Difference between revisions of "Allure of the Stars"

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(Update to v0.4.14)
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|released = Aug 05, 2011
|released = Aug 05, 2011
|relver = 0.4.1
|relver = 0.4.1
|updated = Mar 4, 2014 (0.4.12)
|updated = Jul 25, 2014 (0.4.14)
|updver = 0.4.12
|updver = 0.4.14
|licensing = [[GNU AGPL3]] (Free Software)
|licensing = [[GNU AGPL3]] (Free Software)
|language = [[Haskell]]
|language = [[Haskell]]
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This is an alpha release of Allure of the Stars,
This is an alpha release of Allure of the Stars,
a near-future Sci-Fi roguelike and tactical squad game.
a near-future Sci-Fi roguelike and tactical squad game.
The game is barely fun at this stage and not yet
Have a look at PLAYING.md at the official site or jump straight
really Sci-Fi. See the wiki for design notes and contribute.
into the fray.


Please see [https://github.com/Mikolaj/Allure/blob/master/changelog the changelog file] for recent improvements
Long-term goals of the project are high replayability and auto-balancing
and the issue tracker for short-term plans. Long term goals
through procedural content generation and persistent content
are high replayability and auto-balancing through procedural
modification based on player behaviour. The game is written
content generation and persistent content modification
using the [[LambdaHack]] Haskell roguelike game engine.
based on player behaviour.


The game is written using the [[LambdaHack]] Haskell roguelike game engine.
https://raw.githubusercontent.com/AllureOfTheStars/media/master/screenshot/ambush1.png

Revision as of 20:02, 25 July 2014

Allure of the Stars
Futuristic Alpha Project
Developer Andres Löh, Mikolaj Konarski
Theme near-future Sci-Fi
Influences Angband, X-Com
Released Aug 05, 2011
Updated Jul 25, 2014 (0.4.14)
Licensing GNU AGPL3 (Free Software)
P. Language Haskell
Platforms Linux, OSX, Windows
Interface Keyboard, ASCII (GTK or Terminal)
Game Length ~30 minutes
Official site of Allure of the Stars


This is an alpha release of Allure of the Stars, a near-future Sci-Fi roguelike and tactical squad game. Have a look at PLAYING.md at the official site or jump straight into the fray.

Long-term goals of the project are high replayability and auto-balancing through procedural content generation and persistent content modification based on player behaviour. The game is written using the LambdaHack Haskell roguelike game engine.

ambush1.png