Difference between revisions of "Recently Updated Roguelikes"

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! Name !! Type !! Last update !! Last version !! Based on !! Language
! Name !! Type !! Last update !! Last version !! Based on !! Language
{{Update | #dfdfdf | Alchemist |https://spellsweaver.itch.io/alchemist| | {{beta}} | Fantasy | 15 Dec 2022 | 0.2.4 | | [[Lua]] }}
{{Update | #ffffff | Angador | | | {{stable}} | Fantasy | 3 Jan 2023 | 1.47.1 | | [[Java]] }}
{{Update | #ffffff | Angador | | | {{stable}} | Fantasy | 3 Jan 2023 | 1.47.1 | | [[Java]] }}
{{Update | #dfdfdf | Angband |http://rephial.org/| | {{stable}} | Fantasy,A | 22 Feb 2022 | 4.2.4 | Moria | [[C]] }}
{{Update | #dfdfdf | Angband |http://rephial.org/| | {{stable}} | Fantasy,A | 22 Feb 2022 | 4.2.4 | Moria | [[C]] }}
Line 10: Line 9:
{{Update | #dfdfdf | CataclysmDDA |https://cataclysmdda.org/| | {{stable}} | Sci-fi | 1 Mar 2023 | 0.G "Gaiman" | Fallout | C++ }}
{{Update | #dfdfdf | CataclysmDDA |https://cataclysmdda.org/| | {{stable}} | Sci-fi | 1 Mar 2023 | 0.G "Gaiman" | Fallout | C++ }}
{{Update | #ffffff | Caverns of Xaskazien II |https://virtua-sinner.itch.io/caverns-of-xaskazien-ii| | {{stable}} | Fantasy | 10 Apr 2023 | 1.12.43 | Caverns of Xaskazien | [[C]]? }}
{{Update | #ffffff | Caverns of Xaskazien II |https://virtua-sinner.itch.io/caverns-of-xaskazien-ii| | {{stable}} | Fantasy | 10 Apr 2023 | 1.12.43 | Caverns of Xaskazien | [[C]]? }}
{{Update | #dfdfdf | Cogmind |http://www.gridsagegames.com/cogmind/| | {{stable}}{{beta}} | Sci-fi | 3 Mar 2023 | Beta 12 | | [[C++]] }}
{{Update | #dfdfdf | Cogmind |http://www.gridsagegames.com/cogmind/| | {{stable}}{{beta}} | Sci-fi | 6 Aug 2024 | Beta 14 | | [[C++]] }}
{{Update | #ffffff | Cthangband |https://gurbintrollgames.wordpress.com/cthangband/| | {{stable}} | Fantasy, A | 23 Aug 2022 | 6.10 | Zangband | [[C#]] }}
{{Update | #ffffff | Cthangband |https://gurbintrollgames.wordpress.com/cthangband/| | {{stable}} | Fantasy, A | 23 Aug 2022 | 6.10 | Zangband | [[C#]] }}
{{Update | #dfdfdf | Dungeon Crawl Stone Soup |https://crawl.develz.org/| | {{stable}} | Fantasy | 4 Jan 2022 | 0.28.0 | Crawl | [[C++]]}}
{{Update | #dfdfdf | Dragonslayer |http://www.astrolog.org/labyrnth/daedalus/dragon.htm| | {{Stable}} | Fantasy | 31 Oct 2024 | 3.5 || [[C++]], [[Daedalus]]}}
{{Update | #ffffff | Dwarf Fortress |http://www.bay12games.com/dwarves/| | {{Stable}} | Fantasy | 3 Oct 2023 | 50.11 || [[C++]]}}
{{Update | #ffffff | Dungeon Crawl Stone Soup |https://crawl.develz.org/| | {{stable}} | Fantasy | 4 Jan 2022 | 0.28.0 | Crawl | [[C++]]}}
{{Update | #dfdfdf | Empires of Eradia: The Cataclysm of Chaos |https://www.reddit.com/r/EmpiresOfEradiaCOC/| | {{beta}} | Fantasy | 24 May 2022 | 51H1 || [[Python]]}}
{{Update | #dfdfdf | Dwarf Fortress |http://www.bay12games.com/dwarves/| | {{Stable}} | Fantasy | 3 Oct 2023 | 50.11 || [[C++]]}}
{{Update | #ffffff | Equin 2: The Warren Peace |https://store.steampowered.com/app/1630690| | {{Stable}} | Fantasy | 21 Sep 2022 | Build 9.21.22.A || [[Clickteam Fusion 2.5]]}}
{{Update | #ffffff | Empires of Eradia: The Cataclysm of Chaos |https://www.reddit.com/r/EmpiresOfEradiaCOC/| | {{beta}} | Fantasy | 24 May 2022 | 51H1 || [[Python]]}}
