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Announcements / Ruin of the Reckless (now available) $
« Last post by getter77 on April 28, 2017, 08:39:12 PM » $14.99/Win

Ruin of the Reckless is a breakneck-paced, melee-focused roguelike brawler with very light persistent progression elements and a punishing difficulty curve. Play with a friend!

"What's that music in the trailer", Why, it's the Ruin of the Reckless Theme song by SLIME GIRLS.

Since the beginning of time, or maybe longer, this place has been here. It is a beacon of sorts, attracting the souls of those who both lived and died with recklessness in their hearts.

Bound by some unknown force, these wayward spirits cannot leave.

And so they remain… With time their souls will rot. They will fade away and they will be forgotten.

But even here there is hope… a legend whispered among the ghosts and specters. That any spirit to reach the tower’s peak will be granted one wish…

Ruin of the Reckless is a 2D action roguelike with a focus on fast-paced melee combat, speedy movement, and co-operative play.

Capturing the feel of 16-bit classics while providing a major graphical update, Ruin of the Reckless ups the pace, adds challenge and randomness - and lets you play with your friends! (LOCAL co-op only)

---- FEATURES ----
    Speed through the environment at lightning pace, crush giant hordes of enemies in melee-focused combat. Upgrade your weapons, find new equipment, level up your hero.
    Explore a detailed, mysterious, randomly-generated tower that changes with each ascent. Discover its purpose and you may see your one true wish granted... If you get that far.
    Accessible and easy to pick up and play, but ascending to the higher levels of the tower will take intense skill.
    Bring a friend for local co-op fast-paced fun.

---- MECHANICS ----
Weapons: Wield a variety of dangerous melee weapons, each one has benefits and drawbacks, and although some are better than others there is no 'best weapon' to fit every play style.

Spellbooks: Ancient secrets lie within these tomes. Spellbooks contain a set spell and a set amount of charges - when your spellbook is out of charges, it's time to switch! All spellbooks can be charged for more powerful effects, but it will drain them faster. Alter your spell abilities with orbs gained by leveling up!

Skill Orbs: Dangerous and fragile shards of knowledge. Consume them to permanently gain a new ability, or use them as powerful weapons to strike down your enemies. (Or maybe just mess up and have them blow up in your face instead.)

Dashing: Every one knows that you can't dash without boots! Explore the tower to find all kinds of stylish boots to change your dashing capabilities. Dash longer and further, chain multiple dashes at a time, stun enemie as you strike them with your body... Or maybe you just want to fly right past hazards, it's all possible if you have the right boots!

Cards: Complete special challenges to collect cards which you can keep between runs. Most cards have a benefit and a drawback, so choose carefully! Combine different cards to create your own custom rule set before your run starts, or just use them to alter rules you don't like; for example, turn friendly fire off with the 'Friends' card.
Early Dev / Re: Collateral Souls (0.11 Beta)
« Last post by huw2k8 on April 28, 2017, 09:23:23 AM »

Did a letsplay of collateral souls recently, it's a great game!
Announcements / Re: Streets of Rogue (now at Alpha 23) $
« Last post by getter77 on April 27, 2017, 11:01:37 PM »
Alpha 23

As I mentioned in the previous update, this week's update is relatively minor. It's mostly bugfixes relating to the Industrial content that I added in Alpha 22.

Most of my time has been spent on programming for the upcoming Level 3, the "Park" area. Bodies of water are now possible in the game, and swimming is working quite nicely. I want these levels to have a much more open, less claustrophobic feel to them, to give players a nice mid-game change of pace before the more city-oriented Levels 4 and 5.

I can't promise that Level 3 will be playable in the May 11th update, but definitely the one after that. In the meantime, I'm still taking suggestions for the Industrial and Park areas. And as always, let me know if anything is horribly broken in this build, so that I can hotfix it!

Alpha 23
Fix for NPCs sometimes not coming from one level to the next

Traits / Status Effects
Players can no longer move by attacking when Paralyzed
Reduced Shapeshifter’s Depossess cooldown from 10 to 5
Noise created when Vampire bites someone is softer, essentially reverting one of the changes from the previous version.

Rocket Launchers have a much lower monetary value when Rocket Launcher Chaos is activated
It is easier to find Cigarette Lighters
Fix for “E_” items dropping from NPCs when “No Melee Weapons” and “No Guns” mutators are activated

Saw Blades, Crushers, Mine Carts and Refrigerators no longer harm ghosts
It should no longer be possible for Floor Switches, Saw Blades, etc. to spawn outside buildings
Fix for Ghost not being able to pass through extended Crusher
Fix for sound effect of Crusher extending sometimes not playing
Fix for Mine Cart tracks not always appearing
Fix for Saw Blade light continuing to appear after the object is destroyed
Fixed issue where Crusher could continue operating after its wall was destroyed
Fixed Fire Spewer not functioning on client side during multiplayer games
Saw Blades no longer appear at extremely narrow gaps, since the AI won’t be able to deal with it well
Increased hitbox size on Mine Cart
If important items are knocked into incinerators, they will be teleported out
Fixed issue where players could be teleported on top of Flame Grates
Water from Fire Hydrant doesn’t knock the player back as far, preventing situations where the player can get stuck
Toilet causes water explosion when destroyed
Robot no longer has the good sense to stop moving when there is danger ahead, such as a mine cart about to go by
NPCs will no longer try to use the Oil Container as a weapon
Robot can no longer take damage from certain status effects such as Cyanide
Fix for a number of instances where “trap” objects could be positioned improperly
Fixed instances where Objects were placed in spots where they could be accidentally set on fire by conveyor belt objects

Added Camera Speed option to prevent camera from following target
Fix for Gamepad 3 and Gamepad 4 buttons on Control Settings screen not working properly when clicked with mouse
Fix for multiplayer client sometimes not being able to hack or otherwise target in a similar manner when using the gamepad
When using hacking target with gamepad, frame rate does not affect movement speed

Fix for certain types of bullets not always having correct lighting

NPCs are better about knowing when to flee burning buildings
NPCs don’t stop at mine cart tracks when fleeing

Stove removed from Tutorial, since it can now burn the walls down
Rocks do not do damage during the tutorial, since the player was able to kill the Tutorial Giver

Fix for players dying after other players had entered elevator, and entering the next level as a non-ghost with 0 health
Fix for some instances of “purple worm E_ man” appearing, particularly in Home Base

Updated Unity engine to 5.6.0f3 from 5.5.2f1, and fixed a bunch of new bugs stemming from the upgrade, most of which were related to the physics, UI and animation systems. The engine upgrade could mean a few things. From Unity’s patch notes:
“Improved stability when running on less-than-reliable network conditions”.
“The internal 2D contact processing system has been completely rewritten providing a more robust and reliable reporting of contacts, ensuring correct Enter, Stay & Exit callback state under all conditions.” This could hopefully reduce or eliminate cases where characters are hit through walls without breaking them.
Particle effect performance is apparently improved.
Updated 2D Toolkit plugin to 2.5.8
Updated Rewired plugin to
Announcements / Re: Asura (now available) $
« Last post by Skeletor on April 27, 2017, 10:49:10 AM »
Ah, but Skeletor, Triangle Wizard has not been abandoned since last year's update!~   8)   Wouter just needs time as life intervenes...

Wow.. just checked the change log and this looks awesome. Thanks for the heads up comrade.
Other Roguelikes / Re: Barony - 3d roguelike game
« Last post by Skeletor on April 27, 2017, 10:47:21 AM »
Interesting.. shame about two things: the 'cute' graphics and this 'horizontal-world' limitation, I was exactly wondering how could it would have been if you had the ability to also look up/down and eventually fly. But doing a modern Ultima Underwolrd is a great idea.
Early Dev / Re: City of the Damned
« Last post by gwathlobal on April 26, 2017, 08:31:37 PM »
I haven't played the original 7DRL, but this game of yours is great!
Thanks for the kind words! I'm happy that you liked the game :)

Quote from: red_kangaroo
I quite often die with my angels when I try to slay a demon and get jumped by several summoned ones, or archdemons. :/
Yeah, the time has come for some rebalancing, I think.

Quote from: red_kangaroo
Only thing is I wish I didn't automatically try to possess the first human I attack - it's often better to kill it and gain the power than possess it and have it revolt at bad times.
I will make the possession ability toggleable in the next version, then.

