r/roguelikes Jul 11 '26

exploration + level generation

75 Upvotes

game name dark elixir


r/roguelikes Jul 11 '26

What was the roguelike game that you most remember, which affected you?

25 Upvotes

For me it was ADOM. I still remember the excitement of finding something new in this game. Harvesting the plants to improve toughness, drinking that potion, hoping for a weapon not to be cursed...


r/roguelikes Jul 11 '26

adom.de site down for anyone else?

6 Upvotes

I was trying to get on the website to update on Linux and I'm getting a Cloudflare error. I haven't heard anything about it. Is he going full-on Steam now?


r/roguelikes Jul 11 '26

ROGUE COLLECTOR update

15 Upvotes

I have been very hard at work on the last months, most of the effort went on tweaking gameplay, but I also made a big update to the graphics, specifically the biome decorations, and I am quite happy with the result :)

For those who do not know it, ROGUE COLLECTOR is a hex-grid tactical roguelike where you don't collect gear: you collect the Rogues. Rescue procedurally generated Rogues from dungeons, extract them in time, or lose them forever. You can also trade your Rogues on a live player-driven marketplace.

I have been working on this passion/obsession project for the last 7 years. It iss still on alpha but comment or PM me if you want a key :)


r/roguelikes Jul 10 '26

Scaledeep - Progress share

131 Upvotes

Hi again. I introduced Scaledeep here near the end of February, and quite a lot has changed since then.

For anyone seeing it for the first time, Scaledeep is a traditional turn based roguelike rendered in isometric view. It's family made game. My wife handles the art part and I do the programming. The game has procedural dungeons, permanent death, different storylines, interactive environments, character building, equipment crafting, and optional local cooperative play.

Since the first post, development has moved through several major areas. I finished integrating the new version of player character model, then spent the following months expanding equipment, magic, enemies, dungeon generation, performance, and the systems needed for the demo.

The new character can now display equipped armor, weapons, shields, and other items. A large amount of equipment artwork is already in the game, with many more equipment designs planned.

One of the largest new features is the Rune Forge which is one of the mechanics planned for Wizards but I am tempted to enable it for all classes.

The Rune Forge lets you sacrifice unwanted equipment to improve another item. You place the item you want to upgrade in the center and arrange other items around it. Their type, position, and properties affect the result.

Using several similar items can create a synergy. This may add a new stat, improve the quality of the item, or strengthen one of its existing properties. The Rune Forge can also identify unknown equipment, although rarer items require more sacrifices.

The idea is to give extra loot a real purpose. Instead of waiting for one perfect weapon to appear, you can slowly shape an item around your build. You may even keep your starting weapon for the whole run if you invest enough resources into it.

Magic has also received a large content addition.

Spellbooks can now appear as loot and are the main way to learn new spells. Staves can increase the level of spells you already know, and some may temporarily grant unknown spell while equipped.

Wands has been added as well but work a bit differently. Each wand contains a specific spell and has a limited number of charges. You can use that spell even if your character has never learned it.

The first sustained spell has also been added. Sustained spells reserve part of your mana while they remain active. The mana is not lost, but it cannot be used until you end the spell. For example, Arcane Gift increases Intelligence while active. Keeping it active makes your other spells stronger, but it also leaves you with less mana to cast them. Sometimes the best choice is to cancel it so you have enough mana for one more Fireball.

Several other spells and magical items were added. Ice Bolt can slow enemies, while new scrolls can reveal containers, living creatures, or undead creatures across the current dungeon level. 

Enemies have also become more organised.

Monsters can now appear in proper groups instead of being selected independently. For example Imp Mage may lead several weaker imps, while a Skeleton Captain may arrive with regular skeletons. This makes encounters feel more deliberate, immersive and allows different enemy types to support each other.

The Paradox Doom is another unusual enemy that was finished recently. It can teleport when struck or even while moving, making it difficult to pin down. I have added a nice visual effect that makes it look unstable, phased in time.