{{Update | #dfdfdf | Fame |http://sourceforge.net/projects/untitled-rpg| | {{stable}} | Fantasy | 12 Nov 2023 | 0.9.19 |   | [[C++]] }}
{{Update | #dfdfdf | Equin 2: The Warren Peace |https://store.steampowered.com/app/1630690| | {{Stable}} | Fantasy | 21 Sep 2022 | Build 9.21.22.A || [[Clickteam Fusion 2.5]]}}
{{Update | #ffffff | GearHead Caramel |https://github.com/jwvhewitt/gearhead-caramel/| | {{alpha}} | Sci-fi/Mecha | 14 Aug 2022 |  v0.924 |[[GearHead]]| [[Python]]}}
{{Update | #ffffff | Fame |http://sourceforge.net/projects/untitled-rpg| | {{stable}} | Fantasy | 12 Nov 2023 | 0.9.19 |   | [[C++]] }}
{{Update | #dfdfdf | Goblin Camp |https://gitlab.com/dhyannataraj/goblin-camp/-/tree/v0.221| | {{alpha}} | Fantasy | 1 Aug 2022 | 0.211 | Dwarf Fortress| [[C++]] }}
{{Update | #dfdfdf | GearHead Caramel |https://github.com/jwvhewitt/gearhead-caramel/| | {{alpha}} | Sci-fi/Mecha | 14 Aug 2022 |  v0.924 |[[GearHead]]| [[Python]]}}
{{Update | #ffffff | Golem: A Self-Made Person! |https://surrealpartisan.itch.io/golem-a-self-made-person| | {{alpha}} | Fantasy | 1 Oct 2023 | Alpha 1.1 | | [[Python]] }}
{{Update | #ffffff | Goblin Camp |https://gitlab.com/dhyannataraj/goblin-camp/-/tree/v0.221| | {{alpha}} | Fantasy | 1 Aug 2022 | 0.211 | Dwarf Fortress| [[C++]] }}
{{Update | #dfdfdf | Gone Rogue |https://play.gone-rogue.com/| | {{beta}} | Fantasy | 22 Aug 2022 | 3.0.0 | | [[JavaScript]] }}
{{Update | #dfdfdf | Golem: A Self-Made Person! |https://surrealpartisan.itch.io/golem-a-self-made-person| | {{alpha}} | Fantasy | 19 Aug 2024 | Alpha 3 | | [[Python]] }}
{{Update | #ffffff | Gone Rogue |https://play.gone-rogue.com/| | {{beta}} | Fantasy | 22 Aug 2022 | 3.0.0 | | [[JavaScript]] }}
{{Update | #dfdfdf | Grippy Socks |http://www.astrolog.org/labyrnth/daedalus/gripsox.htm| | {{Stable}} | Modern | 31 Oct 2024 | 3.5 || [[C++]], [[Daedalus]]}}
{{Update | #ffffff | Harmonist |https://harmonist.tuxfamily.org| | {{stable}} | Fantasy | 23 Aug 2023 | 0.5.1 | | [[Go]] }}
{{Update | #ffffff | Harmonist |https://harmonist.tuxfamily.org| | {{stable}} | Fantasy | 23 Aug 2023 | 0.5.1 | | [[Go]] }}
{{Update | #dfdfdf | Lost Labyrinth DX |https://www.labydx.com| | {{stable}} | Fantasy; coffee break | 30 Oct 2023 | 2.0.1 | [[Lost Labyrinth]] | [[C++]] }}
{{Update | #dfdfdf | Hunger Games |http://www.astrolog.org/labyrnth/daedalus/hunger.htm| | {{Stable}} | Modern/Sci-Fi | 31 Oct 2024 | 3.5 || [[C++]], [[Daedalus]]}}
{{Update | #ffffff | MudGate |https://www.mudgate.com| | {{alpha}} | Fantasy |  6 May 2023 | Alpha 3 || [[C#/JavaScript]] }}
{{Update | #ffffff | Jareth's Labyrinth |http://www.astrolog.org/labyrnth/daedalus/jareth.htm| | {{Stable}} | Fantasy | 31 Oct 2024 | 3.5 || [[C++]], [[Daedalus]]}}
{{Update | #dfdfdf | Lost Labyrinth DX |https://www.labydx.com| | {{stable}} | Fantasy; coffee break | 27 Jan 2024 | 2.1.0 | [[Lost Labyrinth]] | [[C++]] }}
{{Update | #ffffff | MudGate |https://www.mudgate.com| | {{alpha}} | Fantasy |  1 Apr 2024 | Alpha 5 || [[C#/JavaScript]] }}
{{Update | #dfdfdf | Pathos: NetHack Codex |https://pathos.azurewebsites.net/| | {{stable}} | Fantasy | 9 Aug 2023 | 7.2 | Nethack | ? }}
