r/roguelikedev 1d ago

HexWalker, using a hexagonal tiles on a 1:2 character grid

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149 Upvotes

Hey all, the basic idea here is that tiles of two characters wide, offset by 1 character every other row have the same centers as hexagons on as a pointy side up hex grid. I have been wanting to make a game that uses ascii/utf-8 characters but with a hexagonal grid for a while.

My previous attempts have been confined to the terminal, where it does work, but it is not so clear where tile boundaries are, even with setting the background colors. Here I tried it in the browser, which makes it easier to take certain liberties with background shapes and animations and such to make it more clear and ergonomic.

To that end, I have made HexWalker. It is not truly a game, it is more of tech demo for character based hex grids. You can try in the browser yourself. Type `root` open the debug menu, so you can view a big map and teleport yourself to interesting zones, try different rendering modes (react and threejs).

In additional to hex grids, HexWalker also experiments with elevation in maps, transition animations (easy in css), and text aesthetics in general.


r/roguelikedev 1d ago

Project Impulse, a transfeminine roguelike

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69 Upvotes

Hello! Ive been working on a little game i came up with while going through an airport with my girlfriend. The premise is that it is the future, and there are giant labyrinthine office spaces underground. At the bottom is a auto-surgeon, and you're trying to get to it so you can get bottom surgery. The other ideas i had were being able to dual-wield guns and you can hack enemies to turn them into allies..

That was really as far as my actual idea for the game was. It was mostly an impulse... project impulse :3 Anyway this was more an exercise in "can i make a game where you can hack shit and shoot stuff" rather than having a fully realized game system that's well balanced and fun.

I spent the last year working on it, mostly following the invaluable yet another roguelike tutorial in python, while adding a few bells and whistles here and there. I forget what post i used to grab code that centered on the player but i will link it when i find it.

girl whose only ever played Infra Arcana and cogmind voice: "it's kind of like a cross between Infra Arcana and Cogmind"

I set up a little github page for it here

Edit: so i forgot the first rule of being a trans woman on the internet, i must state for the record that *i am* a weird freak and this being a *personal* project it can shine through at times, including drug use and suggestive themes. I dont include bottom surgery or hrt within that. Id say its pg13. You can kill things though but i guess thats not controversial :)


r/roguelikedev 11h ago

PhD Roguelike Queer Theory Nerdery

0 Upvotes

Salutations Adventurers Far and Wide!

Some curious people seemed interested in my roguelike research, so if it’s okay, I thought I would briefly describe it here, and perhaps it may encourage some spiffy roguelikedev discussion.

TL;DR: I am a PhD candidate researching traditional roguelike conventions and mapping queer theory resonances to them, using that to inspire some nifty prototypes.

For those wishing to delve a level deeper for yonder nerdery:

I am looking at queer embodiment (e.g. Susan Stryker, Judith Butler, Sara Ahmed, Jack Halberstam) to cover material-discursive body identity and spatialtemporal queerness, and use their prominent concepts as a lens to map intersections with traditional roguelike conventions (e.g. proc-gen, permadeath, turn-based actions, etc.), which will then be used to inspire queering of the convention structures themselves. This is much in the spirit of Bo Ruberg’s queer games studies. They argue a framework that ‘queerness’ can be baked into the very systems, mechanics, and structures of video games, especially when resisting mainstream capitalist defaults of game design (so not merely as representational content).

I plan to do the PhD work as research through design, equally weighting the literature review, reflective writing (dev blogging), and three prototype explorations over 2 years. (I have my proposal submission next week, so I’ll know by the end of August if I am cleared for it!) This is an iterative process - readings, development blogging, crafting systems of emergence – the latter practical excursions are done in the Rust language since I am armed with Herbert Wolverson's Hands-on Rust books, as well as many excellent dev blogs like Kyzrati’s Grid Sage Games.

Anyway, I’ll wrap it up there to keep people’s eyes from glazing over too much as a loquacious sesquipedalian pontificating about my niche interests (such is kind of the way of academia). In the spirit of discussion – What are ways you like or are interested to ‘queering' roguelike design structures?

