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 = Apr 6, 2021 (v0.10.2.0) | ||
|updver = v0. | |updver = v0.10.2.0 | ||
|licensing = [[GNU AGPL3]] (Free Software) | |licensing = [[GNU AGPL3]] (Free Software) | ||
|language = [[Haskell]] | |language = [[Haskell]] | ||
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== Screenshots == | == Screenshots == | ||
https://raw.githubusercontent.com/AllureOfTheStars/media/master/screenshot/allureofthestars.com.second.attempt.shorter.gif | |||
https://raw.githubusercontent.com/AllureOfTheStars/media/master/screenshot/allureofthestars.com.second.attempt.1280.gif | |||
https://raw.githubusercontent.com/AllureOfTheStars/media/master/screenshot/allureofthestars.com.updown.png | https://raw.githubusercontent.com/AllureOfTheStars/media/master/screenshot/allureofthestars.com.updown.png |
Revision as of 23:00, 6 April 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 | Apr 6, 2021 (v0.10.2.0) |
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
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