Recently Updated Roguelikes
Roguelike games updated or released in the last 12 months.
Name | Type | Last update | Last version | Based on | Language | ||||||||||||||||||||||
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3069 [1] | ```
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" | Jul 23 2009 || align="right" | 2.1 || align="left" | || align="left" | Visual Basic | ||||||||||||||||||||||||||
Agduria [2] | ```
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" | Jun 18 2009 || align="right" | 0.609e || align="left" | || align="left" | C++,SDL | ||||||||||||||||||||||||||
AnathemaRL [3] | stable | Modern,7 | Jan 21 2009 | Python | |||||||||||||||||||||||
Angband [4] | βeta | Fantasy | Jan 7 2009 | 3.1.0b | C | ||||||||||||||||||||||
Blast Tactics [5] | ```
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" | Apr 4 2009 || align="right" | Alpha || align="left" | || align="left" | Lisp | ||||||||||||||||||||||||||
Caverns of Xaskazien [6] | stable | Fantasy | Feb 21 2009 | 4.00 | C,SDL | ||||||||||||||||||||||
ClassicRogue [7] | stable | Fantasy,R | Oct 1 2008 | 1.51 | Rogue | C | |||||||||||||||||||||
Craftband [8] | ```
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" | Apr 12 2009 || align="right" | 0.2 || align="left" | || align="left" | C | ||||||||||||||||||||||||||
crashRun [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 || align="right" | Jan 31 2009 || align="right" | 0.3.0 || align="left" | || align="left" | Python,SDL | ||||||||||||||||||||||||||
CryptRover [10] | 7DRL | Modern,7 | Jul 1 2008 | 1.1 | C | ||||||||||||||||||||||
CyberRogue [11] | ```
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" | May 24 2009 || align="right" | debug || align="left" | || align="left" | Python | ||||||||||||||||||||||||||
DaJAngband [12] | stable | Fantasy,A | Jun 3 2009 | 1.0.98B | C | ||||||||||||||||||||||
Dead By Zombie [13] | stable | Fantasy | Mar 2 2009 | ||||||||||||||||||||||||
Deliantra [14] | stable | Fantasy | Apr 5 2009 | 2.78 | C++ and Perl | ||||||||||||||||||||||
Dimension Dungeon [15] | ```
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" | May 20 2009 || align="right" | 0.51 || align="left" | || align="left" | Java | ||||||||||||||||||||||||||
Doryen arena [16] | βeta | Fantasy | Jan 11 2009 | 0.8 | C++ | ||||||||||||||||||||||
Downfall [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" | Fantasy || align="right" | Mar 2 2009 || align="right" | 0.3 || align="left" | || align="left" | C++ | ||||||||||||||||||||||||||
Dungeon Crawl Stone Soup [18] | βeta | Fantasy | Jun 12 2009 | 0.5 | C++ | ||||||||||||||||||||||
DungeonMinder [19] | βeta | Fantasy,7 | May 10 2009 | 0.8 | C++ | ||||||||||||||||||||||
Dwarf Fortress (Slaves to Armok II) [20] | βeta | Fantasy | Sep 6 2008 | 0.28.181.40d | C++ | ||||||||||||||||||||||
Egoboo [21] | βeta | Fantasy | Mar 15 2009 | 2.7.0b | C | ||||||||||||||||||||||
Elona [22] | stable | Fantasy | May 17 2009 | 1.1.6(final) | |||||||||||||||||||||||
Expedition [23] | 7DRL | Hist.,7 | Apr 4 2009 | 0.1.6 | Java | ||||||||||||||||||||||
First Age Angband (FAAngband) [24] | βeta | Fantasy,A | Feb 8 2009 | 0.3.6 | Oangband 0.7.0 | C | |||||||||||||||||||||
Fourth Age [25] | ```