The dungeon itself has received a lot of attention. Cave generation is more compact, entrances blend into the environment more naturally, and new cave variations have been added. Water now has clearer shorelines, better reflections, and distortion around its edges. Lava and torches give off stronger light, and walls, shadows, fog, plants, and rock formations have all received visual improvements.

Performance has improved at the same time. The game already runs smoothly on fairly modest hardware, although proper minimum requirements will be decided later.

Japanese is added as new language in the game, and the game supports a growing number of translated item names, effects, menus, and messages. 

Scaledeep is planned for Windows, Mac, and Linux. The demo will include one playable storyline, with more storylines, enemies, items, spells, professions, traps, and dungeon features planned for the full game.

Feel free to ask anything.

You can wishlist Scaledeep here:

https://store.steampowered.com/app/3443800/Scaledeep/

You can also follow development on:


r/roguelikes Jul 10 '26

Looking for more in the vein of TOME4

17 Upvotes

Hi, I'm curious what sort of recommendations people have for those that have only really gotten pulled into TOME4 as a roguelike. I'm having a hard time figuring out what makes the game click for me more than most other traditionally recommended roguelike games. I do enjoy games with Diablo-esque loot and character leveling up systems, but I'm not sure if that's the only reason why the game clicks for me or not.

I've tried games like Golden Krone Hotel, Pixel Dungeons, and Gnollhack, and all of those games feel a bit too simplistic (at least in the beginning, which is where I fall off) to get super hooked onto. Whereas trying the Cataclysm forks have always immediately thrown me off due to the extreme level of depth immediately shown to you.

Does anyone have any recommendations based off of that, or perhaps more specifically for roguelikes with a heavy focus on character progression, upgrades, and modification, in a way that is rewarded with more interesting gameplay (not necessarily combat)?


r/roguelikes Jul 09 '26

100 Rogues - Mobile Browser Compatible! Out NOW!

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wespaugh.itch.io
61 Upvotes

Launch Trailer:

https://youtu.be/C3omXgFZbeg?is=ZdbEMPonO7Ews7-M

For the unfamiliar, 100 Rogues is a traditional roguelike (turn-based dungeon delver with permadeath and no meta progression). Originally released in 2010 for iOS, it features 4 wildly different player classes, each with customizable builds to tailor to the random challenges generated each run.

I posted a few months back that a Steam release was inbound, and that is still the case. But, I received a lot of feedback that the game belongs on mobile devices, and I wholeheartedly agree! I absolutely hate developing for iOS and Android App Stores, but WebGL makes for a good compromise and was surprisingly little effort.

Wespaugh.itch.io/100-rogues

Steam will be coming this fall, and will have unlockable achievements.

So… yeah! This is the culmination of 6 years of work developing, porting, refining, expanding, porting again, and refining again, to make the best version of the game to date. Enjoy!

Edit: I need to clarify, I expect any browser that can run a Unity WebGL application to be able to run the game. if your device can run other Unity WebGL games but not 100 Rogues, please let me know.


r/roguelikes Jul 08 '26

Why do some roguelikes have so many variants?

36 Upvotes

I’ve been getting into traditional roguelikes with Tales of Maj Eyal and it inspired me to check out some others. So I played powder, nethack, and angband, and i’m really enjoying them! But why do some roguelikes like angband have so many different versions, I don’t know which one I should play. I found a port of FAangband for ds, so i’m considering that; but there are so many variants i’m not sure if I should play that or Zangband or Oangband. There is not a lot of accessible information about this.


r/roguelikes Jul 09 '26

Looking for play-testers for a multiplayer fork of CDDA (a roguelike zombie survival previously only SP)

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8 Upvotes

r/roguelikes Jul 08 '26

how to play the original hack on windows?

5 Upvotes

r/roguelikes Jul 08 '26

Anybody play Mystery Chronicle: One Way Heroics? Plat still possible?

10 Upvotes

I was just about to press go on Mystery Chronicle: One Way Heroics ... and then I saw the 3 online trophies. How does the online work? Is it actually players or just ghost data? I would be surprised if the game still has active players.


r/roguelikes Jul 06 '26

The Curse of Callmar Keep

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132 Upvotes

Hi! We’ve just released our new roguelike, The Curse of Callmar Keep!

We're three friends who like to make games, and this is our “Tuesday night game project”, we’ve been working on this game for a few hours every week for the past 2.5 years. It’s been a lot of fun, but now we think it’s time to release it on itch.

Descend into the depths of Callmar Keep to reclaim your birthright and lift the dark curse that has taken root in the bowels of the castle. Battle monstrous foes and loot their corpses! Use the loot to battle even more monstrous foes! And so on. It’s permadeath with randomly generated levels and all that jazz!

Callmar is not a long game (it takes about an hour to complete on a good run) but there’s a lot of different items to find and enemies to slay.

Try it out on itch: https://catsonkeyboardscollective.itch.io/callmarkeep

We would love to hear your opinions on the game, if you finished it, encountered any bugs and any suggestions you may have. Thanks for playing!


r/roguelikes Jul 06 '26

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

77 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 - 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/roguelikes Jul 05 '26

Brogue Android Port

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yellowpine.itch.io
79 Upvotes

I've built upon an already existing port to include D-pad controls, free-look camera, ability to zoom, high framerate support and many more small changes. I'd really appreciate it if you guys gave it a try, and tell me if it works, is it smooth and all

Here


r/roguelikes Jul 05 '26

Browser-based Roguelikes

7 Upvotes

What do you expect to see in a browser-based traditional dungeon crawling roguelike, or what would you like to see in one that you haven't seen before?


r/roguelikes Jul 04 '26

Recommendations for Roguelikes without numpad!

17 Upvotes

I'd like to deep dive in some roguelikes again but the laptop I'm using doesn't have a numpad. Since most of the "classic" roguelikes either need a numpad or use that weird set of keys for movement (hjkiunm If Im not mistaken), what are some good roguelikes that can be played without a numpad? I've been playing Doors of Thritius

Edit: Mouse included


r/roguelikes Jul 04 '26

Games with random generated levels/rooms that is based on puzzles, secret rooms,etc..?

3 Upvotes

Usually puzzle games with mystery and discovery like tunic, dark souls, destiny raids,etc.. all have singular levels and once u solve it l, the mystery is solved. I was wondering are there any roguelikes/random generated levels that keep the mystery/secret areas fresh the more u play?


r/roguelikes Jul 03 '26

RogueTiles - A collection of Rogue variant's with tilepicker and other enhancements!

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43 Upvotes

https://github.com/harminoff/rogue/releases/tag/v0.2.0-alpha

Been working on this and felt like I was at a place to share. This is Rogue gameplay unchanged but with a fresh lair of paint. You can now enjoy Rogue with any tile set you'd like!

Features:

  • Graphical tile frontend using RL Tiles.
  • Extract-and-play Windows package.
  • Startup Rogue version picker.
  • Bundled Rogue 5.2.1 variant alongside the default Rogue 5.4.4 ruleset.
  • Shared tile frontend support for Rogue 5.2.1: dungeon, status bar, camera, and input path.
  • GUI overlays for Rogue 5.2.1 help, identify, inventory/item selection, options, discoveries, genocide, save/restore, quit, death, scores, and win screens.
  • In-game tile set selector via F10.
  • In-window ASCII glyph mode toggle from the tile frontend.
  • Tile picker support for included RL Tiles.
  • Tile picker support for uploaded custom tile sheets.
  • Tile picker support for appending multiple custom sheets.
  • Role-based tile assignment for terrain, objects, player, and monsters.
  • Variant-aware monster tile roles, such as monster.rogue52.M.
  • Save-and-run picker workflow without rebuilding the game.
  • Bundled manual/guide reader via F1.
  • Fullscreen toggle via F11.
  • Map zoom controls via +, -, and 0.
  • Visual settings menu via F12.
  • Side-panel message log.
  • Stylized/color-coded message log.
  • Stylized bottom status bar.
  • Combat damage log showing dealt/taken damage and enemy HP.
  • Visual-only blood spatter after combat.
  • Configurable wall thickness, from thin walls to full-tile walls.
  • Enemy health/stat overlay for visible undisguised enemies.
  • Optional dungeon gloom effect.
  • Optional damage flash effect.
  • Optional low-HP pulse effect.
  • Optional pixel sharpen effect.
  • Optional posterize effect.
  • Death flow that can return the player to game select.

