Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - getter77

Pages: 1 [2] 3 4 ... 44
Traditional Roguelikes (Turn Based) / Vagante (now at v1.0!) $
« on: February 22, 2018, 12:57:49 PM »  $17.99 Win/Mac/Linux

Vagante is an adventure set in a dark fantasy world filled with monsters, demons, and crooks. Despite these dangers, adventurers commonly travel these unforgiving lands questing for fame, riches, and power.

A recent rumor has it that a certain cave at the edge of the woods guards an unfathomable treasure. While a handful of intrepid adventurers have ventured into the cave already, none have returned. Undeterred by the potential danger, you set out by caravan to investigate...
Key Features

    Local and Online Co-op - Adventure cooperatively with up to four players, either locally or online through Steam!
    Procedural Generation - With procedurally generated levels, no two runs are ever the same, allowing for countless hours of gameplay.
    Choose How You Play - Choose a unique class, skin, and background, then customize your character further as you play with your choice of unique class skills at each level.
    Enchanted Items - Discover magic items that bestow powerful enchantments and game changing abilities.
    Discover Secrets - Keep track of unlocked classes, backgrounds, music, and more in the Book of Secrets.
    Explore a Rich World - Explore five unique areas each with their own set of dangers such as monsters, unique bosses, and traps.
    Tough, but Fair - Play a game designed for players looking for a challenging but rewarding experience.

It’s been a long road (over four years!), but we’re super happy to present version 1.0 of Vagante. It wouldn’t have been possible to make it this far if it weren’t for all the people who supported us. Thank you all for sticking with us throughout Steam Early Access!

What’s in store for the future of Vagante you might ask? We plan on continuing development as we have throughout Early Access, with bug fixes and new content, as well as adding localization and porting to other platforms. We’ll also start looking into support for modding and adding user-generated content to the game.

Vagante will retain its Early Access price until February 25 2018, after which we’ll be increasing the price to $17.99. However, if you miss this window of opportunity you can look forward to Vagante participating in future Steam sales.

If you like the music of Vagante, Sam English has released the full Vagante OST on bandcamp[]. We’ll also be making the OST available on Steam in a couple days, if you prefer getting it here.

Without further ado, you can read the full changelog below.

    Added final area + credits to the game
    Added new progression and unlocks system
    Reworked Shadow Knight Boss
    Reworked Necromancer Boss
    Multiple Rock Worm Boss can now be hit with the same swing
    Items stolen from Shops now have a new property that identifies them as Stolen
    Reduced monster health scaling per player from 33% to 25%
    Reduced Mechanical Soldier vertical spinning speed
    Polished title screen
    Polished game over menu
    Changed default keyboard controls
    Added input presets
    Reworked emote menu
    Reworked Tutorial
    Removed starting affinity point
        Leveling up now occurs at Bonfires, rather than on entering an intermission
    Increased Bonfire healing hp (10 -> 20)
    Fish Man now has a chase leash range
    All characters can now aim up and down with bows
        Bow aim persists between shots, until you attack with another weapon or press Melee while aiming
    Reworked Archery affinity
    Changed exiting of levels to use holding Up instead of Interact
    Increased lighting persistedness
    Increased Summon Monster spell tier, and slightly reworked the levels
    Reduced bat instability 1.9 -> 1.0
    Increased starting Int of non mage classes
    Polished a number of weapon sprites
    Added some new backgrounds

    Fixed Rock Worm Boss sometimes getting stuck in walls
    Fixed multiple bugs with the Thief sidequest
    Fixed speech bubbles sometimes not being drawn
    Fixed Factory monsters not being frozen properly, and sometimes dealing damage while frozen
    Fixed Icebolt and other projectiles not hitting monsters that it spawns on
    Fix wallmeat spawning in tiles that serve as platforms
    Fix boulders being pushed by Vine Lord’s poison clouds
    Fix players being able to phase through non-level geometry
    Fixed Mushroom Golem Boss’s boulder attacks teleporting through walls.
    Fixed Spikes sometimes spawning in Breakable Walls
    Fixed Shopkeepers not spawning when loading a saved game
    Fixed some units not having a visible sprite until they have a target
    Fixed Piranhas freezing at bottom of water
    Fixed frozen imps falling through walls
    Fixed arrows sticking to Wisps after their death
    Fixed intermissions not being indestructible
    Fixed Wisp Queen aggroing from non-player damage
    Fixed a handful of untraversable room types
    Fixed being able to hurt self when using Lion’s Roar while standing on a crate
    Fixed being able to roll while casting spells
    Fixed being able to roll through Tower gates
    Fixed being able to get underneath Tower Serpent boss without triggering boss fight
    Fixed charged sword’s sprites wandering off when the game is paused
    Fixed Man-eating Plant eating doodads other than crates/barrels
    OMP: Fixed tile updates not being synced sometimes for new levels
    OMP: Fixed a number of issues with Platforms and their sync.
    OMP: Fixed Demon Armor attacks being desynced sometimes
    OMP: Fixed bug where shop inventory becomes desynced
    OMP: Fixed rod charges being set to zero upon starting a new game
    OMP: Fixed being able to use an item while moving it, resulting in an inventory desync

