Recently Updated Roguelikes

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Revision as of 08:47, 11 May 2019 by Anaseto (talk | contribs) (Harmonist v0.1 release)
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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
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```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


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 Project

I'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.

Description

BrogueMCP 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

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My 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 Status

αlpha

This 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.

Download

Feedback Welcome

As 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```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


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 Project

I'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.

Description

BrogueMCP 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

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My 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 Status

αlpha

This 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.

Download

Feedback Welcome

As 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```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


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 Project

I'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.

Description

BrogueMCP 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

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My 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 Status

αlpha

This 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.

Download

Feedback Welcome

As 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] ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


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 Project

I'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.

Description

BrogueMCP 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

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My 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 Status

αlpha

This 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.

Download

Feedback Welcome

As 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] ```
{{{name}}}
Alpha Project
Developer {{{developer}}}
Theme {{{theme}}}
Influences {{{influences}}}
Released {{{released}}}
Updated {{{updated}}}
Licensing {{{licensing}}}
P. Language {{{language}}}
Platforms {{{platforms}}}
Interface {{{interface}}}
Game Length {{{length}}}
[{{{site}}} Official site of {{{name}}}]


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 Project

I'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.

Description

BrogueMCP 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

  • AI-enhanced storytelling that responds to gameplay events
  • Memory system that remembers your journey for contextual descriptions
  • Customizable narrator with adjustable personality attributes:
    • Core attributes (voice tone, wisdom level, verbosity)
    • Thematic tendencies (nature references, metaphor complexity)
    • Speech patterns (sentence complexity, archaic language)
  • Same great Brogue gameplay you already know and love

Technical Details

My 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 Status

αlpha

This 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.

Download

Feedback Welcome

As 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

See also