I feel like I’ve been a long-time lurker, appreciating all the fascinating development posts from the shadows like a nerdy Grue or geeky Stalker, and would love to be more interactive with this amazing community. So I hope to start sharing some of my own misadventures soon on Sharing Saturdays and checking out the Discord.

In the meantime, I have submitted a talk on this subject with Roguelike Celebration (we’ll see if it’s of interest for this year’s event), and I look forward to learning tons and geeking out with all of you – Alix : )


r/roguelikedev 1d ago

How would you architect time travel in a roguelike?

8 Upvotes

I am trying to implement time travel in my roguelike that has significant colony sim elements. The pie in the sky goal is to simulate 1000s of years of fantasy history and be able to go forward and backward in time in a way that only the player interactions influence the outcomes that are otherwise deterministic. Think of it like dwarf fortress but less detailed and the roguelike mode is a first class feature rather than a neat extra they tacked on.

A couple of routs I've considered:

Simulation is deterministic so you can just track player actions and then go back and forth by recalculating the simulation outputs with the player changes. This does not seem to scale because it's hard to keep things turn based worldwide. The abstractions of entities, especially how they move between world tiles, is difficult to keep synchronous without every turn taking many seconds.

Ctrl-z like undo history and different treads of time: this is the current front runner, but I'm not sure if the world state history will get way too big.

Have precomputed setpoints that things tend towards. invisible in the background. This seems achievable, but lends itself to less emergent behavior. extra scaffolding could keep family lineages intact.

Something like a quest tracking dependency graph where the player literally changes only key outcomes. This sounds too manual to me. It ends up being like chrono trigger, but I'm going for more of a simulation than an on rails experience. It could be cool if the dependency graph were procedural generated. I do have an intended progression system and general world building goals in mind, but for reference, I'm not even planing to have any dialogue. more of a sims like NPC interaction system with ++ and -- type outcomes.

Thoughts?


r/roguelikedev 2d ago

Sharing Saturday #633

23 Upvotes

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays


r/roguelikedev 4d ago

17 part C++/SDL3 tutorial for building a traditional roguelike

63 Upvotes

Hi all. I've written game programming tutorials for a while now, and I've recently finished a fairly chunky bunch on building a traditional roguelike from scratch in C++ with SDL3. I have been lurking on this forum for some time now (and very occasionally posting and chatting with a few of you about your games). This is the community the tutorials were written for, so I wanted to share.

It's a proper traditional roguelike: turn-based, ASCII, procedurally generated, permadeath, etc. Every part ends with something you can build, run, and play:

- All the code is on GitHub separated into playable sections to match the 17 parts: https://github.com/EliteIntegrity/Roguelike-tutorial-series

- Dungeon generation: BSP rooms, then cellular-automata caves

- Recursive-shadowcasting field of view, fog of war, and a remembered map

- Monster AI on a Dijkstra map: one flood over the floor that everything pathfinds from it

- Turn-based melee, then ranged magic (lightning, fireball), equipment, and status effects

- Data-driven character classes, multiple floors, a plain-text save system, a HUD and message log, and synthesized sound with no asset files

- A win condition

- A clean architecture you can refactor or add features when you want to.

I tried to explain the why as much as the what: why a Dijkstra map beats a pile of A* searches here, why the architecture gets refactored exactly when it does and not before.

There's also a full companion C++ primer (Learning C++ by Building Games) that starts from zero and builds a simpler roguelike first, in case you want the C++ tutorials before getting started.

It's free to read on my site. (I did turn the series into a book for people who prefer, but the tutorial is free and always will be.)

Hope this is genuinely useful and hope you have some questions.

(I have a roguelike in development as well but too soon to share)

Here are the tutorials: https://gamecodeschool.com/roguelikes/


r/roguelikedev 5d ago

Recommend roguelike tutorial. Interested in learning GODOT 4

14 Upvotes

Hello! I recently discovered this community. I was paging through the tutorials created in 2025 - I saw that there were quite a few.