Such a long road, but at last one of the particularly big projects in this vein has gotten there.   8)

Traditional Roguelikes (Turn Based) / Once upon a Dungeon (now available)
« on: February 17, 2018, 01:33:15 PM »  $4.99 Win/Mac

Once upon a Dungeon is a roguelike game with a dense atmosphere and challenging gameplay. Explore dark dungeons full of dreadful foes. Defeat them using physical power or mighty spells. Craft magic items, collect unique ones, enhance your attributes and face the main antagonist – Fallen One.

The game has following features:

    turn based
    procedurally generated levels
    permanent death (optionally)
    hack/slash oriented
    tons of loot (ordinary, magic, enchantable, unique)
    spells system
    trading system
    interesting quests
    cool crafting system
    door/key/lever mechanics
    different monsters (ordinary, champions, bosses)

Weapons have different capabilities depending on their type:

    Bashing – enhanced chance for stunning
    Axes – enhanced chance for tear apart
    Daggers – enhanced chance for bleeding
    Swords – enhanced chance for hit

Spells can cause different effect depending on their type:

    Fire – burning
    Ice – freezing
    Poison – poisoning

Traditional Roguelikes (Turn Based) / Delver (now available)
« on: February 01, 2018, 08:36:07 PM »
At long last   :)  $14.99 Win/Mac/Linux

Delve into the shifting dungeons on your hunt for the Yithidian orb, but getting it might just be the easy part. Delver is a single player first-person action roguelike dungeon crawler, just like you wished they used to make.

Slay monsters, blast wands, hoard potions, and loot everything.

A silky smooth mix of 90s FPS combat with classic RPG mechanics.
In these dungeons once you're dead you stay dead. Permadeath means that when you die, you begin each run into the dungeon anew.
Tough as nails gameplay will test your skills, no grinding will save you here.
A procedural dungeon that will keep you on your toes, no two runs will ever be the same.
Delicious chunky pixels!

Easy to pick up gameplay, but difficult to master. The dungeon has been waiting for you.


$14.99 Win/Mac/Linux

Tangledeep combines the 16-bit graphics and polish of classic SNES-era RPGs with elements from roguelikes and dungeon crawlers to create a magical experience for players of all skill levels. Trapped in underground villages with no memory of the world at the surface, you must survive an ever-changing labyrinth to discover what lies above. Experience rich, tactical, turn-based gameplay as you explore a sprawling dungeon that’s different each time you play. Tangledeep features a customizable job system and hundreds of collectible items that allow you to approach each playthrough in a totally new way!

The Setting
For hundreds of years, people have lived in the safety of underground settlements and villages – where the only route to the surface is “Tangledeep,” a mysterious and ever-changing labyrinth. With memories of the surface world long forgotten, you set out for the labyrinth to discover what lies above. With each floor – full of magical beasts, ancient automatons, bizarre environments and hybrid biomes – the mystery grows ever deeper…

Key Features
Experience finely-tuned, procedurally-generated and handcrafted gameplay as you fight challenging monsters, complete quests, and collect rare items.
Master deep, tactical turn-based combat across 12 unique jobs with over 100 skills.
Choose between three game modes – including Adventure Mode, which removes the pain of permadeath.
Share some of your progress between characters by using the banking system, planting magic trees, or capturing and raising monsters in town.
Explore ITEM DREAMS, randomized mini-dungeons where anything goes, and power up your gear!
Take in the scenery – comprised of beautiful 16-bit graphics and carefully handcrafted maps!
Relax to a beautiful soundtrack inspired by the most legendary RPGs of the SNES era, composed by award-winning composer Andrew Aversa – joined by Hiroki Kikuta (Secret of Mana), Grant Kirkhope (GoldenEye 007, Civilization: Beyond Earth), and Norihiko Hibino (Metal Gear Solid 3, Bayonetta)

Full support for Steam cloud saves, trading cards, and crafting with lovely badges, emoticons and profile backgrounds
Multiple Platforms and Control Methods
Runs on PC, Mac, and Linux!
Play with virtually any controller, and remap any control, binding, or shortcut
Old-school keyboard-only support (numpad movement) as well as WASD preset bindings available
Full mouse support - can even be played with ONLY the mouse!


