Recent Posts

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The latest version of the game is now live, with plenty of new content and bug fixes!  You can download the full game or the latest patch here:  https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

Or find out what's new in this version here:  https://virtua-sinner.itch.io/caverns-of-xaskazien-ii/devlog/978121/cox-2-ver-16108-released

Enjoy, everyone!

Jeff
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Only just found your game, which is just a surprised in itself because its wonderful and I'm surprised it hasn't gotten more exposure.

Well, just popped in to say well done on it, I adore the world setting and really like your attempt to allow more playstyles and interesting skill mechanics.  Its certainly taken some ADOM inspirations, but your writing and creativity around classes sets it apart.
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That's an impressive journey—15 years of dedication really shows passion and persistence! Party-based roguelikes are indeed a rare breed, so it's exciting to see someone explore and evolve that niche. Congrats on the 1.61 release!
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Hi!

About 15 years ago I started working on a party-based roguelike for iOS. I've just released version 1.61 on iOS and for Chrome browsers at.

Party-based roguelikes are fairly uncommon, so I had to make a bunch of design choices without much context for best-practices. In the end I really enjoy how it turned out, I hope you do to!

Congratulations on the release! It's impressive to see such long-term dedication. Party-based roguelikes are indeed rare, and it's great you brought your unique vision to life. Excited to check it out—well done!
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Warsim one of steams most bizarre and monstrous games is 60% off, if you've been on the fence check it out now!

http://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/?beta=0

Tell your friends :) And if you don't have any, come make some goblin friends in Warsim
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Traditional Roguelikes (Turn Based) / Re: NLarn release: now 0.7.6
« Last post by Jose Machete on July 01, 2025, 10:13:11 AM »
Hello! Just stopping by to say a big KUDOS for the update, it is awesome! Thank you!
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Hello there!
Important Update 0.6e has been uploaded to the itch.io page of the game :]
Comes with a major re-working of how the Dungeons are generated, solving a weird behaviour of the game which made the generation to skip levels when the player went further to lower levels. Now it works as intended, giving a standard (in the Angband family) progression.

Download it, unzip, start the executable and enjoy.
For a simpler way to start both modes, I provide to savegames:
-ZAngband, for a normal mode with wilderness and quests and towns... et cetera.
-ZAngnilla, for a simplified mode, with only one town and one Big Dungeon to explore.

https://jose-machete.itch.io/z-angband-06me

Thank you as always!!
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This release started off as something very, very boring (library updates, which I hadn't done in an embarrassingly long time), but got interesting: the biggest change is probably that hiding has been reworked so that rather than a skill you have to actively set, the game is checking it every turn if you're not hidden to see if you can hide. This very strongly changes how thieves, and hopefully makes stealth a viable, non-wristbreaking playstyle now.

There's also new music, a lot of smaller mechanical changes, and a couple of bug fixes, including a pretty critical one around followers and summoning.

Shadow of the Wyrm v1.8.4 "Fampas"
- Version declared March 8, 2025. Version finalized June 28, 2025.

- Updated the guidebook's section on Skills and created a new section on
  how to apply terrain features (Lustcrecia).

- Improved the "can't sacrifice" message.

- Applying an altar now triggers sacrifice (same as "O"ffer) if you're
  standing on it.

- Shopkeepers' default message now references restocks (Lustrecia).

- Updates to use Google Test 1.16, Boost 1.87, xerces-c 3.3, zlib 1.3.1,
  SDL 2.32.0, SDL_image 2.8.8, SDL_mixer 2.8.1.

- Made different versions of the level up effect, so that it plays using the
  instrument you're currently holding (if you're not holding one, it plays the
  default).

- More names.

- Talking to fairy spirits now plays a little tune when they disappear.

- "Death" flag for tiles, where unprotected movement on to the tile
  insta-kills. The water tiles in the Caldera have been flagged as death.

- Added an item property, nexus, that provides a link between worlds and
  allows the creature to savely move without death.

- For musical instruments, added info on which races they charm most
  effectively to the codex.

- Singing now breaks the Silent conduct.

- Pacification is now impossible (Music) and/or very difficult (Beastmastery)
  when a creature is enraged.

- Failed attempts at musical pacification are now much more likely to trigger
  rage (though still not guaranteed, like beastmastery).

- The status colour for hiding is now bold magenta (was white) to be more
  easily seen.

- Hiding is now all but impossible unless you are unburdened.

- Hiding is now for Thieves only.

- Humans and Wood Elves now start with Stealth.

- Adventurers now start with Swimming (Paul Raymond-Robichaud).

- Stealth is now more effective at allowing you to move and remain hidden.

- Backstabbed creatures make it nearly impossible to hide again in their
  presence, and e'x'amining a creature now reveals if it has been
  backstabbed.

- Reworked how Hiding works. Rather than requiring manual application, it's
  now checked on a turn-by-turn basis, if you have skill in it. Only Thieves
  start with the skill. The status messages on application/wear-off have been
  removed now that it potentially triggers every turn, and instead, the "Hi"
  status identifier is now bold magenta, to be easily visible at a glance.
  This should allow a distinct playstyle for thieves, similar to how combat
  is for warriors and others, and magic for the spellcasting classes. (Josh
  Engdahl, Paul Raymond-Robichaud)

- Hiding is now automatic only when no creatures can see the hiding creature.

- One of the thieves in the guild house in Carcassia now has some useful tips
  for thieves.

- The game will now check to see if the asset directory exists before
  continuing, if the config requires it (SDL does, curses doesn't).

- Moved all the assets out of source control and into an archive on the game's
  website to get around GitHub's very low git-lfs bandwidth limits.

- Dungeon stairs now sometimes have an extra description.

- Tweaked a few sprites.

- Changed "Hair Colour" and "Eye Colour" to "Hair" and "Eyes", respectively,
  and added a new Hair option, Bald (RelicWraith).

- Stanzas for "Tel and Floridel".

- Bug fixes:

  - Fixed a bug with summoner following that wasn't respecting a tile's
    existing creature (Ewig Kaiwelo).

  - The Crafting skill wasn't showing its message when used (RelicWraith).
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Hello there, my good mate, finally on vacation and I'm diving in this great roguelike of yours! First impressions are stunning, outstanding. Man, this thing is a time killer for sure! Thank you for this game, it's gonna bring me so many hours of joy ^_^

Hey, sorry this is months late! I'm glad you've been enjoying it!
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Hello everyone, I’m the creator of Hokuto no Rogue, a roguelike inspired by the world of Hokuto no Ken (Fist of the North Star). I’ve owned a jailbroken PlayStation Vita for some time and have been curious to see how my game would run on that console. Unfortunately, Java (the language in which the game is written) isn’t available natively, but recently I discovered an homebrew called Moonlight that enables PC streaming, together with Sunshine to install on the PC. After remapping the controls with JoyToKey and making a few small tweaks to the game, I gave it a try—and this is the result. I must say I was pleasantly surprised. Of course, it’s only a proof of concept and the GUI doesn’t perfectly fit the final resolution, but it’s playable and gave me quite a bit of satisfaction. I wanted to share this with you all. ;D



Proof of concept video

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