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Zorbus is a fantasy-themed, graphical, turn-based, role-playing roguelike game. Your goal is to delve deep into a dungeon, find a portal to a mythical place called the Zorbus where a mere mortal can ascend to demigodhood.

The goal is to create a tight, streamlined dungeon crawling experience where the dungeon feels alive. Thematically Zorbus draws influence from the late 70s and early 80s tabletop AD&D campaigns and adventures.

The rule system for the game is slightly influenced by the d20-system used in the 3rd edition of Dungeons & Dragons. Zorbus has experience levels but no character classes (race and gender is selected). On each level-up, you point-buy skills and talents. Talents are mostly combat abilities and spells.

By design, Zorbus does not have a hunger mechanic, item identification, crafting, autoexplore, an overworld map or quests.

More info, online manual and download here:

It looks promising. What does "dungeon feels alive" mean?


--- Quote from: Krice on March 27, 2019, 11:28:03 AM ---It looks promising. What does "dungeon feels alive" mean?

--- End quote ---
My plan was:
Dungeons are themed (both in map layouts and themed content in areas). There are special areas like throne rooms, banquet halls and prisons. There are several factions in the dungeon and also some wild life usually in caverns. Creatures also comment things and act somewhat intelligently.

I have mostly done all that. Whether these things are good or done well is a different story. Some players might prefer plain rooms, corridors and random monsters who never flee or use potions etc.

Release 4

* Manual updated with clarifications on closing doors, rest until healed, setting traps and other stuff.
* Difficulty finetunings: some creatures removed from dungeon levels 1 and 2, bigger chance of a recruitable creature on the levels.
* Rest until healed -command added (S or NUMPAD_0). Rests until healed or rests 100 rounds if already at full health so you can use it also to regenerate Stamina. Seen hostile creatures interrupt the rest. Can also be interrupted by pressing any key.
* Health bars under creatures change color gradually from green to red as they get more angry at you.
* Doors can now be closed also with ALT+DIR. The floor has to be clear of items.
* Fixed ranged weapon enchantment. Ranged weapons can now be enchantent with "enchant weapon" and "vampiric weapon" -scrolls. When a ranged weapon and ammunition is equipped then elemental damage scrolls target ammunition.
* Inventory now shows the key for dropping items.
* Ability/skill/resistance-modifiers in item descriptions are now color coded.
* Equipment ability requirements actually implemented (mainly for heavy armor, large weapons and large shields).
* When you use target mode on a creature it shows the devices it's carrying (potions, wands etc.).
* Some talent requirements and values finetuned.
* Item price formula finetuned.
* Spirit-modifier adjusts item prices in stores (+-10% per modifier, max +-30%).
* Offscreen creature warning -setting draws red warning arrows in the edges of the map to directions where hostile creatures are seen. Mainly for small screens.

At least one player has gotten to the endgame and of course there was a bug in there.

Release 5

* Fixed an endgame related bug.
* Fixed a rare but fatal dungeon generator bug which would result in a crash.
* Fixed another smaller dungeon generator bug (sometimes you would see a single oddly colored floor tile in an area).
* "Arrow of Explosion" and "Bullet of Explosion" now actually create a 3x3 explosion on the target.
* Shops have more healing-, endurance- and blink-potions.
* "Create obituary" -setting is now saved to the settings file.
* Obituaries now have usage counts of talents and devices.
* "Offscreen creature warning" -setting is now on by default. Can be changed from the settings.


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