It’s been a long time (…long time long time…) we shouldn’t have left you left you…
Finally officially fixing bugs that have long since been put to rest on CAO and CDO. Some important bugs have been fixed, as were a number of less important ones, and there are also a few other small tweaks.
GearHead2, the only roguelike game in which you can be a lawyer and a pirate at the same time, has just passed a big milestone.
Explore randomly-created dungeons filled with magic items and over 200 different monsters.
The holidays have given me a bit of extra free time to work on Ascii Sector, so here’s a new version with some bugfixes and new features, v0.4.6
Usually I do not tend to exaggerate, but this time I’m very proud to announce the most important update of LambdaRogue since the 0.3 beta.
Face dozens of different creatures, each with its own strengths and weaknesses, choose your weapons and skills and pray to survive up to the next tournament level…
Goblin Hack is the world’s first and probably last smooth-scrolling, ASCII-graphics-based, OpenGL accelerated, rogue-like dungeon game.
Has a number of bug fixes, including a couple crashes and some Mono compatibility issues.
This release is getting it closer to a more polished game. Many thanks to all for the great feedback.
I have been wanting to use YAFRLP as a post title for months.
This has one major difference to most roguelikes in that it runs in realtime. The game is substantially different to most other roguelikes because of this.
It’s my first roguelike.
I’m pleased to announce Void Mission Zero, a sci-fi graphical roguelike written in Common Lisp. It is in early alpha but roughly playable.
I have released version 0.1 of Downfall, my hexagonal roguelike. It runs on Windows and Linux, and it also works with Wine.
Now with a language, to describe your maps and rails, and respond to events with sensors and semaphores.
Probably the easiest way to describe Spelunky is that its (kind of) like La Mulana meets Nethack – every time you play the levels, items, monsters, and so forth, are all procedurally-generated. And the terrain is destructible and there are quite a few ways in which the various game elements can interact with one another.
Deep Deadly Dungeons was a roguelike made for the fbtk.net Rogue Compo by Rick Clark (aka rdc).