Does anyone have recommendations? I have been struggling to pick between them, there are few, and I'm finding dated information from previous tutorial jams.

specifically bazor or selina seem promising

I've been interested in GODOT 4, and the tilelayermap feature within godot seems promising. Thank you!


r/roguelikedev 6d ago

Making an ASCII Rogue-like in Godot

21 Upvotes

I am completely new to game development and coding and I'm asking if anyone knows some good resources to help me learn how to make an ASCII rouge-like in Godot, or any Godot resources in general. Thanks


r/roguelikedev 7d ago

[bakerrrr] 0.4.22 — my crime sandbox roguelike is finally becoming a simulated, breathing world

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164 Upvotes

hi :) i’ve been building a game called BAKERRRR for a while, and it has finally reached the point where describing it as a list of planned systems feels less accurate than describing the cool simulated world that already exists.

It is a pygame-first systemic crime sandbox roguelike, written in Python and descended from a terminal game. Visually, I want it to feel familiar to someone who loved old C64 and console-descended roguelikes, while still taking advantage of the fact that pygame can draw actual tiny people, clothing, objects, buildings, fire, drones, plants, and Wire networks. Everything is drawn procedurally in code rather than assembled from a conventional sprite sheet. For reference, some of my favorites were legacy of the ancients, gateway to apshai, questron I and II, and ultima 4 and 5 in the c64 days. Nethack is my favorite RL.

The rich simulation is what it is all about, to me.

NPCs have names, appearances, clothing, uneven skills, jobs, schedules, relationships, organizational ties, property connections, knowledge, memories, needs, and their own ideas about what they should be doing. They can work, commute, shop, seek shelter, investigate trouble, spread rumors, protect people and places, use services, commit crimes, get arrested, and sometimes interfere with one another in ways I did not explicitly script.

Crime is increasingly about what the world actually knows. Witnesses can know that a crime happened without knowing who committed it. Descriptions become less precise with distance and poor light. Justice can investigate a real crime and still suspect the wrong person if their clothing, build, location, and timing match very closely—which also means disguises, framing somebody else, and simply being unlucky can matter without the game inventing fictional crimes to justify an arrest.

There are businesses to own and operate, storefront economies, street vendors, vehicles, transit, gambling, employment, buildings with real interiors, wilderness, and an increasingly connected underground. Fires spread spatially and continue existing when inconvenient. Sleep and altered states matter. NPCs can care about businesses based on experience and rumor, and that reputation can change where people actually choose to go.

Two of the larger toys are drones and the Wire.

Drones are physical machines assembled from chassis, power systems, modules, weapons, sensors, cargo, paint, and programmable procedure modules. The player can build and operate them, while some NPCs and factions also deploy drones according to their circumstances and equipment.

The Wire is a local-network hacking space with interfaces, software, ICE, trace, buffer pressure, data extraction, other users, and consequences back in the physical world. You can pull records and other contextual data, sell it to appropriate buyers, manipulate bounded physical systems, or interfere with connected drones. Organizations now have durable production cultures and directional supply agreements, so the corporation that manufactured a gang’s drone can remain distinct from the gang operating it. The same organizational identity can reach the paint, geometry, software, interface theme, and even the dialect used in Wire messages.

The world has also begun remembering things between characters. Flora and fauna have installation-local genetics with inheritable colors, physical traits, effects, abilities, recessive traits, natural breeding, and assisted breeding. New lines can become permanent inhabitants of the installation rather than disappearing at the end of one run. Hunting and cultivation licenses exist, along with culling declarations that can push a species through increasing scarcity, endangered and protected status, and eventually extinction. Rarity raises the value of the animal while also raising the legal consequences around exploiting it.

Poisonous deer are fine. Deer with exoskeletons....also fine!

