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Topics - getter77

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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)

37   $19.99 and up with bonus additions  Win/Mac/Linux

Build a loyal band of followers and survive the journey across a broken world. Barely. Play Nowhere Prophet first, become a part of the world and help me build a better post-apocalypse.

Find loot and recruit followers to build your deck
Unlock new classes and convoys across multiple playthroughs
More than 250 cards for you to discover
Stunning and colorful art style
Indian infused electronica soundtrack
Play and stream Nowhere Prophet before anyone else
Regular updates every month
Future steam support included


A single player game with tactical card combat. You travel across procedurally generated maps set on a strange planet after a catastrophic technological breakdown. Recruit followers, find loot and manage your resources as you take the fate of your convoy in your hands. Each fight will make you want to tweak and improve your deck to face the next encounter. Travel through this broken world and search for a new hope among the ruins.

Why First Access?
Making a game is hard, especially one as involved as Nowhere Prophet. I’ve been hard at work for almost 3 years now and it’s time to move towards release. I’m doing my best to make it as good as I can and for that I will need some quality feedback.

This is where I hope the First Access comes into play: I’m looking for some good input from actual players that want to help shape the game so that I’m investing into the right features and content.

Also obviously making some money to help finance the development is a definite plus too.
Does the First Access include a Steam key?
Yes. If you buy the game now you will be able to play it on steam once it launches there.
When will the game be done?
I’m currently shooting for a release in the second quarter of 2018 on all major online stores: Steam, itch, GOG and the Humble store. I’m confident that this is a realistic but you know how it is with release dates…

The time until release will be spent on improving and extending the game. I want to make sure it’s balanced and fun and that the interface is easily understood and useful to players. And I want to add more content to the game - anything from unlockable player classes, to more events, enemies, cards and items.
What are the risks and challenges?
I have many years of game dev experience and as a indie developer. I have released two commercial indie games before. Granted these were smaller projects and a different team but I’m very confident in my ability to complete Nowhere Prophet.

However I’m the sole central developer. There’s freelancers to help but if some horrible tragedy should befall me then no one else will be able to pick up the project and continue. That’s definitely the biggest risk but I’ll be careful so let’s hope it doesn’t come to pass.

Depending on how well the First Access goes I might still have to earn some money, which will be primarily freelance work for other app & game developers (such as Cultist Simulator here). This may eat into the time available to finish the game, and even may go so far as to delay the release, but it wouldn’t prevent it.

It is possible that my freelancers won’t be available for some of the remaining work but I’m confident that I’ll be able to find other talented people to help out then.

An ambitious approach, but here's hoping it pans out given the potential.   8)

Other Announcements / ARRP 2017 looms stealthily!
« on: September 13, 2017, 08:58:26 PM »

What dreams shall manifest?   8)

Traditional Roguelikes (Turn Based) / Songbringer (now at v1.0.1) $
« on: September 12, 2017, 11:46:53 AM »  $19.99 Win/Mac/Linux/PS4/XBO

Darkness sleeps just beneath the cracks on the ever-changing planet. The curious will uncover powerful artifacts and forge them anew. The strong will take the nanosword and crush galactic giants.

Songbringer: Procedural Action RPG
Songbringer is a scifi action RPG with swords, secrets, dungeons, bosses and stuff.

You play the role of protagonist and accidental hero, Roq Epimetheos. With a propensity for partying and making music, he cruises the galaxy with his skybot Jib aboard the ship Songbringer, searching for verdant planets absent the presence of galactic police.

When Roq finds the nanosword hidden in a cave on Ekzera, he unwittingly awakens an ancient evil. The sword is pretty fraggin' sweet though. It... hums.

Jib, the Skybot
Jib began life as a human boy on the skycity planet Yuerder. Growing up, he took an interest in programming artificial intelligence, eventually making a career for himself. On his deathbed, he illegally transferred his consciousness into a skybot, destroying the consciousness link thereby preventing overwrite.

Jib scans the bodies of your fallen foes, sometimes uncovering valuable loot. He can also gain the ability to stun foes. Jib is automatically controlled by AI, or player two can play Jib in local co-op mode.

Lacking the ability to grow one as a human, Jib is obsessed with mustaches.

You choose a 6-letter world seed when beginning a quest. This seed is used to procedurally generate the planet, overworld, secrets and dungeons.

Entering the same world seed will always generate the same world, no matter which platform you are playing on. Thus lore and competition can be shared with others.

Play a new seed and surprise yourself with a new world. Or enter a seed you are familiar with for a speed run.

Open / Non-linear
The generated overworld is open and non-linear. Head in any compass direction you like or play dungeons out of order. You aren't even required to pick up the sword.

