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Traditional Roguelikes (Turn Based) / Endless Nights ported to Windows
« Last post by snoitan on April 21, 2025, 05:13:09 PM »
I released my Endless Nights roguelike to the mobile stores way back in 2014.  It was one of my first roguelikes and roughly based on a series of Neverwinter Nights mods I did.  It was also my attempt at a skills-based system that progressed the character (and offered new skills) strictly based on how the character was being played.

I mainly work on my random dungeon generator for D&D these days, but I took some time off from that project to do a quick port of the game to Windows. The port was fairly quick and I was mainly just trying to get rid of the onscreen control and allow WASD movement, so no doubt it will feel a bit clunky at times when navigating menus.

It's on Itch as a free download.  I believe it is also still available for the iPhone (also free).

(I'd post links but I can't) 
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I try for a release every 3 months on the 15th. That said, there was a sizeable release 2 months ago. If you patch on the regular, make sure you're applying every patch since your last update, in order! Weird and terrible things will happen otherwise.

You can download the latest here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii

And you can read up on the latest patch notes here: https://virtua-sinner.itch.io/caverns-of-xaskazien-ii/devlog/926046/cox-2-ver-15701-released

Enjoy!
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Traditional Roguelikes (Turn Based) / Re: Epyx Rogue for Switch
« Last post by coeddie11 on April 14, 2025, 11:04:26 AM »
Thanks for sharing this, really disappointing to hear how poorly the port was handled. I was excited too, but it sounds like they missed the mark badly. Hopefully enough attention brings an update or fix, because classic roguelikes deserve better treatment, especially on modern platforms.
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Hiho! I'm the developer of Tangaria — a free, open-source multiplayer roguelike game (MMORL): https://tangaria.com/

Tangaria combines the classic roguelike gameplay with MMORPG features: explore dungeons with friends, fight monsters, build houses, run shops, chat, duel (PvP on demand), and more. The game offers both graphical and ASCII modes, with a unique semi turn-based system — time flows dynamically or slows down when your character is in danger.

🧱 Screenshots (Tangaria has two modes: graphical and ASCII): 
https://tangaria.com/gallery/

🎥 Gameplay videos
https://youtube.com/tangaria

💬 Discord
https://discord.gg/zBNG369

Many of you may have tried Tangaria before… and broke your teeth on it 😅 It’s always been a tough game — and still is — but with recent updates, we focused on making it more beginner-friendly.

Now, by default, you get extra gold as you level up, based on your Account Points (earned by progressing in past runs).

Prefer the original, no-handholding challenge? No problem! You can customize your experience using different modes. New modes include:

Hardcore – oldschool style (no extra gold and Second Chance). 
Ironman – escape from Morgoth’s jail under time pressure (zeitnot force-down mode). 
Brave – start in Carn Dûm and explore Angmar dungeon without getting back to town. 
• Oldies Vanilla options: Force Descent, No Recall, Fruit bat

More info about game modes: 
https://tangaria.com/guide/modes/

I'll be happy to answer any questions about the game, roguelike history, or development — and as always, feedback is welcome :)

Cya in-game!
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Traditional Roguelikes (Turn-based) / Re: Controller-friendly roguelikes question
« Last post by Arielbr on April 10, 2025, 02:16:53 AM »
Hey! I recommend Crown Trick, Tangledeep, and Dungeonmans — all feel pretty good with a controller on Steam Deck.
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Can you explain more about how the "charming" mechanic works in your game? Specifically, how can players enhance their "charming" abilities, and what strategies can they use to effectively capture monsters?


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Do you plan to add customization or upgrades to the monsters that players recruit, to add variety and depth to each playthrough? Is there a possibility to allow players to have the choice of "nurturing" monsters over different playthroughs?
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Traditional Roguelikes (Turn Based) / Re: Epyx Rogue for Switch
« Last post by sophia2005 on April 01, 2025, 10:18:10 AM »
It’s really disappointing when a game you were excited about turns out to be such a letdown, especially when it's a beloved classic like Rogue. The bugs and poor port quality must be incredibly frustrating for long-time fans who were hoping for a smooth and faithful experience.
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Traditional Roguelikes (Turn Based) / Re: ROGUE-FP
« Last post by RoseBL on April 01, 2025, 07:50:25 AM »
Version 3.4
NEW IN THIS UPDATE:
  • New Trap -roof collapse
  • Wait Command -activate by holding the search key Q
  • Added a tutorial popup for waiting/healing
  • Added a hanging chains sprite that replaces the hanging vines
  • While you're near a bonfire your natural regen is increased
  • Small chime is emitted when fast forward is toggled
  • Sound effect is emitted when your hunger bar is very low

CHANGED IN THIS UPDATE:
  • The phantom can now hover over pits. -it still cannot fly over walls
  • Player can no longer shove loose tiles around like they're made of cardboard
  • Falling tiles hurt the player
  • Highlighted important parts of tutorial text and corrected small typos

FIXED IN THIS UPDATE:
  • Bolts from wands of fire/cold/elec couldn't bounce off of floors properly
  • A bug that caused new collision shapes to be put down inefficiently if a wall was blown up
  • Rings of regeneration weren't kicking in until you hit level 8
  • Some weapons that spawned with an empty enchantment were given very plain names with a typo to boot -Reported by jej on steam/gog


Here's a small update for everyone. I got more than a few requests for a wait command so I finally put one in. It's a bit of a hack since for the most part it just cranks up the engine speed but it should do for now if you just want to get a some hp back. Also, if you wait near a fire you'll heal a little faster so bonfires aren't just for decoration anymore.
The new trap took a decent bit of work to get in. Godot 3's physics engine didn't really want to cooperate with me but I got it working consistently enough I think. A falling tile does quite a bit of damage and so this trap shouldn't show up too often.

3.4.1 is out now as well so I'm going to start on 3.5. I'm going to to start putting in some "machines" as Brian Walker called them in Brogue. Semi-elaborate traps or room setups that involve the layout of the dungeon to put it simply.
How do the new changes in version 3.4, particularly the addition of the "Wait Command" and the "Roof Collapse" trap, impact gameplay strategy and exploration in the dungeon?
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Other Announcements / Re: Rage of Mages 2 (online RPG multiplayer server)
« Last post by johnhsmith on April 01, 2025, 07:03:32 AM »
Whoa, Rage of Mages 2 still kicking it after all these years? That’s awesome! The new season sounds like a blast with those roguelike twists – Reborn and Ascension especially caught my eye, super cool ideas! And a PvE tournament? Count me in for some Mad Caravaner action – love that you’re keeping this gem alive with fresh updates. Definitely hopping onto the Discord to check it out. Keep up the epic work, mate!
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