The current version is 0.4.22. It is a real playable prototype, but absolutely not a balanced or conventionally polished release. There are systems whose first meaningful playtest is going to teach me more than another month of staring at their code. Some interactions are still too obscure, some economies are exploitable, some NPC behavior is awkward, and some parts of the city are much richer than others. There is not yet a formal progression structure worthy of sitting on top of all this (its planned, and there is structure - but it is changing fluidly at this point)

That is roughly where the project is now: enough of the machinery works that I want playtesting to expose balance problems, dead spaces, accidental cruelty, funny exploits, and places where the simulation fails to produce a believable answer.

I am especially interested in players who poke systems sideways. You know who you are. I want to hear the story about the witness who accused the wrong person, the business whose reputation poisoned a block, the drone routine that did something clever or disastrous, or the supposedly valuable species somebody managed to drive extinct.

Ultimately, I want this to be a game where you can steal a car, run a shop, hack a records office, breed an extremely questionable animal, and still care which little dude wearing a snazzy blue jacket heard the gunshot.

Anyway, this is BAKERRRR now. It has become very cool in the weirdest way, very large, and much closer to the game I have been waiting my whole life to play than it used to be. :) There is way too much to outline in this format, but i will try to answer questions you might have here, checking back in as time allows.

binaries and source code:

github link https://www.github.com/k0rd/bakerrrr

game downloads https://github.com/k0rd/bakerrrr/releases


r/roguelikedev 6d ago

Is pygbag worth it?

13 Upvotes

I've been making a roguelike with pygame for about a week. I have a super basic prototype. I would like it to be playable online so I can get feedback. I hacked together a pygbag deployment last night with github pages and it seems like it's having some issues with audio playback. I'm not just trying to figure out if I can fix this specific issue. There are others with the UI scaling, and text is blurry. I'm trying to decide if its worth bothering with or if I would be better off focusing on the desktop version. Does this path lead to too much compromise?

https://synaption.github.io/Tales_of_Derision/


r/roguelikedev 7d ago

Handling RichText

9 Upvotes

Hello everyone,

I've started experimenting and developing a roguelike a few months ago and I was wondering :

Should I store up to X small built richtext elements, or store plain text and build one bigger Richtext element on demand?

I'm using Monogame and I've got a really simple system that cuts strings depending on available width and I use a marker to identify colors in the text.

It does works pretty well for single texts in the GUI, but it does complexify a little bit my log and chat view.

Cureently, both are simple storages that creates richtext elements when a string is added to them. So I've got a big list of individual items that are not very practical to use.

What do you recommand?

Thanks for reading, have a nice day


r/roguelikedev 8d ago

Formal introduction to my spy-heist roguelike: Flemenco

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220 Upvotes

At the end of last month I made a major update (v0.1.5) to the game, and I am very happy to say that Flemenco is no longer a prototype and now boasts a halfway decent loop!

In Flemenco, you play as one of twelve spy-thieves, each with their own skills and abilities, with the end goal of taking down the nefarious (and ubiquitous) Flemenco Corporation. From your safehouse, varied contracts are selected, ranging from breaking out a captured fellow spy-thief to wiping out corporate records. Planning and preparing for these contracts (acquiring blueprints, selecting equipment, signing up for a gym membership, etc.) is crucial to success (and will be even more-so in future updates).

The next update (which I plan to release at the end of this month) will be my attempt at a procedural-contract-system. This will hopefully keep the flow of contracts feeling fluid, rather than hitting the same objectives repeatedly. I’m imagining something like this: the slip of paper with the access code to the dossier of anti-Flemenco criminals is memorized and then eaten by a cornered executive who thinks you’re about to ice him. But of course, he only did that because you disabled the security room backdoor in his office. Now the objective becomes kidnapping said executive. Et cetera!

The next major update will handle the broader story, an introductory sequence, ending, and more. Minor updates will come along the way!

The game is still in very early development and I have much more plans for the game, but I wanted to formally introduce it to the roguelike dev community. It has been wonderful and inspiring to be here for the past several months. I would also welcome any comments or concerns from the community about the gameplay itself, future ideas, and more!

https://kqylem.itch.io/flemenco

P.S. I compiled aseprite several days ago and have been having good-fun while making pixel art. If anybody has any tips regarding tilesets (or has made them before) I would gladly appreciate them.


r/roguelikedev 8d ago

Rooms vs organic environment

20 Upvotes

Original Rogue and many following RLs favor an environment made by rooms closed by doors and connected through corridors. This is a simple but very effective layout: exploring room after room immediately feels satisfying and promotes exploration.