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" | Hist./Fantasy || align="right" | Jan 17 2009 || align="right" | 0.0.4a || align="left" | || align="left" | | ||||||||||||||||||||||||||
Frozen Depths [26] | stable | Fantasy | Jun 27 2008 | 1.03 | C++ | ||||||||||||||||||||||
GearHead2 [27] | βeta | Sci-fi | May 1 2009 | 0.603 | Free Pascal | ||||||||||||||||||||||
Get Out!! [28] | stable | Modern | Dec 3 2008 | 1 | C | ||||||||||||||||||||||
Goblinhack [29] | stable | Fantasy | Mar 8 2009 | 1.18 | |||||||||||||||||||||||
G.O.R.E. [30] | βeta | Jul 9 2008 | 0.0.5 | ||||||||||||||||||||||||
Gruesome [31] | βeta | Fantasy | Jan 21 2009 | 0.0.3 | Free Pascal | ||||||||||||||||||||||
gTile [32] | ```
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" | Aug 2008 || align="right" | 0.0.1 || align="left" | || align="left" | Javascript | ||||||||||||||||||||||||||
Gumband [33] | stable | Fant./Eternal champ. | Apr 21 2009 | 2.3.1 | C | ||||||||||||||||||||||
HamQuest [34] | βeta | July 26 2009 | 1.0.0.7 | ||||||||||||||||||||||||
Hokuto-no-rogue [35] | ```
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/Anime || align="right" | Jan 20 2009 || align="right" | 0.4.1-prealpha || align="left" | || align="left" | Java | ||||||||||||||||||||||||||
Hulk Infection [36] | βeta | Modern | Aug 15 2008 | 0.30 | |||||||||||||||||||||||
Ighalsk [37] | ```
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" | Jul 20 2009 || align="right" | 0.1.6 || align="left" | || align="left" | Python | ||||||||||||||||||||||||||
Incursion: Halls of the Goblin King [38] | βeta | Fantasy | Jul 9 2008 | 0.6.9I | C++ | ||||||||||||||||||||||
Invader Tactics [39] | ```
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" | Apr 4 2009 || align="right" | Alpha || align="left" | || align="left" | Lisp | ||||||||||||||||||||||||||
IronBand [40] | stable | Fantasy,A | Aug 14 2008 | 14Aug08 | NPPAngband 0.5.0 | C | |||||||||||||||||||||
Kharne [41] | ```
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" | Jul 23 2009 || align="right" | 0.03 || align="left" | || align="left" | Delphi | ||||||||||||||||||||||||||
Kobold mines [42] | stable | Fantasy,7 | Aug 20 2008 | 2 | |||||||||||||||||||||||
Lair of the Cultists [43] | ```
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" | Feb 20 2009 || align="right" | 1.4 || align="left" | || align="left" | .Net 3.5 | ||||||||||||||||||||||||||
LambdaRogue [44] | stable | Fantasy/Sci-fi | Dec 23 2008 | 1.4 | Free Pascal,SDL | ||||||||||||||||||||||
Legerdemain [45] | stable | Fantasy | Oct 28 2008 | 1.0.1 | Java | ||||||||||||||||||||||
Letrain [46] | βeta | Modern | Dec 26 2008 | 4 | |||||||||||||||||||||||
Lords of DarkHall [47] | βeta | Fantasy | Jan 20 2009 | 1.3.30 | Visual Basic 6 | ||||||||||||||||||||||
Mage Guild [48] | stable | Fantasy | May 22 2009 | 1.4.1 | |||||||||||||||||||||||
MAngband [49] | stable | Fantasy,A | 2009 | 1.1.2 | C | ||||||||||||||||||||||
Martin's Dungeon Bash (MPRDB) [50] | βeta | Fantasy | Jan 6 2009 | 1.7 | |||||||||||||||||||||||
MetaCollider [51] | βeta | Fantasy | Oct 13 2008 | beta-6 | Python | ||||||||||||||||||||||
MIDP RL [52] | ```
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 24 2008 || align="right" | 0.0.3 || align="left" | || align="left" | | ||||||||||||||||||||||||||
Mines of Morgoth [53] | βeta | Fantasy | May 2 2009 | 1.0 | Visual Basic 6 | ||||||||||||||||||||||
MnemonicRL | ```
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" | Steampunk,Surreal|| align="right" | Jun 21 2009 || align="right" | alpha || align="left" | || align="left" | Perl | ||||||||||||||||||||||||||
Nazghul/Haxima [54] | βeta | Fantasy | Nov 8 2008 | 0.6.1 | |||||||||||||||||||||||
Neon [55] | ```
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" | Jul 24 2009 || align="right" | 0.2.4 || align="left" | || align="left" | Java | ||||||||||||||||||||||||||
No Pet Peeves Angband (NPPAngband) [56] | βeta | Fantasy,A | Jun 1 2008 | 0.5.0-BETA 6 | C | ||||||||||||||||||||||
NetHack-De [57] | ```
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,H || align="right" | Jan 15 2009 || align="right" | || align="left" | Nethack || align="left" | C,Ruby | ||||||||||||||||||||||||||
Nyctos [58] | βeta | Fantasy,7 | Mar 23 2009 | 1.0.1 | Python | ||||||||||||||||||||||
Opinion Angband (Oangband) [59] | stable | Fantasy,A | Dec 16 2008 | 1.1.0u | 2.9.2 | C | |||||||||||||||||||||
Peleron's Brilliant Rebirth (PBR) [60] | ```
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" | May 17 2009 || align="right" | 0.106 pre-alpha || align="left" | || align="left" | | ||||||||||||||||||||||||||
PortalRL [61] | ```
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" | Oct 17 2008 || align="right" | Alpha || align="left" | || align="left" | | ||||||||||||||||||||||||||
Portralis [62] | βeta | Fantasy,A | Dec 14 2008 | 0.3 Build 007.4 | NewAngband 1.7.1 | C | |||||||||||||||||||||
POWDER [63] | stable | Fantasy | May 13 2009 | 111 | C++ | ||||||||||||||||||||||
Privateer: Ascii Sector [64] | βeta | Sci-fi | May 29 2009 | 0.5.3.3 | |||||||||||||||||||||||
Prospector [65] | ```
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" | Jun 5 2009 || align="right" | 0.1.6d || align="left" | || align="left" | | ||||||||||||||||||||||||||
Rogue Touch [66] | stable | Fantasy | Apr 10 2009 | 1.5 | |||||||||||||||||||||||
Quarker [67] | ```
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" | Surreal || align="right" | Sep 9 2008 || align="right" | 0.03d || align="left" | || align="left" | Java | ||||||||||||||||||||||||||
RealtimeRL [68] | βeta | Fantasy | Apr 4 2009 | 0.3 | |||||||||||||||||||||||
Rogue '83 [69] | βeta | Fantasy,R | Nov 02 2008 | 0.6 | Rogue | ||||||||||||||||||||||
Sane Roguelike [70] | ```
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" | || align="right" | Jul 21 2009 || align="right" | alpha 2 || align="left" | || align="left" | .Net | ||||||||||||||||||||||||||
S.C.O.U.R.G.E. [71] | stable | Fantasy | Dec 15 2008 | 0.21 | |||||||||||||||||||||||
SewerJacks [72] | 7DRL | Fantasy,7 | Oct 10 2008 | 0.8.7 | C++,OpenGL,SDL | ||||||||||||||||||||||
Settlement [73] | stable | Hist./Fantasy | Feb 2009 | 1.4 | |||||||||||||||||||||||
Slayer [74] | βeta | Fantasy | Jul 21 2008 | 0.13beta | |||||||||||||||||||||||
Slimy Lichmummy, The (TSI) [75] | βeta | Fantasy | Nov 2 2008 | 0.14 | C | ||||||||||||||||||||||
Spelunky [76] | βeta | Hist./Fantasy | Dec 21 2008 | 0.99.8 | |||||||||||||||||||||||
SporkHack [77] | βeta | Fantasy,H | Jul 6 2008 | 0.6.0 | Nethack 3.4.3 | C | |||||||||||||||||||||
Teemu [78] | stable | Fantasy | Dec 7 2008 | 1.0 | |||||||||||||||||||||||
TinyAngband [79] | βeta | Fantasy,A | Mar 18 2009 | 0.0.3a | XAngband 1.3.0 | C | |||||||||||||||||||||
Tombs of Asciiroth, The [80] | βeta | Fantasy | Feb 5 2009 | 0.6.3 | Javascript | ||||||||||||||||||||||
Tomb of Rawdin [81] | 7DRL | Fantasy | Feb 6 2009 | 0.1 | C | ||||||||||||||||||||||
Tomb of the Aztecs [82] | 7DRL | Fantasy,7 | Jun 8 2009 | ||||||||||||||||||||||||
Tower [83] | βeta | Fantasy | Feb 11 2009 | 1.0-beta12 | Java | ||||||||||||||||||||||
Tower of Druaga RL [84] | ```
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" | Apr 10 2009 || align="right" | 0.21 || align="left" | || align="left" | Java | ||||||||||||||||||||||||||
Triangle Wizard [85] | stable | Fantasy | July 21 2009 | R 6.02 | GML | ||||||||||||||||||||||
Tzar [86] | ```
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" | Zombie || align="right" | Jun 19 2009 || align="right" | 0.2.0 || align="left" | || align="left" | C++ | ||||||||||||||||||||||||||
TwilightMMORL [87] | stable | Fantasy | Feb 2009 | C | |||||||||||||||||||||||
Unnamed Angband (UnAngband) [88] | stable | Fantasy,A | Jun 21 2009 | 0.6.3a | C | ||||||||||||||||||||||
UnNetHack [89] | βeta | Fantasy,H | May 26 2009 | 3.5.1 | Nethack 3.4.3 | C | |||||||||||||||||||||
UnReal World [90] | stable | Hist./Fantasy | Nov 17 2008 | 3.11c | |||||||||||||||||||||||
URRogue [91] | ```
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" | Jul 24 2009 || align="right" | 0.0.9 || align="left" | || align="left" | | ||||||||||||||||||||||||||
Warlock's Mountain [92] | βeta | Fantasy,7 | Jan 22 2009 | 0.1.9 | C++,OpenGL | ||||||||||||||||||||||
Warp Rogue (formerly Tower of Doom) [93] | βeta | Fantasy | Feb 10 2009 | 0.8.0b | C | ||||||||||||||||||||||
Wayfarer [94] | ```
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" | Apr 22 2009 || align="right" | 0.3a || align="left" | || align="left" | Processing (Java) | ||||||||||||||||||||||||||
When Zombies Attack! [95] | ```
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/Zombie,7 || align="right" | Jun 14 2009 || align="right" | 0.3 || align="left" | || align="left" | Java | ||||||||||||||||||||||||||
XAngband [96] | stable | Fantasy,A | Mar 5 2009 | 1.3.1 | Zangband 2.4.0 | C | |||||||||||||||||||||
Yarl [97] | ```
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" | Aug 8 2008 || align="right" | 0.0.2 || align="left" | || align="left" | Visual Basic 2008 | ||||||||||||||||||||||||||
Zaiband [98] | ```
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,A || align="right" | Jun 3 2008 || align="right" | 3.0.9 Alpha || align="left" | || align="left" | C | ||||||||||||||||||||||||||
Zomband [99] | stable | Modern | Jul 20 2008 | 7/20/2008 | .NET | ||||||||||||||||||||||
Zot Defense [100] | ```
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" | Apr 10 2009 || align="right" | 0.1 || align="left" | || align="left" | C | ||||||||||||||||||||||||||
Z+Angband [101] | βeta | Fantasy,A | Jan 1 2009 | 0.3.2 (beta) | ZAngband 2.7.5pre1 | C |
Type: Fantasy, Sci-fi, Modern, Anime, Surreal, Hist. = Historical, A = Angband variant, H = Hack variant, R = Rogue variant, 7 = (originally) 7DRL or similar