{{Update | #dfdfdf | Pathos: NetHack Codex |https://pathos.azurewebsites.net/| | {{stable}} | Fantasy | 9 Aug 2023 | 7.2 | Nethack | ? }}
{{Update | #ffffff | Reflector: Laser Defense |https://mscottmoore.itch.io/reflector| | {{alpha}} | Sci-fi | 28 Jan 2022 | Alpha 3.0.1 || [[JavaScript]] }}
{{Update | #ffffff | Reflector: Laser Defense |https://mscottmoore.itch.io/reflector| | {{alpha}} | Sci-fi | 28 Jan 2022 | Alpha 3.0.1 || [[JavaScript]] }}
{{Update | #dfdfdf | Realms of the Lost |https://aukustus.itch.io/realms-of-the-lost| | {{alpha}} | Cosmic Horror | 22 Nov 2022 | Alpha 6 || [[C#]] }}
{{Update | #dfdfdf | Realms of the Lost |https://aukustus.itch.io/realms-of-the-lost| | {{alpha}} | Cosmic Horror | 22 Nov 2022 | Alpha 6 || [[C#]] }}
{{Update | #ffffff | ROGUE-FP |https://store.steampowered.com/app/2343160/ROGUEFP/| | {{stable}} | Fantasy | 24 Aug 2023 | 1.12 | | [[GDScript]] }}
{{Update | #ffffff | ROGUE-FP |https://store.steampowered.com/app/2343160/ROGUEFP/| | {{stable}} | Fantasy | 30 Sept 2024 | 3.0 | | [[GDScript]] }}
{{Update | #dfdfdf | Rogue Fable III |https://store.steampowered.com/app/956450/Rogue_Fable_III/| | {{beta}} | Fantasy | 26 Jan 2022 | 1.32 | | [[JavaScript]] }}
{{Update | #dfdfdf | Rogue Fable III |https://store.steampowered.com/app/956450/Rogue_Fable_III/| | {{beta}} | Fantasy | 26 Jan 2022 | 1.32 | | [[JavaScript]] }}
{{Update | #ffffff | RuggRogue |https://tung.github.io/ruggrogue/| | {{stable}} | Fantasy | 1 Jul 2022 | 1.0.1 | | [[Rust]] }}
{{Update | #ffffff | RuggRogue |https://tung.github.io/ruggrogue/| | {{stable}} | Fantasy | 1 Jul 2022 | 1.0.1 | | [[Rust]] }}
{{Update | #dfdfdf | Sil-Q |https://github.com/sil-quirk/sil-q/releases| | {{stable}} | Fantasy | 3 Jan 2022 | v1.5.0 | Sil | [[C]] }}
{{Update | #dfdfdf | Seeking Morpheus |https://www.youtube.com/@BistonianStudios| | {{beta}} | Fantasy | 04 Oct 2024 | v0.1.3 | | [[C++]] }}
{{Update | #ffffff | Soulash |https://store.steampowered.com/app/1623210/Soulash/| | {{stable}} | Fantasy | 15 Jun 2022 | v1.0.12 | | [[C++]] }}
{{Update | #ffffff | Sil-Q |https://github.com/sil-quirk/sil-q/releases| | {{stable}} | Fantasy | 3 Jan 2022 | v1.5.0 | Sil | [[C]] }}
{{Update | #dfdfdf | Soulash 2 |https://store.steampowered.com/app/2399160/Soulash_2/| | {{beta}} | Fantasy | 28 Oct 2023 | v0.4.0 | | [[C++]] }}
{{Update | #dfdfdf | Soulash |https://store.steampowered.com/app/1623210/Soulash/| | {{stable}} | Fantasy | 15 Jun 2022 | v1.0.12 | | [[C++]] }}
{{Update | #ffffff | Steam Sky |https://thindil.itch.io/steam-sky| | {{stable}} | Steampunk | 3 Nov 2023 | 9.0.4 || [[Ada]]}}
{{Update | #ffffff | Soulash 2 |https://store.steampowered.com/app/2399160/Soulash_2/| | {{beta}} | Fantasy | 21 Mar 2024 | v0.7.2 | | [[C++]] }}
{{Update | #dfdfdf | Tangaria |https://tangaria.com/| | {{stable}} | Fantasy,A | 23 Sep 2023 | r1 | PWMAngband | [[C]] }}
{{Update | #dfdfdf | Steam Sky |https://thindil.itch.io/steam-sky| | {{stable}} | Steampunk | 29 Dec 2024 | 10.0.5 || [[Nim]], [[Ada]]}}
{{Update | #ffffff | Terminal Assassin |https://memmakerx.itch.io/terminal-assassin/| | {{Beta}} | Modern | 5 Jan 2023 | Beta 1 | | [[Go]] }}
