Recent Posts

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51
Traditional Roguelikes (Turn Based) / Re: NLarn release: now 0.7.6
« Last post by getter77 on June 20, 2025, 10:47:41 AM »
Good to see this back in action---keep at it!  8)
52
Traditional Roguelikes (Turn Based) / NLarn release: now 0.7.7
« Last post by jaydg on June 19, 2025, 05:01:27 PM »
Finally a new version of NLarn! Today NLarn 0.7.7 has first emerged from the deeps of the earth, err, was spit out of the core of the compiler.   

Now with - tadaaa! - 256 colours!

Read about NLarn 0.7.7 on the blog/homepage, you'll also find the download link there.

I wrote about the development of the 256 colours a while ago, this might be of interest for those who still deal with curses interfaces.

Happy hacking!
53
Happy Warsim Wednesday!

New update live here - https://store.steampowered.com/news/app/659540/view/510707749662755352

Adding a new gamemode, and a new system to the arena, as well as some other tweaks and fixes!


We've also released the fastest gnome insult battle ever today on our channel - https://www.youtube.com/watch?v=gXu8U-WlLdI&ab_channel=Warsim%3ATheRealmofAslonaOfficial
54
Tangaria (multiplayer roguelike): Major Update — Deeptown Era


We have a huge wave of updates. The most important one: we now officially have 4 main modes:

- Deeptown – this mode is now enabled by default. Simple to start with, but full of neat features. It features a single town with the deepest dungeon. You can build houses there. There are no strict dungeon brackets, but there are some special rules (see the "Modes" guide section: https://tangaria.com/guide/modes/).

- No-mode – the classic Tangaria exploration experience with a vast world. To enable it, simply disable Deeptown mode.

- Zeitnot – time-attack mode.

- Ironman – traditional force_depth mode.

Now in these modes, bosses also appear, which makes getting food much easier.

On top of these modes, you can also apply Hardcore, Turbo, and some others.

Also, added:

- a new race (Homunculus), new classes (Heretic and Cutthroat) and a full rebalance of all races and classes
- a redesigned vulnerability and resistance system
- hunger system improvements
- Nazgûl-induced weapon degradation
- new swimming and light-fear systems
- 'y' abilities no longer require food — they now have cooldowns
- an updated housing and account points system
- vertical dungeons
- new curse mechanics
- new uncureable effects (like BLIND_REAL, CONF_REAL, etc.)
- a Discord bot that posts in-game events
- new effects, abilities, item types, artifacts, monsters, curses, traps...

...and so on, and so on :) Join our Discord for details: https://discord.gg/zBNG369
55
Tangaria (MMO-roguelike) NEW GAME MODES!
https://www.youtube.com/watch?v=OUCTQg7meqs
Cya in-game!
​​​​​​​Join our Discord: https://discord.gg/zBNG369
56
Coop Catacombs v1.6 is finally here! 🕳️⚔️

After 6 months of steady development, I’m excited to share the latest and biggest update yet. Version 1.6 brings major improvements to gameplay, balance, and content—refining the dungeon-crawling experience while introducing loads of new surprises.

🆕 What’s new?

🛠️ New magical tools like the Shovel, Flute, Pickaxe, Bell, and Feather, each with unique effects on exploration and combat.

🎭 New gear slots and equipment: powerful cloaks, crowns, gloves, and boots that add more variety and strategy to your loadout.

🧠 Improved AI: enemies behave more intelligently, patrol less predictably, and apply pressure in new ways.

🧱 Dungeon visuals and item generation have been revamped for variety, flavor, and consistency.

🔧 Countless balance changes and bug fixes (over 100!), covering everything from invisibility mechanics to trap interactions and monster stats.

It’s a good time to return to the catacombs... or descend for the first time.

🔗 Download and play: https://aikoncwd.itch.io/coop-catacombs
Full changelog here: https://aikoncwd.ovh/coop_catacombs/changelog/

Let me know what you think, and thanks to everyone who continues to support and test the game!
57
Traditional Roguelikes (Turn Based) / Ananias is now Kramora's Shadow!
« Last post by Slash on June 08, 2025, 04:08:11 AM »
A new update after 2 years, and comes bundled with a name change :)

You can get it on Steam here

The first thing you'll notice when you load the game is the new outstanding title art, made by Colombian artist Juan José Cano. It depicts the evil serpent Kramora, hovering on the world as a constant menace, and our adventurer approaching the entrance of the ruins of Ananias temple, the last resort to save the realm.


However, the biggest change is the introduction of the High Definition UI; while keeping the crisp pixel art appearance for the main map view, we introduced higher resolution for the UI elements so that everything looks now less cramped; this also included adding floating tooltips, so you can now examine the enemies and items on each room.



Another addition is a new set of attributes used to describe the characters; these attributes influence the base stats, and will see more development and we introduce new subsystems in the future, such as piety and prayers. All these stats can now be seen at a glance in the game's HUD, alongside with the skills (which also have tooltips now so you can see what they are)

Following are some additional changes:

* Avoid long gaps between music tracks that were causing long periods of uncomfortable silence.
* Change step sound. We were planning to have more audio tweaks but we fell short on time.
* Extend max inventory slots to 72, overall inventory has been expanded now, so you will be able to carry more things
* Some classes have been renamed, in anticipation of bigger narrative changes (Hunter to Sentinel, Arcane Master to Libratus, Monster Slayer to Inquisitor, Ailorus Monk to Seraphist, Barbarian to Thane, Dumeril Sage to Oracle)
* Display confirm and cancel target buttons hovering on the target.

I wanted this version to be ready for the Turn-Based Thursday Fest 2025, so some of the things I wanted to put in didn't make it. This included a Tutorial level to onboard players into the game more easily, and further improvements on the inventory UX with drag and drop and tooltips.

This new version (2.6.0) signals our return to developing a polishing the game; the plan is to keep the spirit of the game, but make it more enjoyable by improving the user experience, balancing the gameplay, and introducing some narrative elements. After all, it's been some years of experience that I want to put at the service of our beloved game.

As with all big changes, things may be a little bit broken, so I welcome any comments here or at our discord! :)

Also note that we are rolling out the name change slowly as with all Steam processes, so you'll still see the Ananias name around for a little bit.

Happy adventuring!
58
Tangaria (MMO-Roguelike) -- New Mode Deeptown VIDEO... going DEEP!
https://www.youtube.com/watch?v=pZjRJCOs8Ww
Cya in-game!
​​​​​​​Join our Discord: https://discord.gg/zBNG369
59
Math somewhat inescapable given the core that is programming, but emphasis on it above all else tempts closer to just messing about on spreadsheets and whatnot.  Outside of projects that lean in Interestingly...like Hydra Slayer and such.
Totally feel that. Math is definitely baked into the DNA of programming, but when it's treated like the only lens, it can feel like you're just building fancy spreadsheets or solving textbook puzzles instead of making something alive and weird and personal.
60
​Tangaria (MMO-Roguelike) – New Mode Showcase: Deeptown
Watch now: https://youtu.be/OyG4-qd_Cb8

Check out the latest update in Tangaria – a classic multiplayer roguelike with a modern twist! In this video, we explore Deeptown, a brand-new game mode packed with danger, treasures, and surprises.

⚔️ Fight monsters
Play with others online
Build your house (wanna be neighbors? )​​
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