Difference between revisions of "Allure of the Stars"
Jump to navigation
Jump to search
(Update to v0.4.14) |
|||
Line 5: | Line 5: | ||
|released = Aug 05, 2011 | |released = Aug 05, 2011 | ||
|relver = 0.4.1 | |relver = 0.4.1 | ||
|updated = | |updated = Jul 25, 2014 (0.4.14) | ||
|updver = 0.4. | |updver = 0.4.14 | ||
|licensing = [[GNU AGPL3]] (Free Software) | |licensing = [[GNU AGPL3]] (Free Software) | ||
|language = [[Haskell]] | |language = [[Haskell]] | ||
Line 17: | Line 17: | ||
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. | ||
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 | |||
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. | |||
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.