Of the nine dungeons Roq and Jib can uncover in each world:
    Some are thematic, containing puzzles and items integral to completing the world.
    Some are secret, hidden side quests in which abilities can be gained.
    Some are tough as nails with overwhelmingly difficult foes, mobs and bosses.

Secrets of the Cacti
Everywhere one looks, there is much that is not seen. Concealed treasures abound. By eating cacti, Roq gains psychedelic powers and is able to perceive the secrets that lurk in plain sight.

Some items Roq discovers can be combined to create distinct artifacts. Find a blink orb and a fire cube? Take these to the droidsmith aboard Songbringer to craft a fire orb enabling Roq to teleport forward a few steps while turning into a fireball.

Songbringer features no experience points (no XP). Progress is made by crushing mobs, vanquishing bosses and claiming lost technological devices.

On completing a quest, several factors are quantified to produce an overall score:

    Time to complete
    Percentage of map uncovered
    Percentage of items obtained
    Game mode: regular vs permadeath

Your score can be saved to a global leaderboard sorted by world seed. This leaderboard cycles through seeds by popularity and freshness. You can manually override to view a particular seed.


Thanks for helping to make Songbringer's launch a success. I appreciate all the praise, constructive criticism and feedback you all have sent.

Some free updates are planned for Songbringer which will feature new items and abilities. More on this as it develops.

In this update, a focus has been placed on making the combat more precise, accurate and tight.

[NEW] New feature: blink momentum - repeated usage of the Blink Orb has a faster and faster cooldown
[NEW] New feature: clutch courage defense - Roq takes less damage when at less than one tooth of courage
[NEW] New story element hints at how to beat Radruiel (the Blob Boss) if he proves difficult

[+++] Roq's sword hitboxes have been adjusted to feel more precise and accurate
[+++] Roq's sword hitboxes are more consistent due to remembering attack direction after letting go
[+++] Sparks from the sword now hit objects in more accurate locations and fly in a more accurate direction
[+++] Roq's sword hitbox last slightly longer so attacks connect more often and timing feels better
[+++] Roq's subsequent sword combos have slightly less and less attack delay
[+++] Roq's tophat aim direction is remembered after letting go of a direction
[+++] Roq slows down a little bit less when swinging the sword while running
[+++] One can revisit any previously locked dungeons after completing the game in order to gain 100% items and/or map
[+++] Viper enemy's rate of attack is now based on the dungeon difficulty instead of being random
[+++] Add black sparks when hitting foes
[+++] Thickets are no longer created around home area if one has the Victor's Emblem
[+++] Minor adjustments to the hitboxes of lightning and ice effects
[+++] Ice dragons can no longer shoot multiple freezing ice balls at once
[+++] Lassaurium (Ice Boss) is slightly less random in her final phase
[+++] Bath Kol (Lightning Boss) no longer heals from lightning-crafted weapons

[FIX] Fixed a situation where the crafting warning would not play when using the Captain's Note
[FIX] Fixed Diamond Sack and Blink Orb not showing the correct upgrade level in stores
[FIX] Up, down, left, right, escape and enter always work in the menu
[FIX] Fixed dialogue remaining on screen after transition
[FIX] Fixed an empty flask re-appearing if you came back with the corresponding full flask
[FIX] Fixed Linux multi-monitor support
[FIX] Fixed foes getting pushed into walls in overly-crowded rooms
[FIX] Game auto-saves after critical story events aboard Songbringer

Looking slick and well set up for the future to come.   8)

Traditional Roguelikes (Turn Based) / Undervault (now at Alpha v0.1.1) $
« on: August 22, 2017, 08:58:23 PM »   $3.00 Win/Mac/Linux/Android   Demo available

Undervault is a role-playing game with random levels and perma-death. Game level contains rooms of different types (kitchen, bedroom, treasury etc.).  Some rooms are 'unknown' and can be revealed by spinning roulette, or by using a room card. The only goal is to escape from the dungeon.

Each of the room types has its own special features. In kitchen you can find food and kitchenware; in arsenal – weapon and armor; chapel destroys enemies in nearby rooms; in bedroom you can rest and heal. Some rooms might have enemies. Fight them or avoid – depends on you.

