Difference between revisions of "Recently Updated Roguelikes"
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{{Update | #ffffff | Demon's Sword |https://cannibalcat.itch.io/demons-sword| | {{stable}} | Fantasy | Feb 27 2016 | v1.4 | | [[C++]] }} | {{Update | #ffffff | Demon's Sword |https://cannibalcat.itch.io/demons-sword| | {{stable}} | Fantasy | Feb 27 2016 | v1.4 | | [[C++]] }} | ||
{{Update | #efefef | Demon Tactic |http://demon-tactic.com/| | {{Alpha}} | Fantasy, Tactical | Sep 06 2015 | v.0.34 | [[Drakefire Chasm]], [[ADOM]] | [[PHP]]+[[javascript]]}} | {{Update | #efefef | Demon Tactic |http://demon-tactic.com/| | {{Alpha}} | Fantasy, Tactical | Sep 06 2015 | v.0.34 | [[Drakefire Chasm]], [[ADOM]] | [[PHP]]+[[javascript]]}} | ||
{{Update | #efefef | Dragonslayer |http://www.astrolog.org/labyrnth/daedalus/dragon.htm| | {{Stable}} | Fantasy | Sep 1 2016 | 3.2 || [[C++]], [[Daedalus]]}} | |||
{{Update | #efefef | Dungeon Mercenary |http://www.schplaf.org/hgames | | {{beta}} | Fantasy | September 2nd 2016 | 16.09.02 | | [[Java]] }} | {{Update | #efefef | Dungeon Mercenary |http://www.schplaf.org/hgames | | {{beta}} | Fantasy | September 2nd 2016 | 16.09.02 | | [[Java]] }} | ||
{{Update | #efefef | Dungeons Of Everchange |http://www.darkgnosis.com/download/game/dungeon-of-everchange-rl/| | {{Alpha}} | Fantasy | December 12 2015 | 0.7a | | [[C++]] }} | {{Update | #efefef | Dungeons Of Everchange |http://www.darkgnosis.com/download/game/dungeon-of-everchange-rl/| | {{Alpha}} | Fantasy | December 12 2015 | 0.7a | | [[C++]] }} | ||
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{{Update | #ffffff | Gone Rogue |http://apps.ape-apps.com/gone-rogue/| | {{beta}} | Modern | Jun 28 2016 | 0.6.0 | | [[Javascript]] }} | {{Update | #ffffff | Gone Rogue |http://apps.ape-apps.com/gone-rogue/| | {{beta}} | Modern | Jun 28 2016 | 0.6.0 | | [[Javascript]] }} | ||
{{Update | #efefef | Herculeum |https://pypi.python.org/pypi/herculeum/0.15| | {{Alpha}} | Fantasy | Oct 26 2015 | 0.15 || [[Python]], [[Hy]]}} | {{Update | #efefef | Herculeum |https://pypi.python.org/pypi/herculeum/0.15| | {{Alpha}} | Fantasy | Oct 26 2015 | 0.15 || [[Python]], [[Hy]]}} | ||
{{Update | #ffffff | Hunger Games |http://www.astrolog.org/labyrnth/daedalus/hunger.htm| | {{Stable}} | Modern/Sci-Fi | Sep 1 2016 | 3.2 || [[C++]], [[Daedalus]]}} | |||
{{Update | #efefef | Javelin |https://javelinrl.wordpress.com/2016/07/15/javelin-1-6/| | {{stable}} | Fantasy | July 15 2016 | 1.6| | [[Java]]}} | {{Update | #efefef | Javelin |https://javelinrl.wordpress.com/2016/07/15/javelin-1-6/| | {{stable}} | Fantasy | July 15 2016 | 1.6| | [[Java]]}} | ||
{{Update | #efefef | Lost Labyrinth |http://http://www.lostlabyrinth.com| | {{stable}} | Fantasy | Jul 24, 2015 | 5.3.0 | | [[Basic|Pure Basic]] }} | {{Update | #efefef | Lost Labyrinth |http://http://www.lostlabyrinth.com| | {{stable}} | Fantasy | Jul 24, 2015 | 5.3.0 | | [[Basic|Pure Basic]] }} |
Revision as of 04:50, 7 September 2016
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 | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Allure of the Stars [1] | βeta | Sci-fi, Team | Aug 1 2015 | v0.5.0.0 | LambdaHack | Haskell | |||||||||||||||||||||
Angband [2] | stable | Fantasy | Sep 6 2015 | 4.0.2 | Moria | C | |||||||||||||||||||||
Armoured Commander [3] | stable | Historical | Feb 16 2016 | 1.0 | Python | ||||||||||||||||||||||
The Wastes [4] | βeta | Post-Apocalypse | Oct 19 2015 | 0.8.9.4 | C++ | ||||||||||||||||||||||
Cogmind [5] | stable```
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" | August 9 2016 || align="right" | Alpha 10 || align="left" | || align="left" | C++ | ||||||||||||||||||||||||||
Collateral Souls [6] | βeta | Modern, Fantasy | Feb 22 2016 | beta 0.16 | GML | ||||||||||||||||||||||
Demon [7] | stable```
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" | Multiverse || align="right" | Feb 3 2016 || align="right" | 2/3/2016 Alpha || align="left" | || align="left" | C# | ||||||||||||||||||||||||||
Demon's Sword [8] | stable | Fantasy | Feb 27 2016 | v1.4 | C++ | ||||||||||||||||||||||
Demon Tactic [9] | ```
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, Tactical || align="right" | Sep 06 2015 || align="right" | v.0.34 || align="left" | Drakefire Chasm, ADOM || align="left" | PHP+javascript | ||||||||||||||||||||||||||