Traditional Roguelikes (Turn Based) / Gooncrawl (now at v1.0)
« on: January 29, 2018, 01:22:40 PM »   Grand DCSS fork madness begins anew in another direction~  8)

-Reimplemented High Elves
-Reimplemented Sludge Elves
-Added hat and scarf equipment options to felids
-Added helmet equipment option to octopodes
-Increased Ogre Maces & Flails aptitude to +3

-Reimplemented Death Knights
-Reimplemented Priests

-Added Jiyva to the list of Temple gods

-Reimplemented Poisonous Cloud
-Reimplemented Phase Shift
-Reimplemented Control Undead
-Reimplemented Cigotuvi's Embrace
-Reimplemented spellpower boost for Dragon Call while in Dragon Form
-Reimplemented book amnesia
-Added Blades of Disaster: A L6 Charms/Conj spell that temporarily allows you to summon
  prisms as you attack enemies in melee for a short period of time, detonating them all
  when the spell expires. The prisms scale with the user's spellpower and weapon damage.

-Reimplemented Crown of Eternal Torment unique item
-Reimplemented scrolls of recharging
-Reimplemented wands of hasting
-Reimplemented potions of restore abilities
-Reimplemented hammers
-Added shards of Zot: A fragment of the Orb of Zot, which can be evoked to teleport the user,
  as well as attempt to teleport all other monsters in line of sight.
-Added harps of healing: A musical instrument that can be evoked to heal the user, as long as
  they stay still to continue playing the instrument.

-Reimplemented Norris
-Reimplemented boulder beetles
-Reimplemented normal sheep
-Replaced Malmutate on neqoxecs with Paralyze
-Replaced Malmutate on cacodemons with Entropic Weave

-Changed Tomb trap doors back to stone stairs (kept Tomb:3 treasure chamber door addition)
-Added some vaults

-Added random food flavor descriptions when eating rations
-Mutagenic chunks are back
-Kept the old fat cacodemon tile
-Added the crablang fake language (still a WIP)

21   $12.99 Win

Discover Radical Dungeon Sweeper, a new to play minesweeper.

Explore every dungeon. Find the key. Find the door. Escape. And make sure to use the safest path. Monsters are everywhere.

Gameplay :
Isolate monsters to mark them. Attack marked monster to get initiative bonuses
If a monster surprise you, he will hit you hard or trigger a special ability
Collect runestones on your hero to gain new abilities

Content so far :
    7 Heroes to unlock in the dungeon.  Heroes are locked again after each use.
    80+ Runestones to build a unique path for your heroes.
    60+ Monsters with special abilities
    60+ items to gather on each floor to find your way to the exit.
    30+ Special events making each game session unique.

Looks nifty and potential laden~   8)

22  $19.99 Win

From the creators of Rogue Legacy comes a "true-cooperative" action RPG. FULL METAL FURIES puts an emphasis on team play with a unique combat system where everyone is important. Work together to defeat special enemies, string organics combos to deal massive damage, and save a wartorn world that is battling itself to extinction. Play on the couch or online with friends, and make it a party for up to four players! Or go solo in single-player, and show off your skills through a Pick 2 quick-switch system that retains all the nuances of multi-play.

Want to play with friends? Get friends first.
Up to 4 players can join in on the adventure, both ONLINE and OFFLINE.
Full couch and on-line co-op supported, and every variation in between.
Want to play alone? Expected.
The Pick 2 system lets you choose two party members to enter the battlefield.
Use the Quick-Switching to create dynamic combos, and air-crit enemies.
All nuances of co-op are retained. Everything you do in multiplayer, you can do alone.

There’s no I in Team. And there’s no I in Full Metal... Furees.
True coordination is needed to take down your foes. Enemies enter the battlefield with coloured barriers, and only allies of a similar colour can shatter them.
You must revive your fallen allies. Barriers won’t break themselves! Revive bars naturally raise over time, but a helping hand never hurts.
Cooperation, not competition. No more fighting for last hits, battling for gold, or trolling for health drops. Everything is shared, so you can focus on working together.

Four classes, four different styles of play.
Alex the Friendly Fighter – Engages up close with counters and combos.
Meg the Near-sighted Sniper – Plant mines, shoot from afar, and juggle your enemies.
Triss the Boxy Tank – Save allies with your shield, or send enemies flying.
Erin the Ovally Engineer – Control the battlefield with her turrets. She also has a gun!

A new take on combat.
Experiment with a combat system full of counters, combos, and oval-shaped engineers.
Every class has their own unique skill tree. How many skills? So many skills!
Don’t change equipment, change abilities. Give the Tank a FREEZING SHOUT. Turn the Fighter’s Leap into a POWER DIVE. Or just give the Engineer a machine gun.

A new take on enemies.
The Furies are tough, but the enemies are tougher. Encounter over 70 different enemies, each with their own unique tells and counters. No more cannon fodder!
Enemies come at you at a furious pace, and there’s no rest for the weary. New threats are introduced in every single stage you play.
Battle massive Titans in multi-phasic matches that will keep you on your toes.

An adventure full of intrigue, twists, and one liners.
Travel through the ruined snow-capped town of Thessaly, brave your way through the Foloi Forest, enter the tombs of the Stygian Well, and more.
But keep an eye out; there’s more to the world than what is on the surface. Secrets, clues, and hidden dimensions are scattered throughout!
Discover a story spanning over 20,000 words in 6 different languages.
Discover 20,000 one liners.

An abstruse allegorical action adventure about atonement, allusions, and alliteration awaits all at an alternate age around Athens’ ashes.

This should be primed to do well for them indeed, even vs the success of Rogue Legacy back then.   8)

23  $24.99 Switch/PC

This game offers nostalgic and new experiences! This is a wonderful rogue-like dungeon RPG!

Rose is a human and a half dragon. One day, she wanders into the world called "Tree of time" with a fairy instead of a parent.

The treasure falls asleep deep under the dungeon in the world. So, they try the dungeon to return to the their home with the power of treasure!

This is a wonderful rogue-like game. If she dies in adventure, she loses all items and the level is reset. And because the dungeon transforms with every play through, the quest will never be the same. Your courage and growth will be the power to clear the dungeon!


    This game play is turn-based, and both Rose and enemies take turns performing actions. You can think about what to do next over time.
    The "Fang" system: Rose can wear fangs of monsters and gain that ability. There are more than 200 kinds of monsters. You can adventure by combining the capabilities of your favorite monsters.
    The "Brave" system: Rose powers up by fighting in 8 surrounding squares without obstacles. This overturns the theory of the rogue-like game
    This game also has the function of Ranking, Item warehouse, Monster's gallery, Achievement, Mini puzzle, and Dungeon for advanced players.

Seems to be something of a Mystery Dungeon'ish persuasion, which is always a good thing regardless of whatever rough bits it may have alongside it~   8)

Traditional Roguelikes (Turn Based) / Composband (now at 7.1.1)
« on: December 28, 2017, 01:12:17 PM »  Win/Source

Composite Poschengband and Kangband. I plan to make that list longer.

I've been trying to adapt some old Kangband quests for inclusion into poschengband. I've also redone the layout of outpost, and mapped out a new town with shopkeeper names (although I haven't yet managed to get it to appear on the world map). There are new quests, and some of the old quests have been moved to other towns. Morivant has a new ruin just outside town that's been there longer than anyone can remember. Telmora has a quest relating to the volcano outside town. Angwil has tidied up the trees next to the roads.

Feature highlight reel:

New quests
New town
New shops
New monsters
New item base types
New artifacts
New dungeons
New race

The walk command ';' now accepts a target. Therefore you can make a keymap (say tab) for *t;5 and it will walk toward or attack the nearest target. This gets me killed a lot, use at your peril.

Potions might not do what you're used to. Check in-game descriptions to avoid unhappy accidents. Many dungeons have been changed in terms of inhabitants, terrain and guardians.