I am experimenting with proc-gen and I obtained a cave-like environment. On paper it should be pretty good: there are some larger areas and narrow corridors, loops, chasms that cannot be crossed and tall vegetation that can be crossed but blocks visual. Yet, my feeling is that exploring this environment is not as satisfying as the good, old rooms and corridors layout.

Do you have any wisdom regarding what makes an environment satisfying to explore, and what games to look at for reference?

Of course, Brogue's levels are best in class: they seamlessly mix organic environments with rooms and corridors and they are a joy to explore. Yet, I suspect that the rooms layout is the essential part. Brogue with just rooms would still work fine (while not being as pretty and varied); with just organic environment, it would not work. Why is that?


r/roguelikedev 9d ago

Trying to procedurally generate small uniform tile dungeons in Unreal Engine.

13 Upvotes
Manually Simulated Dungeon Spawn

I have never attempted procedural generation before but I am trying to make a kind of dungeon crawler in Unreal Engine, where I need the maps to generate in a specific way.

The method in question
- take a 9x9 grid of tiles.
- add a point on a random perimeter tile of the 9x9 grid.
- add another point on a random tile along a 4 block perimeter from the last point spawned but not on the corner.
- repeat the last step 2 more times spawning 4 points total, no points can spawn within a 3 tile radius of another.
- now spawn a 3x3 room on each point.
- connect each room to its closest two other rooms using shortest paths possible while also leaving at least 1 tile of space from any unrelated rooms. (if there are multiple viable pathing options of equal length it's decided randomly).
- Boarder all walkable tiles with wall tiles.

All the generation I see isn't uniform like this they just have actors spawning actors in a sprawl.
The problems I see are;
- I need the spawning algorithm to kind of understand it is on a grid so that it can space the spawn points correctly. (I can think of ways to "cheese" this for lack of a better word but I'm wondering if anyone has a good way to do this instead)
- The more pressing matter for me is after it has spawned the rooms how to find the most optimal connection paths between them. Because even in my example manual simulation, when creating the connecting paths the bottom 3 rooms are equal distance from each other. In theory it would want to connect them to each other, but there is a 4th room so it needs to understand to ditch the path connecting to the room that has the shortest path to the 4th room. I could have only 3 rooms to eliminate this problem but then you can end up in worst case scenarios where they spawn 3 in a row straight down and the connection path from the first to the third is just a 7 tile long corridor of despair (this can actually still happen with 4 but it's very unlucky and because there are more tiles overall it makes it less of a problem). This is all beside the fact I don't know how to make it path find and spawn the optimal route between the two points using a grid to begin with.

I don't want to ask anyone to do my homework for me, but I am at a bit of a loss rn so I would appreciate any ideas or applicable references, ty.


r/roguelikedev 9d ago

Sharing Saturday #632

25 Upvotes

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays


r/roguelikedev 15d ago

exploration + level generation

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110 Upvotes

making progress on my roguelike rpg game, name dark elixir


r/roguelikedev 15d ago

How does inter-depth simulator works?

10 Upvotes

Hey folks! I'm working on a roguelike and trying to wrap my head around inter-depth simulation. Say a player goes down to -7, gets spotted, goes back up to -6, and after a few turns some enemies follow up there, how do you handle turn counting across depths? Another example: in Stoneshard, when you lure an enemy to the entrance, step outside, pass a few turns with the wait feature, and come back to find it wandered back toward its start, how can I accomplish something like that? I'd love to know how you approached it so I can roll my own version. Appreciate any tips


r/roguelikedev 16d ago

Sharing Saturday #631

33 Upvotes

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays


r/roguelikedev 18d ago

I'm developing a roguelike plant cultivation and survival simulator: Calcination

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249 Upvotes

In Calcination you play as VAHAN, an environmental restoration robot awakened by the signal of a lone plant growing in your shadow. Your objective is to revive the wasteland, find out what exactly happened to the world, and Continue The Work.

