Difference between revisions of "Allure of the Stars"
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|released = Aug 05, 2011 (v0.4.1) | |released = Aug 05, 2011 (v0.4.1) | ||
|relver = v0.4.1 | |relver = v0.4.1 | ||
|updated = | |updated = Dec 17, 2021 (v0.11.0.0) | ||
|updver = v0. | |updver = v0.11.0.0 | ||
|licensing = [[GNU AGPL3]] (Free Software) | |licensing = [[GNU AGPL3]] (Free Software) | ||
|language = [[Haskell]] | |language = [[Haskell]] | ||
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== Screenshots == | == Screenshots == | ||
Lots of maps and decks to get lost on. | |||
https://raw.githubusercontent.com/AllureOfTheStars/media/master/screenshot/allureofthestars.com.all-levels2.gif | |||
Actual in-game footage. | Actual in-game footage. |
Latest revision as of 18:49, 17 December 2021
Allure of the Stars | |
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Beta Project | |
Developer | Andres Löh, Mikolaj Konarski |
Theme | near-future Sci-Fi |
Influences | Angband, X-Com |
Released | Aug 05, 2011 (v0.4.1) |
Updated | Dec 17, 2021 (v0.11.0.0) |
Licensing | GNU AGPL3 (Free Software) |
P. Language | Haskell |
Platforms | Browser, Linux, OSX, Windows |
Interface | Keyboard, Mouse, ASCII (Browser or SDL or Teletype terminal or Screen reader) |
Game Length | 2h |
Official site of Allure of the Stars |
Play it in the browser! http://allureofthestars.com/play
Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad game. Binaries and the game manual are available at the homepage, where you can also try the game out in the browser. (http://allureofthestars.com/play --- It runs fastest on Chrome. Keyboard commands and savefiles are supported only on recent enough versions of browsers. Mouse should work everywhere.)
Not a single picture in this game. You have to imagine everything yourself, like with a book (a grown-up book, without pictures). Once you learn to imagine things, though, you can keep exploring and mastering the world and making up stories for a long time.
The game is written in Haskell using the LambdaHack roguelike game engine. Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long term goals are high replayability and auto-balancing through procedural content generation and persistent content modification based on player behaviour. Contributions are welcome.
Please offer your feedback.
Screenshots
Lots of maps and decks to get lost on.
Actual in-game footage.
A terminal console frontend fine-tuned for screen-readers, for sight-impaired gamers:
Old screenshots
A fully automatic run of the ambush scenario with decently effective use of explosives --- in particular, for illuminating opponents to be targeted with ordinary projectiles:
Ancient screenshots