Battles are turn-based with such features:
    Aim on different body parts – head, torso, legs
    Use active skills. Roar to make enemy retreat, punch to stun
    Consume items (syringe, bandage, pills)
    Character statutes and traits which affect battle
    Enemy AI which controls use of items and skills

More game features:
    Skills tree with ability to focus on different play styles (battle, stealth, room generation)
    Trading. Each trader in the game has its unique list of items and prices. It's possible to speculate with some items by buying from one trader and selling to another with a higher price
    Farming. All you need is room with soil and light, seeds and some time
    Mining. Dig new rooms or connections between existing rooms
    Character leveling system. Improve certain characteristics on each level
    Different room connection types - door, ladder, hole (move only downward), locked door (pull lever to unlock)
    Backpack system. You can take only limited amount of items to the next dungeon level (number depends on player stats and equipped backpack)

My first serious game is finally released. It was really hard and sometimes frustrating to develop. Especially it's true for art because I am not an artist and never did it before. While the game is still in development most of the core features are implemented. My plans for the nearest future are:   

    Polish art, UI, gameplay
    Make game easier to get into and improve overall usability

If I'll get a positive feedback and some funds for additional development I have some additional features in mind:

    End game statistics
    Daily challenges, leaderboards
    New content: items, enemies, rooms etc.
    Different playable characters, each with its own special feature

Anyway, check it out (demo is free) and share your thoughts about the game. Have fun!

An interesting and hopeful mix...

Traditional Roguelikes (Turn Based) / 20XX (now at v1.2 and Hawk DLC!) $
« on: August 17, 2017, 11:49:05 AM »  $14.99 Win

If you like roguelikes or Mega Man, 20XX is for you!

20XX is a roguelike action platformer that you can play with a friend. Jump and shoot your way through ever-changing levels, collect awesome new powers, and battle mighty bosses in the name of saving the human race maybe!

20XX also features full co-op. Play with a friend on the couch or over the interwebs!

20XX supports 1-2 players locally or online via Steam. (Online play is 90% stable at this time.)

~3 years in Early Access seem to have paid off at long last.   8)

 8)  $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 9 unique jobs. (More to come!)
    Choose between two game modes – including Adventure Mode, which removes the pain of permadeath.
    Share some of your progress between characters by using the banking system, or planting magic trees and raising monsters in town.
    Take in the scenery – comprised of beautiful 16-bit graphics and carefully handcrafted maps!
    Relax to a beautiful soundtrack composed by award-winning composer Andrew Aversa – joined by Hiroki Kikuta (Secret of Mana) and Grant Kirkhope (GoldenEye 007, Civilization: Beyond Earth).

Multiple Platforms and Control Methods
    Runs on both PC and Mac, with Linux support in continuing development (already works great on several distros)
    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!

Why Early Access?
“Tangledeep is already a beautiful, polished game with dozens of hours of gameplay. Its procedurally-generated maps, hundreds of items, 9 jobs, and diverse monsters give it high replayability even though the game isn't 100% done yet. Through Early Access, we can continue iterating on the game - expanding the dungeon, the story and lore, more items, more jobs, etc. - while also collecting valuable and useful feedback from players!”
Approximately how long will this game be in Early Access?
“Tangledeep will be in Early Access until December 2017. We have a clear development roadmap and we expect the full, final game will be released in either November or December.”
How is the full version planned to differ from the Early Access version?
“The final version of the game will have significantly expanded story and lore content, more art (i.e. character directional sprites, attack animations), many more items, side areas, jobs, abilities, and secrets, fine-tuned balance, and additional challenge modes, among other things.”
What is the current state of the Early Access version?
“Tangledeep has been in development since February 2016 and already has rich gameplay, Windows & OSX support (Linux works on some distros), full controller support, 50+ monsters hundreds of items... It's in great shape! We are constantly working on the game with new builds every few days.”
Will the game be priced differently during and after Early Access?
“There will be no price difference from Early Access to the final game launch.”
How are you planning on involving the Community in your development process?
“Tangledeep's development has been very open to the community since day 1! We post development updates on Twitter and our Discord server regularly, as well as through our email list. Andrew (the lead developer) streams development weekly on Twitch as well.

Your feedback, suggestions, comments, and concerns will continue to be heard and rolled into ongoing development!”

Here we go---the final drive to this doubtlessly grand project!   8) :)   Already a ton of background updates happened since the mid-KS days~

43 $14.99 Win

The popular dungeon-crawling RPG series returns! Take your party into procedurally-generated dungeons, fight in turn-based battles, loot and level up! Explore the land and uncover the mysteries of the Godfall!

The popular dungeon-crawling RPG series comes to Steam! Monsters' Den: Godfall is a new game, larger in scope and richer in content than ever before.

    A turn-based role playing game focused on dungeon crawling and advancement.
    Found and manage a Mercenary Company. Maintain a roster of heroes, upgrade your keep and adopt doctrines for universal bonuses.
    Take direct control of a party of up to four adventurers to lead on missions.
    Battle groups of enemies in turn-based tactical combat.
    Procedurally generated dungeons, loot and missions.
    Overland travel- visit new cities and dungeons, search ruins and find hidden places of interest.
    Improved character advancement means increased freedom to personalize your team of heroes.
    Hundreds of unique items that can be customized with enchantments.
    More than 100 enemy types, each with unique skills requiring different tactical approaches.
    Random dungeon modifiers add new wrinkles to each mission.
    Story missions uncover the mysteries of the Godfall.

In the beginning, there were many gods. Until war came to heaven. One by one, the gods fell. Each Godfall brought with it a fierce meteor shower, as well as the sudden deaths of their worshippers. As the gods continued to fall and entire kingdoms were brought to ruin by the sympathetic deaths of the devout, many renounced their faith in the hope of being spared. Without divine protection, large numbers succumbed to possession and corruption as the demonic powers forced their entry into the world. Now, there is but one god. Her clerics exert dominance over the human remnants, ruling with an iron fist. Nomadic greenskin tribes pillage and burn their way across the land. Ambitious necromancers harvest the bones of fallen civilizations to amass undead armies of incredible size. The human heretics of the Cult of the Outward Path seek to break free from this world, risking it in the process. The dwarves of the Earthern Nations burrow ever deeper, trying to escape the madness of the surface world. Horrors wait there in the depths, ready to boil out and claim the old places. And all the while, sinister forces yet unseen lurk in the shadows and lay their plans. The fate of humanity hangs by a thread. Time to get to work.

Fifty years after the last Godfall, the winnowing of humanity has passed. The survivors and their descendants struggle to survive and rebuild in a world whose balance has dramatically shifted against them.

Should be pretty good given the pedigree!   8)

Traditional Roguelikes (Turn Based) / Larn-NEXT (now at Xvart)
« on: June 22, 2017, 10:24:23 PM »

After 3 months of hammering away at Larn's codebase, finally it's time for a new release.

A lot of changes have happened over this time from bug fixes, feature implementations and backend improvements. The conversion to C++ is going well, with many usages of C++17 features and proper casting, templates, classes and inline functions & inline variables.


Due to my cross-compilation environment, I was unable to get mips and armhf builds ready as Larn now needs GCC 7 as a minimum, so this will be done in the next releases (weekly).

In the single zip file attached here, there will be a Win64, GNU/Linux 32bit and aarch64 (Arm64) binary. Use the one for your architecture and system.

Also thanks to the contributors!


    Rewrote the cannedlevel function to be standard C/C++.
    Rewrote the cave level generation (some bugs remain).
    Rewrote the math which generates the mazes.
    Cleaned up some functions and squashed some bugs.
    Cleaned up UI (finalized).
    Templated functions.
    Inlined functions for #define's.
    Inlined variable for WIZID (more to come).
    Added more mazes to the file.
    Removed color.
    Removed all #define macros and replaced them with inline functions,
    variables, templates and declared the rest correctly.
    Renamed some variables like scprob to scroll_probability.
    Removed larnfunc.h and created templates/math.t.hpp.
    Now compiles cleanly with GCC 7.1 with very strict rules.
    Cleaned up inventory code and made it fullscreen.
    Increased mobuls to 699.
    Created a log of messages (data/messages.log) for review if
    players miss any of the messages scrolling while playing.
    Removed pointless casting.
    Large amount of bug fixing.
    Apache 2.0 applies to more files.


The future of Larn shines once again from another of the stars in the sky!   8)

45 $13.99 Win/Mac

We Slay Monsters streamlines traditional roguelike RPG gameplay and introduces a unique poker-esque card based combat mechanic. Each class (Wizard, Rogue, Warrior) has a unique deck of cards; using this deck you will guide your hero through the dungeon. Each dungeon is designed to play in short bursts, with a single dungeon taking 15-25 minutes to complete (or even less if your hero dies).

The Academy For Dungeoneering

In We Slay Monsters, the player is tasked with the rebuilding of the once prestigious Academy For Dungeoneering, famous for training generations of heroes, but long since fallen into disrepair.

The Academy is your persistent base that can be upgraded over time with gold earned by performing successful quests for nearby towns. Heroes may die, but your Academy lives on.

Poker-esque card-based combat mechanic. Most hands that would be valid in poker are valid here, except the deck is made up of six suits instead of four, with face values from 1-9 instead of Ace-King. Flushes can be made with only three of the same suit, and any flush results in a super attack. Each suit has a unique attack ability.
Campaign against the Institute of Evil. In the campaign, you square off against the Institute of Evil, a rival school responsible for training evil beasts and strange bosses to take over the world.
Endless supply of recruits. Permadeath means a hero might die, but your Academy has an endless supply of new recruits willing to risk all for fame and fortune.
Over 35 monsters which can be unlocked. Each monster has unique abilities, and monsters are unlocked over time as you complete quests.


Our composer Adam Chandler has done a great job with the music and sound effects for the game, and the full soundtrack album is available as DLC for the game, or buy the game with the soundtrack and save 10%!

Been a long road for this one, but I suspect it will have a solid time of it.   8)

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