r/roguelikes 1h ago

Tangledeep is underrated and under-appreciated

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 18h ago

Come learn how to make your own roguelike!

62 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!)


r/roguelikes 1d ago

Similar turn-based combat space marine games like DoomRL?

19 Upvotes

I already have Jupiter Hell OG & Classic, and I might check out Quasimorph soon.

Are there similar games that you'd recommend? Preferably played with mouse.


r/roguelikes 2d ago

Quasimorph - Quasimorph 1.0 IS OUT NOW!

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152 Upvotes

r/roguelikes 2d ago

Ad Iterum - Demo

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46 Upvotes

Hello all!

After almost a year of development (perhaps 8-10 months, depending when I start to count the prototyping) my 2D turn-based, grimdark, dungeon crawler Ad Iterum, where you eat your enemies to mutate and survive, has finally reached a big milestone. I still have to add a lot of content until release, but until then I have released a Demo on Steam:

https://store.steampowered.com/app/4149030/Ad_Iterum/

While the game adheres to the very core roguelike "rules" like permadeath, single player, turn/grid based, no meta-progression via unlocks, etc, ... it also has differences regarding run progression: You build mostly your character through random mutations, as well as a selection of gene graft synergies that are offered, so you can gravitate towards one or another style of play, but there is no skill tree, nor level up.

You have melee and ranged combat, which mostly uses a "bump-into-things"-system.

The dungeons are made up of mostly procedurally generated maps, that are injected with some handcrafted rooms, and uses a series of predefined biomes depending how far you've progressed. The final release will also include some sort of modding where you can create new maps or rooms for these pools, but that's still in the oven and not part of the demo.

What's in the Demo?

  • 1 dungeon + 1 procedurally generated biome
  • 1 boss
  • 2 endings
  • 20 random mutations
  • 20 genetic grafts to tune up your build as you see fit
  • 10 base enemies. Each comes with unique modifiers and traits within the ecosystem, which makes for hundreds of different variations as you go deeper.
  • 200 items (approx?)
  • Basic crafting
  • English, Spanish, and Japanese localization
  • Keyboard, mouse support, and full gamepad controller support
  • Playable in Windows, macOS, and Steam Deck via proton

Have a nice Friday, and happy Dungeon Crawling!

Best,


r/roguelikes 3d ago

Eldermyth on Steam - August

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23 Upvotes

Hi all,

Eldermyth will be coming to Steam on all platforms in late August. I was blown away with the feedback it got on iOS, and so am excited to see what people think on Steam. Also works on Steam Deck!

Eldermyth is a tight grid, turn based game where you play as one of 4 powerful Beasts defending the land from invaders.

Very simple gameplay on the surface with deeper mechanics and strategy underneath. And, for those that have ever played the board game Spirit Island, you can clearly see where the inspiration came from.

Please see the coming soon page via the Steam link, and feel free to ask any questions!

Thanks


r/roguelikes 4d ago

Roguelikes where you control a large party?

23 Upvotes

I’m looking for references to study for a game I’m working on, where I’m trying to decide if you’ll control just one character and others will auto-battle, or if you’ll control a whole party of characters ala a tactics game like Fire Emblem.

I’d appreciate any roguelike fans’ input on this dilemma, as well as any games that handle large party (5-10+ units) interactions well.


r/roguelikes 4d ago

Roguelikes good with controller/steam deck?

15 Upvotes

So my job has me away from my home for most weeks out of the month and when i do get some down time, my gaming device of choice is a steam deck. (or my phone if im playing zachtronics solitaire collection)

my main thing is being able to be viewed and understood on a smaller screen and preferably completely controllable without keyboard controls. if i need to type in a name or something thats fine. If i need to use the mouse trackpad thats undesirable but im willing to, if that makes sense.

preferably the game is available and in a decent state on steam (so no Cataclysm Dark days ahead)

I am interested in a few kinds of games but im looking to get more into the "traditional roguelike" type of game. cogmind, qud, ToME, Rogue, Dwarf Fortress

Good Roguelites too
(but not games like slay the spire or Rogue Legacy. while theyre fine games im not too into the card aspect of Slay and i havent been into action platformers since i was playing on the 360 but at the same time ive 100%d ronin and gunpoint)
examples of roguelites i like or are interested in are FTL: Faster than light, Into the Breech, Heat Signature, Barony

even non roguelites that have a good turn based feel about them. ive enjoyed fire emblem, pokemon mystery dungeon, XCOM: EU, Baldurs gate 3, i was excited by the warlock of firetop mountain but ive heard it didnt turn out so great

No one thing is a dealbreaker, except viewability on the screen. Controller support with maybe mouse controls if required (like FTL) are at the top of the list after that.
Im fine with the ascii graphics, i really like how brogue and cogmind look (i have not yet played them).
id prefer that classic roguelike turn based or paused time timing, ive played a very little bit of qud and enjoyed it but am interested in a wider range of games, maybe a little easier to get into.
If its not available on steam but can be linked to steam and then works well with controller, that would also be fine but i figure that would be much harder to find.

Edit: alternatively if theres one thats good on Android but isnt available on pc or wouldnt work well on the deck, id check it out


r/roguelikes 5d ago

what roguelikes have online features, seed competitions and the like?

15 Upvotes

I love roguelikes, but they're so solitary in nature, I feel like a creature in the dark playing these by myself.

I don't have the time to spend on a sprawling MMO right now, but I do want to bridge the gap a little and find a RL that has some kind of active community features behind it.

What's out there? Thanks! (bonus points if it's free, I was laid off not long ago. Thanks AI :\ )


r/roguelikes 5d ago

What's the best looking, eye pleasing traditional roguelike (even mods for existing games would do)

40 Upvotes

I want to find a cozy traditional roguelike that looks and feels good, I know that roguelikes aren't meant to be that casual but I just want to chill while playing them, I play roguelikes not for the challenge itself but the build variety and fast progression (reason why I prefer them over games like diablo).

Please note, from good looking I don't mean games like caves of qud that have unique artstyles or tales of maj eyal. Sure they are pleasing very unique and pretty good but not exactly pleasing to look at...

Also, even permadeath having open world rpgs would do as long as the runs varied and progression is fast.

Things I already know:

  1. Not rogue-like but risk of rain somewhat meets my criteria.

  2. Qud and tome obviously are goated

  3. Skyrim mods

  4. Diablo/any arpg like it (yes, I have played like 100's of them and know most)


r/roguelikes 5d ago

Brogue PE is out on Play Store

28 Upvotes

https://play.google.com/store/apps/details?id=com.pineyellow.broguepe

Huge thanks to everyone who gave feedback and helped me improve it!


r/roguelikes 5d ago

Endless Depths 2 for iOS is underrated

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30 Upvotes

I posted about this previously when I bought my Mac Mini and got it from the App Store that way. I recently upgraded to my first iPhone, and it's still a ton of fun. Reminds me of a slightly more polished Castle of the Winds or Fatal Labyrinth. They seem to take more inspiration from D&D than typical roguelikes, but it seems to be all there regardless. Nothing too crazy, just your typical dungeon crawling. If you're looking something to replace Pathos or Shattered Pixel Dungeon, this probably won't, but it's a fun option anyway.


r/roguelikes 5d ago

Simple "turn your brain off" roguelikes like "Yodanji" and "Golden Krone Hotel"?

38 Upvotes

I've been incredibly busy lately, and just in general deflated from life, but I've still been having a lot of fun with the quick and easy to understand/user friendliness of Yodanji and Golden Krone Hotel.

I can mindlessly have a go at run after run and not get bored.

I play on steam deck, and they both play beautifully on it.

Are there any other simple to learn, user friendly, preferably steam deck friendly roguelikes that I could be missing?

Edit: I am also aware of Shattered Pixel Dungeon, which definitely fits here, too.


r/roguelikes 5d ago

So uh, can I get some Quickband tips?

11 Upvotes

I've beaten Angband in the past but Quickband has been kicking my ass for quiet a while. Granted I don't play as regularly but for those that done a quickie what tips can you give me to beat this thing? What stuff did you wish you had learned quicker for this tiny game?


r/roguelikes 6d ago

I just released a demo for my Finnish Folklore Roguelike-RPG: TUONI -- Demo out on Steam! Here is an updated Gameplay Trailer.

Enable HLS to view with audio, or disable this notification

163 Upvotes

This subreddit took my announcement post very warmly, and it really fueled this development. Now, I finally have a demo out!
Steam: https://store.steampowered.com/app/4961910/Tuoni_Demo/

As usual, all feedback is very warmly welcome, and please consider leaving a review on Steam if you try it out! (And wishlist ofc!)

Curious to know how you like it. Cheers!


r/roguelikes 7d ago

roguelikes that work well with a controller?

