Recently Updated Roguelikes
Roguelike games updated or released in the last 12 months. When adding a new game to this list, make sure to keep it in alphabetical order.
Name | Type | Last update | Last version | Based on | Language | ||||||||||||||||||||||
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Alienhack [] | βeta | Sci-fi/Horror | 2 Nov 2018 | v0.9.1 | AliensRL | C++ | |||||||||||||||||||||
Allure of the Stars [1] | βeta | Sci-fi, Squad | 2 May 2019 | v0.9.5.0 | LambdaHack | Haskell | |||||||||||||||||||||
Angband [2] | stable | Fantasy | 22 Jul 2018 | 4.1.3 | C | ||||||||||||||||||||||
Axu [3] | stable | Science Fantasy | 14 Jan 2018 | 0.6.1 | C# | ||||||||||||||||||||||
Boohu [4] | stableβeta | Fantasy | 19 Dec 2018 | 0.12 | Go | ||||||||||||||||||||||
C:\raft [5] | βeta | Fantasy/Parody | 30 Jun 2018 | 20180630 | Java , C | ||||||||||||||||||||||
Cogmind [6] | stableβeta | Sci-fi | 1 Apr 2019 | Beta 8.1 | C++ | ||||||||||||||||||||||
Crossfire [7] | stable | Fantasy | 4 Apr 2019 | 1.73.0 | Gauntlet , Moria | C , Java | |||||||||||||||||||||
Demon [8] | stable```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Multiverse || align="right" | 26 Nov 2018 || align="right" | 11/26/2018 Alpha || align="left" | || align="left" | C# | ||||||||||||||||||||||||||
Dragons Lunch [9] | stable | Fantasy | 27 Apr 2019 | 1.8.0 | C# | ||||||||||||||||||||||
Dragonslayer [10] | stable | Fantasy | 30 Nov 2018 | 3.3 | C++, Daedalus | ||||||||||||||||||||||
Dungeon Crawl Stone Soup [11] | stable | Fantasy | 10 Aug 2018 | 0.22 | C++ | ||||||||||||||||||||||
Dungeon Mercenary [12] | stable | Fantasy | 30 Apr 2018 | 18.04.30 | Java | ||||||||||||||||||||||
Dungeons Of Everchange [13] | stable```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | 27 Jul 2018 || align="right" | Alpha 9.6 || align="left" | || align="left" | C++ | ||||||||||||||||||||||||||
Dwarf Fortress [14] | stable```
BrogueMCP is my personal experimental project to enhance Brogue with AI-driven narrative elements. I'm not a game developer by trade - I'm actually a robotics entrepreneur with ADHD who's using this as a learning tool. About Me and This ProjectI'm a robotics entrepreneur from Nebraska who grew up in the 90s tinkering with computers between riding dirt bikes and climbing trees. Started playing AOEII on my dad's old accounting computer, later got into map modding. Studied Agricultural Economics at University of Nebraska-Lincoln, but ended up building robotic systems for manufacturers. This project isn't a commercial game but a weekend hobby that helps me build development tools and learn. I'm a devout Christian and a father of three daughters, and I'm sharing this work because I think it could become something interesting. Initially, I was too ambitious - I started parsing LOTR lore to build a comprehensive storytelling database. But after watching Brian Walker's lectures on YouTube, I pivoted to focus on enhancing Brogue's storytelling while respecting his brilliant original design. DescriptionBrogueMCP connects Brogue with Ollama's local LLM to generate narrative descriptions during gameplay. The system remembers your encounters and discoveries to create a coherent story throughout your dungeon crawling experience. I've implemented a narrator personality system that lets you customize how the game describes events. Press 'N' during gameplay to choose presets like Gandalf, Galadriel, or Aragorn, or adjust specific attributes to create your own unique narrator style. Features
Technical DetailsMy implementation uses C for the game core with Node.js for the Dungeon Master agent server. Everything runs locally using Ollama with the llama3 model, so there's no cloud dependency. The architecture follows this pattern: [BrogueMCP Game] <--> [MCP Interface Layer] <--> [MCP Server] <--> [Agent(s)] I've worked to implement proper error handling, memory management, and security validation to keep everything running smoothly. Current StatusThis is very much a work in progress! I'm currently cleaning up my cursor rules to better separate my Brogue code from my other experiments. I'm working through compilation errors in MINGW64 and trying to get the game running so I can see if my menu is showing up properly. DownloadFeedback WelcomeAs a kinesthetic learner who has to "do" to understand, I'd appreciate any guidance from more experienced developers. I'm happy to pass the torch to someone who wants to take this further. Feel free to reach out with questions or suggestions about what narrative elements you'd like to see in the game! ``` || align="left" | Fantasy || align="right" | 07 Jul 2018 || align="right" | 0.44.12 || align="left" | || align="left" | C++ | ||||||||||||||||||||||||||
Emergence [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" | Sci-fi/Cyberspace || align="right" | 4 Mar 2019 || align="right" | Feb 19 || align="left" | || align="left" | Unity / C# | ||||||||||||||||||||||||||
Equin: The Lantern [16] | stable | Fantasy | 26 Jan 2019 | 500 Items | Clickteam Fusion | ||||||||||||||||||||||
Fame [17] | stable | Fantasy | 12 Feb 2019 | 0.9.17 | C++ | ||||||||||||||||||||||
FARA [18] | ```
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" | 01 Jan 2019 || align="right" | 0.0.10.0 || align="left" | || align="left" | Javascript | ||||||||||||||||||||||||||
GearHead2 [19] | stable | Sci-fi | 3 Dec 2017 | 0.700 | GearHead | Pascal | |||||||||||||||||||||
Gone Rogue [20] | βeta | Fantasy | 30 Aug 2018 | 0.15.0 | Ape Apps | JavaScript | |||||||||||||||||||||
Grue the monster – roguelike underworld RPG [21] | stable | Fantasy | 19 Aug 2018 | 1.0.4 | Xenomorph 7drl | Lua | |||||||||||||||||||||
Harmonist [22] | stableβeta | Fantasy | 11 May 2019 | 0.1 | Go | ||||||||||||||||||||||
Hunger Games [23] | stable | Modern/Sci-Fi | 30 Nov 2018 | 3.3 | C++, Daedalus | ||||||||||||||||||||||
MidBoss [24] | stable | Fantasy | 15 Mar 2019 | 1.4.0 | C# | ||||||||||||||||||||||
Lost Labyrinth DX [25] | stable | Fantasy | 17 Apr 2019 | 1.4.0 | Lost Labyrinth | C++ | |||||||||||||||||||||
Patient Rogue [26] | βeta | Fantasy | 17 May 2018 | 0.0.3 | Haxe | ||||||||||||||||||||||
Rogue Fable III [27] | βeta | Fantasy | 28 Jan 2019 | 1.12 | JavaScript | ||||||||||||||||||||||
Slash'EM Extended [28] | stable | Fantasy,H | 24 Apr 2019 | 2.5.0 | NetHack/SLASH'EM | C | |||||||||||||||||||||
Snakelike [29] | stableβeta | Fantasy | 3 Nov 2017 | 1.7.3 | C# | ||||||||||||||||||||||
Steam sky [30] | stable | Steampunk | 28 Apr 2019 | 3.0.10 | Ada | ||||||||||||||||||||||
The Ground Gives Way [31] | stable | Fantasy | 27 Mar 2019 | v2.5 | C++ | ||||||||||||||||||||||
The Temple of Torment [32] | stable | Fantasy | 1 Dec 2018 | Stable 19.0 | Python | ||||||||||||||||||||||
Triangle Wizard [33] | stable | Fantasy | 16 Jan 2018 | 17.03 | GML | ||||||||||||||||||||||
Umoria [34] | stable | Fantasy | 20 Jan 2018 | 5.7.9 | C, C++ | ||||||||||||||||||||||
UnReal World [35] | stable | Wilderness Survival, Hist. | 12 Nov 2018 | 3.52 | C, C++ | ||||||||||||||||||||||
Wayward [36] | βeta | Wilderness Survival, Fantasy | 22 Dec 2018 | beta 2.7 | HTML5, JavaScript | ||||||||||||||||||||||
Xenomarine [37] | stableβeta | Sci-fi/Horror | 14 Mar 2018 | Beta | C# | ||||||||||||||||||||||
Xenomorph 7drl of Infinite Underworld [38] | stable | Fantasy | 29 Mar 2018 | stable 1.0.09 | Demon Tactic | Lua |
Type
- Fantasy
- Sci-fi
- Modern
- Anime
- Surreal
- Hist. = Historical
- A = Angband variant
- H = Hack variant
- R = Rogue variant
- 7 = (originally) 7DRL or similar