2010 starts strong with 40 announced releases!
We, the Angband development team, are proud to present the latest iteration of the game, in the form of Angband 3.1.2. Like other releases in the 3.1.x series, this is a beta, though it should be less buggy than other 3.1.x releases have been. Doubtless there will be another release in a few weeks time fixing the bugs found herein, but in the meantime, play.
A spoilered player shouldn’t have an advantage over an unspoiled one only because he knows of some code-specific behavior that can’t be discovered in-game.
After some versions comes this one, which will make you end the year with an ear to ear smile.
If you’ve ever wondered how many times you’ve been killed by arrow traps or how many damsels you’ve saved, now you can find out – just open up “stats.txt” after exiting the game.
According to beta-testing period the new version is working smoothly.
Cavern is a small dungeon crawler in the vein of genre classics like Rogue and Nethack – but not based on any existing roguelike. Completely built from scratch for the iPhone, Cavern features advanced dungeon generator mixing random and predefined content.
Added the Lucky Lady casino ship at Nav 2 in the Adavene system.
Redesigned. Improved. Given a good de-lousing. RSII 2.6.0. New pieces have been added on, other pieces have increased functionality. Stronger, bigger, and more powerful than ever, RSII has been given new life with the release of 2.6.0!!!
Wes, our lead programmer, is really on fire, bouncing back and forth between implementation and bug/crash fixes. Our small community of closed-beta testers are super helpful, giving us great ideas, detailed bug descriptions, and even coming up with great ways to help us market the game!
In an unexplored sector of space humanity is trying to establish a permanent presence. Megacorporations employ freelance prospectors to find exploitable resources and map unknown planets for them. The player commands one of those scoutships, trying to become filthy rich as a prospector.
So, it has been some time since the last update. I had a very busy period, so it is mainly a bug fixing patch, but I also fixed a typo ;).
The most important fix here is stability, there should be no more crash bugs. I’ve been flooding levels with monsters and items in wizard mode and hellband is now responding properly to abuse.
This is a bug-fix and refinement-only release, fixing all known issues with version 0.5.1.
I’ve been working on ZAPM again after 5 years, and am getting close to a feature freeze for the next version. I’m releasing a beta for you brave bleeding edge types.
You are a great X (choose profession) who has been chosen to a mighty quest by the town’s eldest. You have to release these moorlands from the grip of the evil demigod who enslaves the people of these lands. There is an underground passage which leads to the labyrinth of death where lives the most horrifying creatures of the world. Good luck. You probably need it.
This release is the first after a massive code refactor, and a switch from VC# 2005 to 2008. I felt this made necessary a dink to the minor version
Multiplayer variant of Nethack. Fully turn based Roguelike game. Currently in an Alpha state.
New version of Gumband, a variant by R Dan Henry.
Quality squelch of jewelry. Also, squelch (non-splendid) ego staffs if blunt is set to squelch all but splendid.
LATC is a story based on characters and situations created by Patrick O’Brian in his Aubrey-Maturin novels. Preserved Killick, Captain Aubrey’s steward, is late with the coffee, mostly because he cannot find the beans, the grinder, nor yet even the pot. The morning is wearing on, and the captain is growing impatient.
XONG is pronounced “zong” and programmed entirely in Common Lisp.
The coolest part of this game is that you can easily add/edit any enemy and item you want, by editing the items.txt and enemies.txt files
The driving force behind the Dance of Death title and concept was a popular and often resurrected discussion on r.g.r.d.: how to make the warrior class something more interesting than a close-range mage.
There’s a lot of new things, mainly the second main quest boss, who is a LOT more difficult than Quazar. There’s also the revamped Rogue and Elemental Lord classes, a new “very fast messages” option in the Portralis preferences, some bug fixes, a revamped death and score system, and I’m sure I’m forgetting many things since my work on Portralis has been irregular.
Welcome to WebMoria, a port of the classic roguelike game Moria. This port is based off of the codebase from umoria 5.5.2, with features added from the PC version of umoria by Ed Lee.
The beta version includes full graphical support for David Gervais tiles (the 32×32 tileset… so if you have a big screen, feel free to enlarge your main client window as much as possible!), and support for everything but the new monsters in the other tilesets (old + Adam Bolt).
Each level is a puzzle, where the objective is to get from the start to the end in a set number of moves. You may find some objects which will help, but there are also dangerous traps and monsters which can slow you down or kill you.
Sanctuary is a small roguelike game set in an original post-apocalyptic fantasy universe.
Classic Roguelike action, right in your living room! Retro ASCII graphics, an infinite number of random dungeons to loot, and Global Scoreboards to prove you’re the best.
For those that are keeping score at home, the new feature is the idea of “camp supplies”. Think “tent” from Final Fantasy if you’ve played that game. When you use it, you burn n number of turns resting, restoring a nth amount of your hp/mp every turn.
Yes, a brand-new release of The Atomic Knight, the new trendy underground ASCII arcade adventure game I created!
I’ve set up a public server for the original Rogue. It’s still in the testing phase, but Rogue 3.6 and 5.2 are playable. To play, ssh to rlgallery.org. The username is rodney and the password is yendor.
This new version fixes the extremely drab colors and gets it looking closer to the original Mac OS X version.
IfRL is an Interactive Fiction Seven Day Roguelike programmed in Inform 7. The presentation of IfRL is that of a classic piece of Interactive Fiction. Its gameplay, however, will be more familiar to fans of roguelikes. IfRL is a turn-based dungeon crawl with a randomly generated environment, complex item interactions and permanent character death.
MC:B has many flaws, not all of them being caused by the small development time. Still it’s a genuine effort and I hope someone will enjoy playing this small and hopefully challenging game.
Over Christmas I had a go at writing a 1kbrl in C. ZigClimb is a quick, 10 level, mostly-traditional roguelike. It’s structurally pretty similar to Jakub Wasilewski’s excellent “A Journey To Hell” – which must have a pretty close to optimal structure for a 1kbrl in C.
Din’s Curse pre-order is now available! Din’s Curse is a single player and co-op multiplayer action RPG with 141 class combinations, infinite number of dynamically generated towns, real consequences, and a dynamic, evolving world.
It was just another ordinary day for Lima. Though unexpectedly, the routine chore of picking apples, will send Lima into a dangerous journey.
This is a small module intended for use within procedural games (eg. RPGs, Roguelikes) to generate names or other words.
This library is a thin c# wrapper around BSD licensed libtcod (http://doryen.eptalys.net/). It provides a cross platform graphics and roguelike library to those who wish to program in c#.