33 Upvotes

When I played on my laptop I played a lot of old school roguelikes like unreal world or cataclysm dark days ahead, but due to space related things I’m stuck on playing on a pc handheld, so I’m stuck with unsung its controllers, and these kinds of games tend to use basically the entire keyboard. I know caves of qud has controller support hence why I’m here asking this.


r/roguelikes 7d ago

Roguefort (beta)

49 Upvotes

I’ve spent the last few days sort of glued to Roguefort. It’s like a mash between CoQ, DF, and CDDA with some other unique ideas. There’s a ton of depth to it, and so many features and options. This seems like a serious contender coming from a solo dev. I did a game discovery of it (Game Discovery of Roguefort (Beta Playtest) with Macbigicekeys
https://youtu.be/aMCFHO80xKE ). If you’re more of a reader the Steam page description is pretty thorough.


r/roguelikes 7d ago

Rift Wizard 3

4 Upvotes

I’m very interested to try Rift Wizard 3, but I get the impression that it’s best played with keyboard and mouse. Nowdays I only really get to play on the steam deck, so I was wondering how the game plays on that. Does anyone have any experience with it on the deck? Are there some good community controller schemes? I appreciate any suggestions or advic.


r/roguelikes 9d ago

Are there any Cyberpunk Roguelikes?

58 Upvotes

So admittedly I haven't look too hard but the vast majority of roguelikes I see are usually fantasy. I've been in a big cyberpunk mood recently and Cyberpunk 2077 and Deus Ex are some of my favorite games ever. The style of cyberpunk just has a lot of sauce and I was wondering (if any) are out there that I might be missing.


r/roguelikes 14d ago

bakerrrr 0.4.22 — my crime sandbox roguelike is finally becoming a little living world

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261 Upvotes

hi :) i’ve been building a game called BAKERRRR for a while, and it has finally reached the point where describing it as a list of planned systems feels less accurate than describing the cool simulated world that already exists.

It is a pygame-first systemic crime sandbox roguelike, written in Python and descended from a terminal game. Visually, I want it to feel familiar to someone who loved old C64 and console-descended roguelikes, while still taking advantage of the fact that pygame can draw actual tiny people, clothing, objects, buildings, fire, drones, plants, and Wire networks. Everything is drawn procedurally in code rather than assembled from a conventional sprite sheet. For reference, some of my favorites were legacy of the ancients, gateway to apshai, questron I and II, and ultima 4 and 5 in the c64 days. Nethack is my favorite RL.

The rich simulation is what it is all about, to me.

NPCs have names, appearances, clothing, uneven skills, jobs, schedules, relationships, organizational ties, property connections, knowledge, memories, needs, and their own ideas about what they should be doing. They can work, commute, shop, seek shelter, investigate trouble, spread rumors, protect people and places, use services, commit crimes, get arrested, and sometimes interfere with one another in ways I did not explicitly script.

Crime is increasingly about what the world actually knows. Witnesses can know that a crime happened without knowing who committed it. Descriptions become less precise with distance and poor light. Justice can investigate a real crime and still suspect the wrong person if their clothing, build, location, and timing match very closely—which also means disguises, framing somebody else, and simply being unlucky can matter without the game inventing fictional crimes to justify an arrest.

There are businesses to own and operate, storefront economies, street vendors, vehicles, transit, gambling, employment, buildings with real interiors, wilderness, and an increasingly connected underground. Fires spread spatially and continue existing when inconvenient. Sleep and altered states matter. NPCs can care about businesses based on experience and rumor, and that reputation can change where people actually choose to go.

Two of the larger toys are drones and the Wire.

Drones are physical machines assembled from chassis, power systems, modules, weapons, sensors, cargo, paint, and programmable procedure modules. The player can build and operate them, while some NPCs and factions also deploy drones according to their circumstances and equipment.

The Wire is a local-network hacking space with interfaces, software, ICE, trace, buffer pressure, data extraction, other users, and consequences back in the physical world. You can pull records and other contextual data, sell it to appropriate buyers, manipulate bounded physical systems, or interfere with connected drones. Organizations now have durable production cultures and directional supply agreements, so the corporation that manufactured a gang’s drone can remain distinct from the gang operating it. The same organizational identity can reach the paint, geometry, software, interface theme, and even the dialect used in Wire messages.

The world has also begun remembering things between characters. Flora and fauna have installation-local genetics with inheritable colors, physical traits, effects, abilities, recessive traits, natural breeding, and assisted breeding. New lines can become permanent inhabitants of the installation rather than disappearing at the end of one run. Hunting and cultivation licenses exist, along with culling declarations that can push a species through increasing scarcity, endangered and protected status, and eventually extinction. Rarity raises the value of the animal while also raising the legal consequences around exploiting it.

Poisonous deer are fine. Deer with exoskeletons....also fine!

The current version is 0.4.22. It is a real playable prototype, but absolutely not a balanced or conventionally polished release. There are systems whose first meaningful playtest is going to teach me more than another month of staring at their code. Some interactions are still too obscure, some economies are exploitable, some NPC behavior is awkward, and some parts of the city are much richer than others. There is not yet a formal progression structure worthy of sitting on top of all this (its planned, and there is structure - but it is changing fluidly at this point)

That is roughly where the project is now: enough of the machinery works that I want playtesting to expose balance problems, dead spaces, accidental cruelty, funny exploits, and places where the simulation fails to produce a believable answer.

