Difference between revisions of "Recently Updated Roguelikes"
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{{Update | #ffffff | TomeNET |https://www.tomenet.eu/| | {{stable}} | Fantasy,A | 26 Mar 2022 | 4.8.0 | Angband | [[C]] }} | {{Update | #ffffff | TomeNET |https://www.tomenet.eu/| | {{stable}} | Fantasy,A | 26 Mar 2022 | 4.8.0 | Angband | [[C]] }} | ||
{{Update | #dfdfdf | Triangle Wizard|https://www.trianglewizard.com/| | {{stable}} | Fantasy | 4 Oct 2023 | R18.03 | | [[Game Maker language]] }} | {{Update | #dfdfdf | Triangle Wizard|https://www.trianglewizard.com/| | {{stable}} | Fantasy | 4 Oct 2023 | R18.03 | | [[Game Maker language]] }} | ||
{{Update | #ffffff | Triangle Wizard 2|https://www.trianglewizard.com/| | {{stable}} | Fantasy | | {{Update | #ffffff | Triangle Wizard 2|https://www.trianglewizard.com/| | {{stable}} | Fantasy | 30 Dec 2023 | 1.9 | [[Triangle Wizard]] | [[C Sharp|C#]], [[Unity]] }} | ||
{{Update | #dfdfdf | UnderSupernova|http://https://store.steampowered.com/app/2416770/_Under_Supernova/| | {{stable}} | Sci-fi | 31 May 2023 | 0.5.15.25 | Dwarf Fortress | [[C#]] }} | {{Update | #dfdfdf | UnderSupernova|http://https://store.steampowered.com/app/2416770/_Under_Supernova/| | {{stable}} | Sci-fi | 31 May 2023 | 0.5.15.25 | Dwarf Fortress | [[C#]] }} | ||
{{Update | #ffffff | UnReal World |https://www.unrealworld.fi/| | {{stable}} | [[Wilderness Survival]], Iron Age | 9 Oct 2023 | v.3.82 | | [[C++]] }} | {{Update | #ffffff | UnReal World |https://www.unrealworld.fi/| | {{stable}} | [[Wilderness Survival]], Iron Age | 9 Oct 2023 | v.3.82 | | [[C++]] }} |
Revision as of 13:11, 30 December 2023
Roguelike games updated or released in the last 12 months. When adding a new game to this list, make sure to keep it in alphabetical order.
Name | Type | Last update | Last version | Based on | Language | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Alchemist [1] | βeta | Fantasy | 15 Dec 2022 | 0.2.4 | Lua | ||||||||||||||||||||||
Angador [ ] | stable | Fantasy | 3 Jan 2023 | 1.47.1 | Java | ||||||||||||||||||||||
Angband [2] | stable | Fantasy,A | 22 Feb 2022 | 4.2.4 | Moria | C | |||||||||||||||||||||
Boohu [3] | stableβeta | Fantasy; coffee break | 17 Sep 2023 | 0.14.0 | Go | ||||||||||||||||||||||
CataclysmDDA [4] | stable | Sci-fi | 1 Mar 2023 | 0.G "Gaiman" | Fallout | C++ | |||||||||||||||||||||
Caverns of Xaskazien II [5] | stable | Fantasy | 10 Apr 2023 | 1.12.43 | Caverns of Xaskazien | C? | |||||||||||||||||||||
Cogmind [6] | stableβeta | Sci-fi | 3 Mar 2023 | Beta 12 | C++ | ||||||||||||||||||||||
Cthangband [7] | stable | Fantasy, A | 23 Aug 2022 | 6.10 | Zangband | C# | |||||||||||||||||||||
Dragonslayer [8] | stable | Fantasy | 30 Aug 2023 | 3.4 | C++, Daedalus | ||||||||||||||||||||||
Dungeon Crawl Stone Soup [9] | stable | Fantasy | 4 Jan 2022 | 0.28.0 | Crawl | C++ | |||||||||||||||||||||
Dwarf Fortress [10] | stable | Fantasy | 3 Oct 2023 | 50.11 | C++ | ||||||||||||||||||||||
Empires of Eradia: The Cataclysm of Chaos [11] | βeta | Fantasy | 24 May 2022 | 51H1 | Python | ||||||||||||||||||||||
Equin 2: The Warren Peace [12] | stable | Fantasy | 21 Sep 2022 | Build 9.21.22.A | Clickteam Fusion 2.5 | ||||||||||||||||||||||
Fame [13] | stable | Fantasy | 12 Nov 2023 | 0.9.19 | C++ | ||||||||||||||||||||||
GearHead Caramel [14] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Sci-fi/Mecha || align="right" | 14 Aug 2022 || align="right" | v0.924 || align="left" | GearHead || align="left" | Python | ||||||||||||||||||||||||||