Traditional Roguelikes (Turn Based) / FIQHack (now at v4.3.0)
« on: December 08, 2017, 01:19:36 PM »

Today on December 7th, alongside Fourk, and exactly two years after the release of NetHack 3.6.0, I am happy to announce a release of FIQHack.

FIQHack is a NetHack variant aimed at polishing the base game, adding quality of life features, and improving monster AI, behaviour and symmetry with players. It also has various other changes such as buffing weaker items, making the later parts of the game tougher and reducing reliance on spoilers by attempting to provide more information in-game. The variant is based off NetHack4 and thus comes with the NetHack4 interface. (Effort has been made, however, to provide options for those who prefer the "classic" NH3 interface.)
Play online (Recommended)

Playing online allows you to share your score with other people, discuss the game and encounter each other's death piles, perhaps with a tough challenge awaiting.

US server (Vermont): or ssh

EU server (London): ssh

EU server (Germany): or ssh

You can chat with other online players at the #hardfought freenode IRC channel. You can also participate in the #nethack-variants channel on RLdiscord at


Linux/Mac: See for how to compile it.

Major changes
    Object searching: use Ctrl+F to search for objects you've seen
    Autoswap: automatically swap a melee and a ranged weapon as you whack/fire projectiles
    Spell maintenance: recast self-buffing spells automatically spending energy
    Monster lookup: Upon farlooking monsters, click on them with : to get information about their attacks, resistances, AC, etc
    Object lookup: Inspecting items for more information gives actual useful details
    Energy regenerates much faster, making it easier to cast spells early
    Monsters will use far more items and will do so far more intelligently
    Improved monster/player symmetry in general, monsters can now do several things only players could (e.g. getting intrinsics from corpses, wishing), and vice versa (players can be slowed/cancelled)
    Dragons are twice as fast and twice as smart as before
    Innate resistances are now typically partial, reducing damage by 50% or effects by up to 67%. To get complete immunity, wear items that grant the resistance, including magical properties that now spawn on mundane gear!

Full changelog:

Bug reports
You can report bugs with the game at

Contact me
You can either reach me in #hardfought or #nethack4 on Freenode's IRC, or by @FIQ on RLdiscord. You can also send mail to fredde1994 (at


Traditional Roguelikes (Turn Based) / Nethack Fourk (now at v4.3.0.4)
« on: December 07, 2017, 01:32:38 PM »


Today, December 7th, 2017: a day that will live in infamy. The roguelike gaming community was suddenly and deliberately attacked by NetHack Fourk version, which has been unleashed upon the world to wreak whatever havoc it may.

Play Online (Recommended):

    US server (Vermont): ssh web
    EU server (Germany): ssh web


    Precompiled binary for 64-bit MS Windows:
    Source for version (PKWare ZIP format):
    Source for version (tarball):
    Source repository: git clone

Build Instructions:

    For all Unix-type systems (Linux, BSD, Mac, etc.), see the regular README:
    For MS Windows, instead see:

Major Changes (since
    New tilesets have been added (see full list below).

    More race/role options and differentiation. If you've always wanted to play as a Dwarf Priest, Giant Samurai, or Scurrier Ranger, now you can. (Scurriers are a race of bipedal humanoid rodents. They are fast and have innate digging ability.)

    Each type of armor now has minimum and maximum sizes for who it will fit, so if you are a small race (e.g., Gnome) or a very large race (e.g., Giant), you may not be able to wear everything. (However, Giants start with ten extra points of Defense, compared to other races; and Gnomes can see in the dark.)

    The speed system has been overhauled: various sources of speed (or temporary slowness) now stack with each other, so e.g., if you are wearing speed boots, drinking potions of speed will still provide a benefit: they speed you up even more.

    Many of the special levels now have new versions.

    The life cycle of dragons has been extended. Watch out for dragon halls, which may contain elder dragons or even ancient dragons.

    Potions of healing and of full healing no longer have an overheal effect; for that you specifically need potions of extra healing to give you "extra" healing above your maximum.

    There is now a scroll of consecration, which can be used to create an altar (or, if confused, a magic chest).

    There are now role-specific and in some cases also race-specific ways to improve your alignment record.

Other Changes:
    New monsters, including jitterbugs and gryphons. (The latter can be saddled and ridden, if you can tame one.)