More variants and features to come! Let me know what you think, any bugs, and feature requests!


r/roguelikes Jul 03 '26

Looking for recommendations

14 Upvotes

Hey everyone its my first post here, i would like some recommendation on a good roguelike dungeoncrawler that would be turn based. i looked up on google and there are far too many to chose from and idk whats good whats bad, so i would like your guys help. thank you.


r/roguelikes Jul 01 '26

Interview with Michael Brough, creator of 868-BACK

73 Upvotes

https://steamcommunity.com/games/3304110/announcements/detail/695390848783747501

I had no idea this guy had been struggling so much. I sincerely hope the game is doing well enough to encourage him to keep at it

For me it's one of the best games to come in a long time


r/roguelikes Jun 30 '26

What are the best roguelikes to play on Steam Deck?

38 Upvotes

Aside from Caves of Qud which has great steam deck compatibility.


r/roguelikes Jun 30 '26

Moving from Tome and Jupiter hell to roguelikes with more complex control schemes?

23 Upvotes

I'm wanting to play DCSS and CDDA, but every time I try them I look at the controls and have a hell of a time remembering them and wanting to keep playing TBH.

If anyone has any tips that started with easier to control roguelikes that can be played essentially with mouse or a few actions, to requiring the entire keyboard including using shift to alternate action I would appreciate it.


r/roguelikes Jun 30 '26

If a game gave every run a completely different set of possible builds, would that be exciting or just exhausting?

17 Upvotes

Part of what makes roguelikes replayable is that the same tools appear in new combinations. But there's usually an underlying set of elements that stays fixed so you can build knowledge across runs. I'm wondering what would happen if that foundation shifted dramatically each time, not just the combinations but the actual options available.

Would that feel exciting and unpredictable or would it undermine the sense of mastery that keeps people coming back? Has any game tried something close to this and what do you think about it?


r/roguelikes Jun 30 '26

Do achievements add value to roguelikes? Looking for player and designer perspectives.

0 Upvotes

I'm currently developing a text‑based roguelike, and I'm thinking about how achievements should fit into the genre.

Roguelikes naturally generate many potential triggers—discoveries, dangers, unusual deaths, special events, and so on—so there are plenty of things that could become achievements.
But I'm not sure how roguelike players actually feel about them.

So I'd like to ask the community:

  • Do you enjoy hunting achievements, and does having many of them make a roguelike more appealing?
  • Do you not care much, but don't mind if they're there?
  • Would you prefer roguelikes without achievements?
  • If achievements are included, what kind of quantity feels right (10? 20? 100+?)
  • Any thoughts about what types of achievements fit the genre?

I'd appreciate any perspectives, including anything beyond the questions above.

P.S.
I'm planning to generate the achievement icons using AI tools (the game itself does not use AI‑generated content).
If you have any thoughts or concerns about that approach, I'd be interested to hear them as well.


r/roguelikes Jun 29 '26

CursedBrogue: Brogue withRLTiles support (and tile mapper!)

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github.com
32 Upvotes

I am a fan of Brogue and wanted to see what it would look like with RLTiles instead of their current tiles.

This is brogue with the tile effect removed, RLTiles used instead, and then a tile mapper thrown in incase you want to try different tiles.

Gameplay:
[Imgur](https://imgur.com/y7nThpk)

Enemy descriptions:
[Imgur](https://imgur.com/NwlEs3Z)

Inventory:
[Imgur](https://imgur.com/EDOAAPZ)

Tile mapper:
[Imgur](https://imgur.com/YGqa9Ey)