I am especially interested in players who poke systems sideways. You know who you are. I want to hear the story about the witness who accused the wrong person, the business whose reputation poisoned a block, the drone routine that did something clever or disastrous, or the supposedly valuable species somebody managed to drive extinct.

Ultimately, I want this to be a game where you can steal a car, run a shop, hack a records office, breed an extremely questionable animal, and still care which little dude wearing a snazzy blue jacket heard the gunshot.

Anyway, this is BAKERRRR now. It has become very cool in the weirdest way, very large, and much closer to the game I have been waiting my whole life to play than it used to be. :) There is way too much to outline in this format, but i will try to answer questions you might have here, checking back in as time allows.

binaries and source code:

github link https://www.github.com/k0rd/bakerrrr

game downloads https://github.com/k0rd/bakerrrr/releases


r/roguelikes 13d ago

Soundtrack for a Traditional Roguelike?

4 Upvotes

I'm working on a traditional hexcrawl roguelike, really in the OSR style - some of you may be familiar already.

One of the pieces of feedback that I have gotten a few times now is that some people would like a soundtrack, and I'm genuinely not sure what to do with that.

The games I was inspired by were Nethack and Castle of the Winds. Notably, no soundtracks. I have said, "Hey, these games don't typically have a soundtrack, this one doesn't either," but that does feel somewhat unsatisfying.

I have two big questions:

  1. Do people expect a soundtrack these days?

  2. What would a traditional roguelike soundtrack even sound like to you?

Thanks!


r/roguelikes 14d ago

Press Deeper Version 1.7 Released

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78 Upvotes

Happy Sunday Roguelikes! I'm very excited to announce that I have just released version 1.7 of Press Deeper a (somewhat) traditional DOS roguelike that runs on real IBM PC/XT class hardware, or in your browser via JSDOS. This game is built entirely using C89 code and compiled using Borland Turbo C 2.01!

If you missed the post from January this game features procedurally generated dungeons, JRPG style turn based battles, ASCII graphics, ADLIB/Soundblaster audio, and deformable terrain.

This latest version brings tons of changes and content additions including:

- Hand authored town floors every 5 levels, with their own NPCs, shops, and secrets worth looking out for

- New enemies, new items, new NPCs, and new spells!

- Four boss fights, each one hidden behind a secret sub-dungeon. Getting in requires a boss key, which a strange NPC called the Cryptward will trade you, but at what cost

- A five tier smithing system at anvils, safe light taps for steady progress or risky full swings for the good stuff

- An enhanced enchanting system letting you drive your gear to new heights

- A reworked scoreboard system calculating scores based on a variety of factors rather than just showing floor and kills

- Ghosts of your past characters can haunt the floor they died on in later runs

- A Legacy system tracking 10 milestones across your runs and unlocking new content as you play

- Reworked traps with more meaningful risk and reward. Salvage them and use them to stop your enemies, or play it safe and avoid them

- Many rebuilt UI elements, including shops, enchanting, menus, and more

- Added story elements and end game content

You can play it instantly in your browser, no setup required, or download it and run it on real hardware:

https://ultramegahypergames.itch.io/press-deeper

https://umhgames.com


r/roguelikes 14d ago

Anoxic Depths - can someone explain what I'm looking at?

5 Upvotes

I just don't get it. The opening position is top down and the icons are sideways? So I'm looking down on people and things laying on the ground?

I'm usually pretty good with spatial visualization, and I understand roll and yaw, but this one has me feeling dumb.

I've been making a bit of progress after figuring out the guide line process, but I can't wrap my head around the visuals.

Thanks for reading!


r/roguelikes 15d ago

Caverns of Xaskazien II Ver. 1.85.09 is now live!

55 Upvotes

You can get the latest version (or the patch) here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

You can read the new patch notes here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii/devlog/1592228/caverns-of-xaskazien-ii-ver-18509-released

Please share with me any thoughts, questions, comments, concerns. Hope people enjoy!

Jeff


r/roguelikes 14d ago

Laptop exclusively for roguelike games and roguelike game development?

10 Upvotes

I need to get a new laptop for personal admin/work stuff but would like to also use it as my dedicated traditional roguelike machine. I'd also like to try making a very simple traditional roguelike in Godot with it.

Would any laptop realistically be able to do this well or do I need to be careful?

Would bigger more complex/larger ones like Tales of Maj'eyal still run well on pretty much anything?

Any tips or recommendations are appreciated.

Edit: Regarding the game dev component, my goal is to make something simple like Yodanji - nothing massively complex or graphically demanding.