize using items you give them over other items. This idea came from FIQHack.
  • Intelligent pets will now hoard healing potions even when they're healthy. Be careful to manage this properly!
  • Rebalanced figurine BUC effects
    • Blessed: 100% tame
    • Uncursed: 10% tame, 70% peaceful, 20% hostile
    • Cursed: 0% tame, 10% peaceful, 90% hostile
  • New store: Toy store
    • This is a shop that only sells figurines. Figurines that generate in toy stores (or shops in general) can also be of any monster regardless of the player’s level and depth. They follow the same generation rules as the Tourist's starting figurine.
    • Figurine base prices now scale with the monster’s difficulty (difficulty x 50). For example, figurines of Archons will be expensive, while figurines of lichens will be cheap.
  • Keep in mind that you still cannot wish for figurines of the not-randomly-generated monsters. They can only appear in shops and the Tourist's starting inventory. If you really want one, you have to leave it up to chance!

LINKS

Good luck, and happy hacking!

u/maraised — 8 days ago

Does anyone know if cogmind will ever be on all platforms? Ps4/android

I wish it was, i dont have a pc to play this game, ive played it ages ago on pc.

Edit: i managed to play the game on game native. One problem. I cannot hear music. Not sure why, only sound effects, unless the music is later on in the game???

Edit 2: the game is working with sound. However i think i got hacked, my gane files were deleted and the winlaters corrupted/files deleted.

u/Suspicious-Salad5639 — 8 days ago

CursedBrogue: Brogue withRLTiles support (and tile mapper!)

I am a fan of Brogue and wanted to see what it would look like with RLTiles instead of their current tiles.

This is brogue with the tile effect removed, RLTiles used instead, and then a tile mapper thrown in incase you want to try different tiles.

Gameplay:
[Imgur](https://imgur.com/y7nThpk)

Enemy descriptions:
[Imgur](https://imgur.com/NwlEs3Z)

Inventory:
[Imgur](https://imgur.com/EDOAAPZ)

Tile mapper:
[Imgur](https://imgur.com/YGqa9Ey)

github.com
u/basedradio — 7 days ago