Dragonslayer [10] | stable | Fantasy | Sep 1 2016 | 3.2 | C++, Daedalus | ||||||||||||||||||||||
Dungeon Mercenary [11] | βeta | Fantasy | September 2nd 2016 | 16.09.02 | Java | ||||||||||||||||||||||
Dungeons Of Everchange [12] | ```
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" | December 12 2015 || align="right" | 0.7a || align="left" | || align="left" | C++ | ||||||||||||||||||||||||||
Dwarf Fortress [13] | ```
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" | Dec 12 2015 || align="right" | v0.42.03 || align="left" | || align="left" | C++ | ||||||||||||||||||||||||||
Equin: The Lantern [14] | stable | Fantasy | Aug 27 2016 | V1.3 ST | Multimedia Fusion 2 | ||||||||||||||||||||||
Fame [15] | stable | Fantasy | Jun 12 2016 | 0.9.10 | C++ | ||||||||||||||||||||||
Forays into Norrendrin [16] | stable | Fantasy | Nov 7 2015 | 0.8.4 | C# | ||||||||||||||||||||||
Ganymede Gate [17] | ```
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" | Jan 11 2016 || align="right" | α7 || align="left" | || align="left" | Javascript | ||||||||||||||||||||||||||
GearHead [18] | stable | Sci-fi, Mecha | June 27 2016 | v1.302 | Free Pascal | ||||||||||||||||||||||
GearHead2 [19] | stable | Sci-fi, Mecha | June 30 2016 | v0.630 | Free Pascal | ||||||||||||||||||||||
Golden Krone Hotel [20] | ```
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" | Horror || align="right" | Oct 25 2015 || align="right" | 0.2.3 || align="left" | || align="left" | Javascript | ||||||||||||||||||||||||||
Gone Rogue [21] | βeta | Modern | Jun 28 2016 | 0.6.0 | Javascript | ||||||||||||||||||||||
Herculeum [22] | ```
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" | Oct 26 2015 || align="right" | 0.15 || align="left" | || align="left" | Python, Hy | ||||||||||||||||||||||||||
Hunger Games [23] | stable | Modern/Sci-Fi | Sep 1 2016 | 3.2 | C++, Daedalus | ||||||||||||||||||||||
Javelin [24] | stable | Fantasy | July 15 2016 | 1.6 | Java | ||||||||||||||||||||||
Lost Labyrinth [25] | stable | Fantasy | Jul 24, 2015 | 5.3.0 | Pure Basic | ||||||||||||||||||||||
MidBoss [26] | βeta | Fantasy | September 3 2015 | 0.7.1 | C# | ||||||||||||||||||||||
Mysterious Space [27] | stable | Sci-fi, 7 | Jan 1 2016 | 0.8.5 | C# | ||||||||||||||||||||||
Nethack [28] | stable | Fantasy | December 8 2015 | 3.6.0 | Hack | C | |||||||||||||||||||||
Pixel Dungeon [29] | stable | Fantasy | Sep 04 2015 | 1.9.1 | Java | ||||||||||||||||||||||
PonyRL [30] | βeta | Equestria | Dec 25 2015 | 0.9.6 | Javascript | ||||||||||||||||||||||
PWMAngband [31] | stable | Fantasy | Mar 16 2016 | 1.1.11 build 6 | Angband | C | |||||||||||||||||||||
Remixed Pixel Dungeon [32] | stable | Fantasy | Feb 21 2016 | remix.21.5 | Pixel Dungeon | Java | |||||||||||||||||||||
Sagittarius [33] | βeta | Fantasy | August 30, 2015 | beta-6 | Haxe | ||||||||||||||||||||||
Shadow of the Wyrm [34] | βeta | Fantasy | Sep 1 2015 | 0.4.0 | C++, Lua | ||||||||||||||||||||||
Slash'EM Extended [35] | stable | Fantasy | July 22 2016 | v176 | NetHack/SLASH'EM | C | |||||||||||||||||||||
Souls Rescue [36] | ```
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" | August 21 2016 || align="right" | 0.6.1 || align="left" | || align="left" | C# | ||||||||||||||||||||||||||
The ground gives way [37] | stable | Fantasy | Oct 18 2015 | Release #7 | C++ | ||||||||||||||||||||||
The Temple of Torment [38] | stable | Fantasy | Jul 30 2016 | Stable 10.2 | Python | ||||||||||||||||||||||
The Veins of the Earth [39] | βeta | Fantasy | Aug 29 2016 | beta 13 | T-Engine, Incursion, Sil, ADOM | Lua | |||||||||||||||||||||
UnAngband [40] | βeta | Fantasy,A | Aug 24 2015 | 0.6.4c | C | ||||||||||||||||||||||
UnPabloQuest [41] | βeta | Fantasy | Jul 26 2015 | R6 | Python | ||||||||||||||||||||||
UnReal World [42] | stable | Wilderness Survival,Hist. | Feb 29 2016 | 3.30 | C, C++ | ||||||||||||||||||||||
Wayward [43] | βeta | Wilderness Survival, Fantasy | July 30 2016 | beta 2.1 | HTML5, JavaScript | ||||||||||||||||||||||
Xenomarine [44] | stable```
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" | May 23 2016 || align="right" | Demo 1.6.0 || align="left" | || align="left" | C# |
Type: Fantasy, Sci-fi, Modern, Anime, Surreal, Hist. = Historical, A = Angband variant, H = Hack variant, R = Rogue variant, 7 = (originally) 7DRL or similar