    The following have been buffed: lances (including Dragonbane, which knights can get via crowning); cornuthaums; stealth; speed (intrinsic, extrinsic, and temporary speed now stack); giant spiders (web spinning attack); monster hitpoint regen; Trollsbane; quarterstaves (improve spell-casting success rate); Elbereth (works against most humans; but not against your quest nemesis, sorry); scrolls of scare monster; Mjollnir (it no longer hits and shocks the thrower 1% of the time); scroll of stinking cloud; crystal balls

    The Priest and Caveman quest artifacts have changed.

    Wielding Stormbringer now causes peaceful and tame monsters to attack you while you are wielding it. (It does NOT cause you to attack things you don't intend to attack.)

    End-of-game item identification, and the dumplog, places information the player character did not know in brackets.

    More conducts are tracked than before.

    Yellow lights emit light with a larger radius than before.

    Ghosts are invisible.

    Teleport control is disrupted by the mysterious force when you are carrying the Amulet of Yendor.

    Food no longer has a random 1/7 chance to be rotten when you eat it.

    Bribeable demons will no longer accept tiny amounts of money.

    Fire Brand and Frost Brand are now short swords; but they can be dual-wielded together. Also, Sting can be held second to Orcrist, for two-weapon combat.

    By default, bones will not load on special levels; this includes Minetown and Delphi. If you want bones to be loaded even on special levels, you have to go into the options and change the bones setting to fully enabled.

    The numbers of experience points needed to reach various levels has been reduced, significantly.

    There are several new types of shops. (They are, however, rare.)

    Looking things up with whatis (/) now gives useful information.

    For more details on what has changed, see the changelog:

    Automatically-generated spoilers area also available. If you have a local copy of the game, you can generate your own using the #spoilers command in debug mode (they are created in the same directory as the xlogfile and livelog). You can also find the automatically generated spoilers, as well as Sokoban spoilers, online at

Which tileset to show is selectable in the options. All tilesets are available in the SDL client (only text tilesets otherwise). The list of tilesets included with the game is now as follows: * text-unicode (NEW, differentiates all dragon ages) * text-legacy (for if your terminal doesn't know UTF-8) * text-ascii (for that fully retro look, no weird characters) * geoduck (graphical but with elements of the text symbols) * slashem-16 (basically the vanilla default GUI tileset) * slashem-32 (NEW, 32x32, 8-bit color) * dawnlike (16x16, 4-bit color, very distinctive art style) * fmob (NEW, 24x24, each tile has one foreground color, plus black) * rltiles (32x32, 32-bit color)

Feedback and bug reports can be submitted in the following ways:

    IRC is the fastest way to get an answer. You can leave feedback in the #nethack4 channel on Freenode, which is shared between NetHack4 and its major variants (Fourk and FIQHack). Mentioning the word Fourk in here guarantees that I will see your message when I am next online.

    Bugs can now be reported in the public bug tracker, (Please bear with us if this is a bit slow. It's a new installation, and we still need to do some performance tweaking.)

    Correspondence about NetHack Fourk may also be sent to jonadab either on the Freenode IRC network or by email (at If using email, please make sure that the word "Fourk" is included in the Subject: header of your message. (I get a lot of junk mail and rely absolutely on whitelist filters to bring actual relevant messages to my attention. If the Subject has Fourk in it, Arsinoe will see the message in my POP3 inbox and /msg me.)

    For other options, see


Traditional Roguelikes (Turn Based) / Mecha Roguelike (now a thing)
« on: November 28, 2017, 10:31:39 PM »   Win/Mac

A traditional turn based roguelike where you control a mecha and gain new skills. Delve into a dungeon and defeat the mega robot within.

This game was made with Godot 3.0 Alpha. (Since this game was made with an unstable build of Godot, there may be random crashes).

Font is m5x7 by Daniel Linssen.

Music is "Overworld" Kevin MacLeod (
Licensed under Creative Commons: By Attribution 3.0 License

The Linux export wasn't working for me. I'm using an unstable alpha build of Godot 3.0 right now. But as soon as 3.0 stable releases I'll clean this game up and exporting should work.

Traditional Roguelikes (Turn Based) / Haque (now at Update #2!) $
« on: November 23, 2017, 01:37:40 AM »

$14.99 Win/Mac/Linux

Haque (/hak/) is a glitch fantasy roguelike adventure about cute monsters, low-bit hauntings, and a suspiciously talkative narrator. Choose your character and battle through forests, deserts and dungeons to defeat a mysterious evil. Die often. Try again!

Explore a vibrant fantasy world falling apart at the seams.