Goblin Camp [15] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | 1 Aug 2022 || align="right" | 0.211 || align="left" | Dwarf Fortress || align="left" | C++ | ||||||||||||||||||||||||||
Golem: A Self-Made Person! [16] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | 1 Oct 2023 || align="right" | Alpha 1.1 || align="left" | || align="left" | Python | ||||||||||||||||||||||||||
Gone Rogue [17] | βeta | Fantasy | 22 Aug 2022 | 3.0.0 | JavaScript | ||||||||||||||||||||||
Harmonist [18] | stable | Fantasy | 23 Aug 2023 | 0.5.1 | Go | ||||||||||||||||||||||
Hunger Games [19] | stable | Modern/Sci-Fi | 30 Aug 2023 | 3.4 | C++, Daedalus | ||||||||||||||||||||||
Lost Labyrinth DX [20] | stable | Fantasy; coffee break | 30 Oct 2023 | 2.0.1 | Lost Labyrinth | C++ | |||||||||||||||||||||
MudGate [21] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | 10 Dec 2023 || align="right" | Alpha 4 || align="left" | || align="left" | C#/JavaScript | ||||||||||||||||||||||||||
Pathos: NetHack Codex [22] | stable | Fantasy | 9 Aug 2023 | 7.2 | Nethack | ? | |||||||||||||||||||||
Reflector: Laser Defense [23] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Sci-fi || align="right" | 28 Jan 2022 || align="right" | Alpha 3.0.1 || align="left" | || align="left" | JavaScript | ||||||||||||||||||||||||||
Realms of the Lost [24] | ```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Cosmic Horror || align="right" | 22 Nov 2022 || align="right" | Alpha 6 || align="left" | || align="left" | C# | ||||||||||||||||||||||||||
ROGUE-FP [25] | stable | Fantasy | 24 Aug 2023 | 1.12 | GDScript | ||||||||||||||||||||||
Rogue Fable III [26] | βeta | Fantasy | 26 Jan 2022 | 1.32 | JavaScript | ||||||||||||||||||||||
RuggRogue [27] | stable | Fantasy | 1 Jul 2022 | 1.0.1 | Rust | ||||||||||||||||||||||
Sil-Q [28] | stable | Fantasy | 3 Jan 2022 | v1.5.0 | Sil | C | |||||||||||||||||||||
Soulash [29] | stable | Fantasy | 15 Jun 2022 | v1.0.12 | C++ | ||||||||||||||||||||||
Soulash 2 [30] | βeta | Fantasy | 28 Oct 2023 | v0.4.0 | C++ | ||||||||||||||||||||||
Steam Sky [31] | stable | Steampunk | 10 Dec 2023 | 9.0.5 | Ada | ||||||||||||||||||||||
Tangaria [32] | stable | Fantasy,A | 23 Sep 2023 | r1 | PWMAngband | C | |||||||||||||||||||||
Terminal Assassin [33] | βeta | Modern | 5 Jan 2023 | Beta 1 | Go | ||||||||||||||||||||||
The Ground Gives Way [34] | stable | Fantasy; coffee break | 22 Jan 2022 | v2.6 | C++ | ||||||||||||||||||||||
TomeNET [35] | stable | Fantasy,A | 26 Mar 2022 | 4.8.0 | Angband | C | |||||||||||||||||||||
Triangle Wizard [36] | stable | Fantasy | 4 Oct 2023 | R18.03 | Game Maker language | ||||||||||||||||||||||
Triangle Wizard 2 [37] | stable | Fantasy | 30 Dec 2023 | 1.9 | Triangle Wizard | C#, Unity | |||||||||||||||||||||
UnderSupernova [38] | stable | Sci-fi | 31 May 2023 | 0.5.15.25 | Dwarf Fortress | C# | |||||||||||||||||||||
UnReal World [39] | stable | Wilderness Survival, Iron Age | 9 Oct 2023 | v.3.82 | C++ | ||||||||||||||||||||||
WarpVector [40] | stable | Sci-fi | 20 April 2023 | v1.0.4 | JavaScript | ||||||||||||||||||||||
Wayward [41] | βeta | Wilderness Survival, Fantasy | 6 May 2023 | beta 2.13 | HTML5, TypeScript ,JavaScript | ||||||||||||||||||||||
Zorbus [42] | stable | Fantasy | 9 Dec 2023 | r60.1 | Pascal |
Type
- Fantasy
- Sci-fi
- Modern
- Anime
- Surreal
- Hist. = Historical
- A = Angband variant
- H = Hack variant
- R = Rogue variant
- 7 = (originally) 7DRL or similar