Quote from: red_kangaroo
I wish Satanists could raise all the dead humans as zombies, if they survive long enough. Thus you could have to prioritize finding and killing them if you don't want the endgame to become a chatoic battle with a new threat.
I had some thoughts of making a necrodemon that could animate the dead, but giving this ability to Satanists makes perfect sense. I think I will also make them playable now that they will have a distinct gameplay. Thanks for the idea!
Other Roguelikes / Warsim - Text-Based Procedural Kingdom Management Game
« Last post by huw2k8 on April 26, 2017, 11:13:21 AM »
Hey guys, I have shared it here before so I thought I'd leave it a while but I've made many new developments on my game Warsim its an old project of mine and though it's still in development it's achieved everything I first envisioned for it and more!

It features a heavily procedurally generated world as you try to rule the Kingdom of Aslona, a once great land now plagued by rebellion, a united horde of bandits, two strong kingdoms of goblins and five randomly generated independent kingdoms with randomly generated races as well as countless other side factions, I have always loved randomly generated content and so the game is chock full of it.

* Over 15 quadrillion randomly generated faces!
* Randomly generated kingdoms with random flags, laws, rulers and relations that you can fight, or befriend
* Massive world exploration zone
* Randomly generated buildings and architecture
* Arena gambling, tournaments and grand champion fights
* Player Moddability, add your own jokes, faces, flags, names, races ect
* near infinite hireable companions such as jesters, generals, spymasters ect
* Thousands of random in game events and encounters to keep things interesting
* Tons of cheats and extra features stuffed into the game
* Millions of possible factions and wild and active gameworld
* and so much more!

**Some Screenshots**

* [Here's a playthrough someone did for me that shows off the game quite well](

It's a free download in the sidebar on I am massively open to feedback, I have a tendency to add things that are suggested by players into the game and will respond to pretty much all the comments I get! Happy to answer any questions you guys have!
Early Dev / Re: City of the Damned
« Last post by red_kangaroo on April 26, 2017, 08:34:49 AM »
I haven't played the original 7DRL, but this game of yours is great!

I quite often die with my angels when I try to slay a demon and get jumped by several summoned ones, or archdemons. :/

I like playing demons - just find somepeople to slaughter and gain power, then find an angel, summon help, wait for the summoned demons to kill the angel, or try to get the last hit yourself, then attack the demons weakned by the fight. :P Only thing is I wish I didn't automatically try to possess the first human I attack - it's often better to kill it and gain the power than possess it and have it revolt at bad times.

Thieves are cool now I can sneak through windows and avoid everyone much more effectively.

I once managed to kite an archdemon to death with a scout on horseback. I felt so proud of my guy. :)

I wish Satanists could raise all the dead humans as zombies, if they survive long enough. Thus you could have to prioritize finding and killing them if you don't want the endgame to become a chatoic battle with a new threat.
Early Dev / Re: City of the Damned
« Last post by gwathlobal on April 25, 2017, 08:15:12 PM »
Released version 1.1.1

- Water is now traversable, albeit more slowly than normal terrain. You can swim through it horizontally as well as up and down, but beware of the lack of oxygen. This will kill you quickly. Angels and Demons do not need to breathe.
- All Angels, Demons, and humans now have an ability to switch on and off stationary lights if they happen to be near one.
- Added doors to the buildings of the city. All humanoids are able to open and close them.
- Added ability to open/close windows to the Thief.
- You can bump into doors, windows, and lanterns to active the respective ability (if you have one).
- Made Satanists' lair less conspicuous.

Programming / Re: BearLibTerminal: a pseudo-terminal window library for roguelike
« Last post by Cfyz on April 25, 2017, 04:04:13 PM »
Quote from: Elronnd
In that case, how does the cursor blink work?
The library cheats by using an internal read with timeout, flipping the cursor visibility every time it, ugh, times out. I've been thinking about blinking and it feels like blinking is just a case of simple animation. It would be nice to solve both at once.

Btw, just a bit better pseudo-underline might be produced by overlaying 0x2581 (Lower One Eighth Block) instead of underscores.
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