An old man has asked you to complete a quest: purge the land of evil monsters! What land is this? It doesn't matter. Don't ask too many questions.

Journey into the pixelated wilderness with your beloved pet at your side. Encounter dangerous foes, make some new allies, and challenge the reigning bosses. Ignore the mounting sense of dread. That's normal.
Key Features
Character selection featuring an endless array of randomized characters
Detailed character statistics and a classic armor slot system
Procedurally generated maps and settings
Challenging turn-based combat with an emphasis on movement and strategy
Dozens of unique enemies-- don't get surrounded!
Rotating roster of bosses, each with different fighting styles and priorities
Hundreds of items to equip, eat, or... reanimate
Weapon and armor crafting
New character quirks at the end of every level
In memoriam screens to immortalize your permanently dead characters
A slider for screen grime!

Use every tool at your disposal to deliver Haque from evil. Find the truth. Save the game.

Content Warning: Haque contains flashing images and adult language.

Fingers crossed for another substantial KS success story!   8)

Traditional Roguelikes (Turn Based) / Hand of Fate 2 (now available) $
« on: November 07, 2017, 05:00:46 PM »  $29.99 Win/Mac/Linux
Hand of Fate 2 is a dungeon crawler set in a world of dark fantasy. Master a living boardgame where every stage of the adventure is drawn from a deck of legendary encounters chosen by you! Choose wisely - your opponent, the enigmatic Dealer, will pull no punches as he shapes you into the instrument of his revenge.

The table has changed, but the stakes remain the same: life or death!

    A world transformed - 100 years have passed since the Dealer was usurped and the Game of Life and Death gained a new master.
    22 exciting new challenges that will push your deck-building skills to the limit - Hunt fiendish assassins, reunite star-crossed lovers or build up a fortress to withstand a raider assault!
    Enlist the aid of all new companion characters - team up with them in battle, or have them bend the rules of the boardgame in your favor!
    Hundreds of new encounters, artifacts and items to earn and upgrade.
    Enhanced action-RPG combat - shred foes with quick dual-wielded daggers or brutalize them with heavy two-handed hammers. Build up your combo meter to unleash powerful special attacks!
    Engage new foes united by all-new card suits - Cross swords with disciplined Imperial soldiers, purge corrupted mutants and fend off northern raiders.

Traditional Roguelikes (Turn Based) / Sil-quirk (now at v1.5.0!)
« on: October 11, 2017, 11:43:24 AM »

There are Windows binaries as well as Linux. No Mac, sorry, and I haven't committed my changes to the Windows makefiles to get mingw working.


    Throwing Mastery and Momentum are gone.
    Knock Back now lives where Throwing Mastery used to. If people like it there it stays as is. If they don't I'll consider how it may be buffed.
    Impale, which lets you impale through two aligned enemies at once with a polearm or greatsword, is where Momentum was. I like this. It's staying.
    Smashing Blow is where Knock Back was; it helps weapons to break through armor. This isn't super exciting. If people find it useful it stays.
    Whirlwind Attack is no longer restricted by walls.
    This may be too good. We'll have to find out. If it is too good, there are ways of weakening it from here which should make it still be playable e.g. diminishing accuracy as the player attacks more enemies, or having it stop on the first hit. As it was though it was more fun than useful.
    Cruel Blow and Crippling Shot have been rebalanced to connect more at lower critical levels and less at higher critical levels. More work may be needed.
    Filthy rags are gone.
    Strength and Song of Freedom prerequisites are gone.
    On early levels monsters are a little less alert.
    Forges should now appear at 100, 300, 500, 700 and 900 feet. Other forges may be generated as well.
    Quarterstaffs are now 2d4.
    Quarterstaffs of Vaulting, Warhammers of Crushing, polearms of Piercing all added. Rings of Damage are now Rings of Archery (these are an actual thing, google thumb ring). Daggers of Murder are stealthy.
    Channeling now auto-identifies staves and lets you get 2x as many charges out of them.
    Non-unique monsters scared from the level net you experience.
    I will try to break savefiles as seldom as possible - but this boosts fear-based gameplay too much to not include.
    Lorien and Mastery slightly boosted (effect is about +2 Song).
    Slow Poison is now Antidote, and cures you.

Good to see a bit of rumbling in Sil while the base has been a fixed target for awhile now.   8)

Pages: 1 [2] 3 4 ... 44