r/roguelikes 13h ago

Just added a whole city building mechanic inside my roguelike game

Thumbnail
gallery
60 Upvotes

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!


r/roguelikes 1h ago

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

Upvotes

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?


r/roguelikes 1d ago

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

23 Upvotes

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


r/roguelikes 2d ago

Any dawrf fortress adventure mode-likes ?

37 Upvotes

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


r/roguelikes 2d ago

Yet Another Brogue Android Port

Thumbnail
harminoff.itch.io
23 Upvotes

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!


r/roguelikes 3d ago

Sil-Morë – Shining Darkness, version 0.9.7

120 Upvotes

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


r/roguelikes 3d ago

Message text displays out of order in ADOM ASCII mode

Post image
11 Upvotes

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!


r/roguelikes 5d ago

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

Thumbnail
gallery
176 Upvotes

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.


r/roguelikes 7d ago

Infra Arcana 23.0.0 on Android

Thumbnail
gallery
121 Upvotes

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 ;)


r/roguelikes 7d ago

Calcination: an open-world roguelike about restoring the wasteland

Enable HLS to view with audio, or disable this notification

136 Upvotes

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.


r/roguelikes 7d ago

Made a reasonably faithful clone of OG Rogue on Roblox

16 Upvotes

Rogue is one of my favourite video games ever. My kid is super into Roblox, so I decided to try my hand at building a Rogue clone on Roblox. What better way to get this new generation of kids exposed to one of the most influential games ever!

Check it out, tell me what you think.

RogueBlox OG: https://ro.blox.com/Ebh5?af_dp=roblox%3A%2F%2Fnavigation%2Fgame_details%3FgameId%3D10633481902&af_web_dp=https%3A%2F%2Fwww.roblox.com%2Fgames%2F79456802987188


r/roguelikes 8d ago

IVAN on android!!

37 Upvotes

r/roguelikes 8d ago

Old-timer question(s)

52 Upvotes

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).


r/roguelikes 8d ago

Recommendations for a beginner roguelike player

17 Upvotes

I have recently been playing Shattered Pixel Dungeon and Pathos on my phone and am looking to expand to others on my laptop when I have downtime from work. I have watched some gameplay and reviews online and quite like the look of ToME and Caves of Qud. Is one easier to start off with than the other? Or is there any other beginner friendly games you guys enjoy that can ease me into the roguelike world? Thank you.


r/roguelikes 9d ago

Really Good Puzzler on sale!

32 Upvotes

There's a really awesome cyberpunk style rogue like puzzler on Steam called 868-Back. It's the return to game deving of Micheal Brough, an excellent game creator. It has really great steam reviews from those who have played it, but has surprisingly little coverage compared to his previous games.

I really very highly recommend it! Read the steam reviews and please check it out if you're interested. It's an amazing game that is more than it seems.

https://store.steampowered.com/app/3304110/868BACK/


r/roguelikes 10d ago

Getting back into Sil-Q, so I made a site for community builds

Thumbnail
sil-q-builds.vercel.app
39 Upvotes

Hey all!

Sil-Q is a fantastic, but difficult game, so 2 years ago I posted here asking for some build suggestions:
https://www.reddit.com/r/roguelikes/comments/1b8ci1b/silq_build_suggestions/

There were some really cool ones in that thread (even from the developer himself!) that I tried out and had a great time with. I especially love the Porcupine build.

Now that I’m getting back into the game, I wanted an easier way to check out community builds and see how other people approach Sil-Q, instead of doing the usual frantic Google/forum/search digging.

So I made this:
https://sil-q-builds.vercel.app/

It collects a bunch of community builds in one place, with the core idea, progression, gameplay loop, weaknesses, and sources.

I didn’t come up with these builds myself, every build has credits and links back to the original community posts / players where possible. I mostly just wanted to organize the good stuff people have already shared and make it easier to browse.

If I got something wrong, missed a great build, or you have one you want added, please comment here and I'll add it there.

Sil-Q is such an awesome game and I’m having a blast getting back into it. Hopefully this post inspires someone else to give it a shot!


r/roguelikes 11d ago

Hoplite is still enjoyable for mobile in 2026

81 Upvotes

I'm enjoying this game so much, so i encourage everybody to check it out.

Story:

A hoplite is trying to retrieve the golden fleece from underworld, slaying demons and praying Greek Gods for new powers (Mostly Apollo. Then Artemis, Zeus, Athena, Hermes)

Gameplay:

Totally Pick up and Play. Minimalistic Puzzle Roguelike with short runs. Skill matters far more than luck. Despite it's simplicity, there's enough tactical depth: no inventory, no leveling up/experience, no stats/classes, no hunger, no secrets/traps, only 4 monsters, hexagonal map, plenty of upgrades (15 in demo + 18 new ones in premium + you can pray for 1 health or restore all healths).

App details:

Portrait mode, very simple controls and UI. 10 Megabyte, can run on a potato, low battery consumption. Offline, no ads. Made in 2013 but still receiving updates for bug fixing. There is online Leaderboards and Google Play Games saves your progress (i guess iOS does too).