{{Update | #ffffff | Sulphur Memories: Alchemist |https://spellsweaver.itch.io/alchemist| | {{beta}} | Fantasy | 10 Nov 2024 | 0.3.2 | | [[Lua]] }}
{{Update | #dfdfdf | The Ground Gives Way |http://www.thegroundgivesway.com/| | {{stable}} | Fantasy; coffee break | 22 Jan 2022 | v2.6 || [[C++]]}}
{{Update | #dfdfdf | SummonerRL |https://nymlus.itch.io/summoner| | {{stable}} | Fantasy | 25 Dec 2024 | 2.3.0 | | [[Python]] }}
{{Update | #ffffff | TomeNET |https://www.tomenet.eu/| | {{stable}} | Fantasy,A | 26 Mar 2022 | 4.8.0 | Angband | [[C]] }}
{{Update | #ffffff | Tangaria |https://tangaria.com/| | {{stable}} | Fantasy,A | 01 Jan 2024 | r1 | PWMAngband | [[C]] }}
{{Update | #dfdfdf | Triangle Wizard|https://www.trianglewizard.com/| | {{stable}} | Fantasy | 4 Oct 2023 | R18.03 | | [[Game Maker language]] }}
{{Update | #dfdfdf | Terminal Assassin |https://memmakerx.itch.io/terminal-assassin/| | {{Beta}} | Modern | 5 Jan 2023 | Beta 1 | | [[Go]] }}
{{Update | #ffffff | Triangle Wizard 2|https://www.trianglewizard.com/| | {{stable}} | Fantasy | 25 Nov 2023 | 1.5 | [[Triangle Wizard]] | [[C Sharp|C#]], [[Unity]] }}
{{Update | #ffffff | The Ground Gives Way |http://www.thegroundgivesway.com/| | {{stable}} | Fantasy; coffee break | 22 Jan 2022 | v2.6 || [[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 | #dfdfdf | TomeNET |https://www.tomenet.eu/| | {{stable}} | Fantasy,A | 26 Mar 2022 | 4.8.0 | Angband | [[C]] }}
{{Update | #ffffff | UnReal World |https://www.unrealworld.fi/| | {{stable}} | [[Wilderness Survival]], Iron Age | 9 Oct 2023 | v.3.82 | | [[C++]] }}
{{Update | #ffffff | Triangle Wizard|https://www.trianglewizard.com/| | {{stable}} | Fantasy | 4 Oct 2023 | R18.03 | | [[Game Maker language]] }}
{{Update | #dfdfdf | WarpVector|https://store.steampowered.com/app/2135870/WarpVector/| | {{stable}} | Sci-fi| 20 April 2023 | v1.0.4 | | [[JavaScript]] }}
{{Update | #dfdfdf | Triangle Wizard 2|https://www.trianglewizard.com/| | {{stable}} | Fantasy | 1 Dec 2024 | 2.4 | [[Triangle Wizard]] | [[C Sharp|C#]], [[Unity]] }}
{{Update | #ffffff | Wayward |http://www.waywardgame.com/| | {{beta}} | [[Wilderness Survival]], [[Fantasy]] | 6 May 2023 | beta 2.13 | | [[HTML5]], [[TypeScript]] ,[[JavaScript]] }}
{{Update | #ffffff | 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 | Zorbus |http://www.zorbus.net| | {{stable}} | Fantasy | 24 Nov 2023 | r60 | | [[Pascal]] }}
{{Update | #dfdfdf | UnReal World |https://www.unrealworld.fi/| | {{stable}} | [[Wilderness Survival]], Iron Age | 9 Oct 2023 | v.3.82 | | [[C++]] }}
{{Update | #ffffff | WarpVector|https://store.steampowered.com/app/2135870/WarpVector/| | {{stable}} | Sci-fi| 20 April 2023 | v1.0.4 | | [[JavaScript]] }}
{{Update | #dfdfdf | Wayward |http://www.waywardgame.com/| | {{beta}} | [[Wilderness Survival]], [[Fantasy]] | 14 Dec 2024 | beta 2.14 | | [[HTML5]], [[TypeScript]] ,[[JavaScript]] }}
{{Update | #ffffff | Wizard School Dropout|https://weirdfellows.itch.io/wizard-school-dropout| | {{beta}} | Fantasy | 1 Mar 2025 | Preview 3 | | [[Lua]] }}
{{Update | #dfdfdf | Zorbus |http://www.zorbus.net| | {{stable}} | Fantasy | 22 Mar 2025 | r60.17 | | [[Pascal]] }}
|}
|}



Latest revision as of 23:56, 21 March 2025

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
Angador [ ] stable Fantasy 3 Jan 2023 1.47.1 Java
Angband [1] stable Fantasy,A 22 Feb 2022 4.2.4 Moria C
Boohu [2] stableβeta Fantasy; coffee break 17 Sep 2023 0.14.0 Go
CataclysmDDA [3] stable Sci-fi 1 Mar 2023 0.G "Gaiman" Fallout C++
Caverns of Xaskazien II [4] stable Fantasy 10 Apr 2023 1.12.43 Caverns of Xaskazien C?
Cogmind [5] stableβeta Sci-fi 6 Aug 2024 Beta 14 C++
Cthangband [6] stable Fantasy, A 23 Aug 2022 6.10 Zangband C#
Dragonslayer [7] stable Fantasy 31 Oct 2024 3.5 C++, Daedalus
Dungeon Crawl Stone Soup [8] stable Fantasy 4 Jan 2022 0.28.0 Crawl C++
Dwarf Fortress [9] stable Fantasy 3 Oct 2023 50.11 C++
Empires of Eradia: The Cataclysm of Chaos [10] βeta Fantasy 24 May 2022 51H1 Python
Equin 2: The Warren Peace [11] stable Fantasy 21 Sep 2022 Build 9.21.22.A Clickteam Fusion 2.5
Fame [12] stable Fantasy 12 Nov 2023 0.9.19   C++
GearHead Caramel [13] ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


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 Project

I'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.

Description

BrogueMCP 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

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My 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 Status

αlpha

This 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.

Download

Feedback Welcome

As 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 [14] ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


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 Project

I'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.

Description

BrogueMCP 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

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My 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 Status

αlpha

This 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.

