|Incavead: infinite cave adventure|
|Updated||v. b656d17 on 2013-12-08|
|Platforms||Portable; playable online. (Offline versions for Windows, Linux.)|
|Interface||Text-mode ASCII or Unicode. (Telnet)|
|Game Length||Several hours|
|Official site of Incavead: infinite cave adventure|
A continuation of the Diggr roguelike.
A Roguelike game. What makes this one different?
- Game rules are carefully designed to make grinding/farming impossible.
- The rule system is not based on AD&D or any traditional RPG at all.
- Gameplay is fast by design. A typical play session takes less than 15 minutes.
- Huge, intricately generated dungeons.
- Plot-based advancement: leveling involves exploring new and different locales, not upping a stat number.
- An advanced system of magic based on cellular automata.
- Can be run on a public server out-of-the-box, with multiplayer gameplay elements.
Connect with any telnet client to play the game on a public server:
- Host dungeon.name, port 20020 for ASCII graphics.
- Host dungeon.name, port 20022 for Unicode graphics.
- Host dungeon.name, port 20028 for 'square tile' graphics.
There are some multiplayer aspects when playing on a public server. Namely, your attempts will be registered in a public high-score table, and dead player characters will leave elaborate tombstones visible to other players.
Also, winning the game is a kind of multiplayer race, since all players on the server are competing for possession of one single unique item. (Check out the homepage for a better description.)
- Old-school pure ASCII graphics.
- Network-enabled out of the box. Use any Telnet client as the game interface!
- Written in portable C++11 and POSIX. No external dependencies or other libraries needed to compile! Works on any device!
- Uses simple, user-editable config files for describing much of the game's data and rules.
- Written with performance in mind, for a pleasant experience even on slow machines.
If you're adventurous and know how to code, you can try out the game on your own machine by downloading and compiling the sources from the development site.