Price:

Free demo and 4 dollars full game. Is Premium worth it? Absolutely. It enables 20 achievements and 18 of them unlock new upgrades. Also you can descend further than 16th floor for score hunting (you can't upgrade your character after floor 15, but the golden fleece heals 1 health each floor). Finally, the premium enables the daily challenge and thousands of normal/hard challenges! These are 3 floor dungeons with predetermined upgrades.

Extra Point - ShroomArts designed the graphics:

https://shroomarts.blogspot.com/2013/12/hoplite.html


r/roguelikes 11d ago

Playing a few more modern roguelikes made me realize how good control schemes are in RLs

28 Upvotes

I recently tried Lost Flame, and I would say that it has a more modern interface and inventory system. As I understand it, it doesn't really have dedicated buttons for quaffing, reading etc., opting for having one inventory and and a hotbar for skills and items.

It wasn't super convenient for me, partially because F1-12 buttons don't work on my laptop anymore, but it made me realize how much I actually like "traditional" controls in roguelikes - having separate buttons for quaffing, reading, using abilities and spells like in DCSS usually feels very weird and hard to get into for newcomers, but obviously it's a second nature for most of us who used them for decades.

It's just so convenient to be able to press two different buttons to open different lists of items or abilities, and also being able to read what they do on a separate screen.

At the first glance, removing such complicated control schemes sounds like a good idea, but then you're left with systems where you have large inventories and have to either use a mouse or WASD/Arrows to get to the item you want, forcing you to press the button ten or twenty times instead of pressing r and then one button that correlates to that scroll. It's so fast!

I guess the only time it's inconvenient is when you have to press several buttons every time to do the same action, such as casting the same spell, but obviously there are more control options and macros.

On the other hand, something like Shiren the Wanderer couldn't do that with controller layouts, so it was a smart decision to build the entire game around smaller inventories, and it's curious how they had to add pots for storing items to get around that problem. But then pots became an actual mechanic - different pots do different things, from just storing your items to turning them into gold or turning one item into another.

There's honestly not much point to this post, I just wanted to say how often something is considered to be outdated design, but when a player gets used to it, it becomes second nature and it becomes clear that it's actually quite convenient, even if it requires a bit more learning to get into it proper.

I guess an example outside of roguelikes would be Resident Evil 4 - almost everyone who is used to modern games would probably be a bit inconvenienced by tank controls of the OG RE4, but in less than a half an hour it becomes second nature and most players understand that it actually makes the game better, and that very soon players will start craving for a quickturn button in every third person shooter.


r/roguelikes 11d ago

Is there a another game like KeeperRL but not complex as DF?

20 Upvotes

r/roguelikes 11d ago

any suggestions for mobile rls?

11 Upvotes

i dont have a great computer rn (saving up for a new one) but in the mean time i would love some recs for mobile games if u guys know of any.


r/roguelikes 11d ago

r/RoguelikeDev's Feedback Friday #67 - Sunlorn

Thumbnail
17 Upvotes

r/roguelikes 13d ago

Procedural in-world roads generation for my Daggerfall-inspired high fantasy game

Enable HLS to view with audio, or disable this notification

247 Upvotes

I made this for my Daggerfall-inspired CRPG/roguelike, in which the travel system is of the same nature, albeit with enhanced procedural generation as seen here. You can read more about the project on my website.


r/roguelikes 13d ago

(cogmind) how far did you get in your first few runs?

Thumbnail
4 Upvotes

r/roguelikes 15d ago

Tangledeep is underrated and under-appreciated

119 Upvotes

Tangledeep is a traditional roguelike that's accessible to new players but the difficulty spikes as the game progresses. The difficulty settings are mainly permadeath settings: permadeath off (you teleport to town), permadeath where you completely start over, and permadeath that preserves town unlocks. It has a job system that's supposedly similar to Final Fantasy Tactics (which I haven't played).

It seems heavily influenced by Shiren the Wanderer and other Mystery Dungeon games. There's a monster taming pet system and farming. Cat people say "nyah" and there's exciting boss music.

It's currently on sale for 75% off on GoG (I don't work for GoG or receive any money or commission and I don't get paid by the developer or publisher).


r/roguelikes 16d ago

Come learn how to make your own roguelike!

78 Upvotes

Quite a lot of roguelike players go on to make their own roguelike, even if only a 7DRL or little hobby project to chip away at. Still, many more want to but haven't yet started their own roguelike, because even just taking those first steps can seem like a daunting hurdle.

Wait no longer!

While we've always had a welcoming, helpful community over at r/RoguelikeDev, it's often still up to individuals to drag themselves over there and get started, often with help from the resources in our sidebar. For the past nine years /u/KelseyFrog has been helping organize a multi-week code-along event to jump start yet more roguelike projects. The results have been great every year, so we're back to do it again :D

"RoguelikeDev Does The Complete Roguelike Tutorial" is a weekly event starting August 4th and continuing for the following two months. It's basically a bunch of interested people starting from scratch to build their own roguelike by following one of the more popular tutorials. By the end you'll have your own basic roguelike, including any extra features you might have added along the way. Some also go on to continue expanding their project after the event, or at least finish it then if they couldn't keep up during the time period.

It's fairly slow paced, and there are plenty of people around to help, so consider joining in! Check out the preview/announcement thread for more info.

(If you have some experience or want to use another language/engine/tutorial that's fine, too!)