Download

Feedback Welcome

As 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! [15] ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


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 Project

I'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.

Description

BrogueMCP 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

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My 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 Status

αlpha

This 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.

Download

Feedback Welcome

As 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" | 19 Aug 2024 || align="right" | Alpha 3 || align="left" | || align="left" | Python

Gone Rogue [16] βeta Fantasy 22 Aug 2022 3.0.0 JavaScript
Grippy Socks [17] stable Modern 31 Oct 2024 3.5 C++, Daedalus
Harmonist [18] stable Fantasy 23 Aug 2023 0.5.1 Go
Hunger Games [19] stable Modern/Sci-Fi 31 Oct 2024 3.5 C++, Daedalus
Jareth's Labyrinth [20] stable Fantasy 31 Oct 2024 3.5 C++, Daedalus
Lost Labyrinth DX [21] stable Fantasy; coffee break 27 Jan 2024 2.1.0 Lost Labyrinth C++
MudGate [22] ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


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 Project

I'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.

Description

BrogueMCP 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

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My 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 Status

αlpha

This 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.

Download

Feedback Welcome

As 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 Apr 2024 || align="right" | Alpha 5 || align="left" | || align="left" | C#/JavaScript

Pathos: NetHack Codex [23] stable Fantasy 9 Aug 2023 7.2 Nethack ?
Reflector: Laser Defense [24] ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


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 Project

I'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.

Description

BrogueMCP 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

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My 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 Status

αlpha

This 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.

Download

Feedback Welcome

As 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 [25] ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


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 Project

I'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.

Description

BrogueMCP 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

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My 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 Status

αlpha

This 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.

Download

Feedback Welcome

As 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 [26] stable Fantasy 30 Sept 2024 3.0 GDScript
Rogue Fable III [27] βeta Fantasy 26 Jan 2022 1.32 JavaScript
RuggRogue [28] stable Fantasy 1 Jul 2022 1.0.1 Rust
Seeking Morpheus [29] βeta Fantasy 04 Oct 2024 v0.1.3 C++
Sil-Q [30] stable Fantasy 3 Jan 2022 v1.5.0 Sil C
Soulash [31] stable Fantasy 15 Jun 2022 v1.0.12 C++
Soulash 2 [32] βeta Fantasy 21 Mar 2024 v0.7.2 C++
Steam Sky [33] stable Steampunk 29 Dec 2024 10.0.5 Nim, Ada
Sulphur Memories: Alchemist [34] βeta Fantasy 10 Nov 2024 0.3.2 Lua
SummonerRL [35] stable Fantasy 25 Dec 2024 2.3.0 Python
Tangaria [36] stable Fantasy,A 01 Jan 2024 r1 PWMAngband C
Terminal Assassin [37] βeta Modern 5 Jan 2023 Beta 1 Go
The Ground Gives Way [38] stable Fantasy; coffee break 22 Jan 2022 v2.6 C++
TomeNET [39] stable Fantasy,A 26 Mar 2022 4.8.0 Angband C
Triangle Wizard [40] stable Fantasy 4 Oct 2023 R18.03 Game Maker language
Triangle Wizard 2 [41] stable Fantasy 1 Dec 2024 2.4 Triangle Wizard C#, Unity
UnderSupernova [42] stable Sci-fi 31 May 2023 0.5.15.25 Dwarf Fortress C#
UnReal World [43] stable Wilderness Survival, Iron Age 9 Oct 2023 v.3.82 C++
WarpVector [44] stable Sci-fi 20 April 2023 v1.0.4 JavaScript
Wayward [45] βeta Wilderness Survival, Fantasy 14 Dec 2024 beta 2.14 HTML5, TypeScript ,JavaScript
Wizard School Dropout [46] βeta Fantasy 1 Mar 2025 Preview 3 Lua
Zorbus [47] stable Fantasy 22 Mar 2025 r60.17 Pascal


Type

  • Fantasy
  • Sci-fi
  • Modern
  • Anime
  • Surreal
  • Hist. = Historical
  • A = Angband variant
  • H = Hack variant
  • R = Rogue variant
  • 7 = (originally) 7DRL or similar

See also