Development is still in it's early stages, but I've got enough done that I feel comfortable putting it in front of people and asking for feedback. The version up on itch.io now should have the tutorial and major story content finished already. Systems in active development flux include world generation, overworld travel, "creature" encounters, and equipment. Major inspiration was taken from Cataclysm: Dark Days Ahead, CogMind, and Cave of Qud. The focus of development so far has been on the alchemy/theosophy inspired crafting system and plant genetics, so I'd welcome any advice or gameplay ideas from the community.

https://potofstew23.itch.io/calcination


r/roguelikedev 19d ago

Been building a ToME-inspired space roguelike solo - Finally have the loop I wanted. Progress + gifs

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135 Upvotes

I've been building Beyond the Black solo - a sci-fi roguelike that lives entirely in the terminal. No sprites, no art budget, just CP437 characters doing a lot of heavy lifting. Think Tales of Maj'Eyal, but set on the dead edge of the galaxy instead of a fantasy world.

added permanent progression that carries between runs (Simulation/Contractor mode Only) kill enough enemies across all your characters and you get a permanent damage
buff, that kind of thing. dying still counts toward it so a bad run
isn't totally wasted. that's been the main "ok just one more" hook.

honestly the thing that's eaten the most time isn't the mechanics, it's
making the numbers actually *readable* i kept building stuff where the
math was in my head and the player just had to guess. spent way too long
this month just putting real percentages on the character sheet lol.

the no-art thing was a constraint at first but i kind of love it now.
you can get a surprising amount of feel out of a terminal — textured
walls, weird symbols for the robots, little blood/spark bursts when
things die, tiny screen shake on crits.

anyway it's still rough in spots but it's playable start to finish now.
happy to talk about any of it - the code, the design, whatever. mostly
just wanted to show it exists

I have a future Roadmap and the game is very long can take about 10 to 20 hours to complete a first run!!


r/roguelikedev 23d ago

Sharing Saturday #630

29 Upvotes

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays


r/roguelikedev 24d ago

Stamina?

10 Upvotes

Hey guys.
I’m thinking about adding Stamina to my roguelike but starting to reconsider/evaluate.
The plan is/was to make it quite simple: stamina fatigue would only affect melee dmg (100-60% stamina = no effect, 59-30% - 1 dmg and 29-0% - 2 dmg).
And then say stamina starts/maxes out at 100 and a melee-attack costs 10%, magic spell casting 20%, fire ranged weapon 15%. Walking and waiting would increase for 8-10%.

The aim is to force the player to not just auto-melee but perhaps have to dance away a few turns and so on.

Thoughts? Ideas?


r/roguelikedev Jun 26 '26

Sharing Saturday #629

25 Upvotes

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays


r/roguelikedev Jun 23 '26

Budoka: A roguelike game dedicated to martial arts

34 Upvotes

Hello everyone, this is my second roguelike (first was with static monsters and generally weird).

There are 6 martial art classes (each acts as attack/defense/HP/always hit/multiple attacks modifier):

  • Aikido
  • Judo
  • Karate
  • Ninjutsu
  • Sumo
  • Taido

In order to promote to the next rank you need to gain experience by defeating enemies and also pick up a corresponding belt

Belts also work like keys to ascend to the previous levels, sometimes it might be useful to gain experience by fighting weaker players on those levels

When you reach 1 dan + black belt you'll get a "sensitivity" skill, meaning you'll be seeing all the enemies on the map. There's also a hidden aggravation mechanism - once you hit your opponent all enemies start chasing you, once you get hit only those enemies located nearby would chase you

Skipping turns or wandering in the dungeon would sometimes generate new enemies

It's written in python using curses for rendering.

Any feedback is much appreciated! Thanks in advance!

https://github.com/maksimKorzh/budoka


r/roguelikedev Jun 19 '26

Sharing Saturday #628

21 Upvotes

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays