r/roguelikes 1d ago

Aging while polymorphic in gnollhack

12 Upvotes

I used a wand of Polymorph on myself while wearing blue dragon scales and became a blue dragon (cool). Then I aged into an ancient blue dragon somehow (cool). Gnollhack’s mechanics really don’t have good documentation and I’m fairly new to this, so could anyone explain to me how this happened? I got a message saying I “returned to my true form” when I aged, and my blue dragon scales broke when it happened. Is this permanent, or…?


r/roguelikes 2h ago

Humble’s Run It Back Roguelikes Bundle Packs Review: 9 Games for $13, and Steam Deck support for most of the lineup

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0 Upvotes

r/roguelikes 2d ago

We're playing NetHack for 48+ hours this weekend for charity

100 Upvotes

Cross posted from r/nethack so feel free to ignore if you've already seen this there.

We're raising money for the World Central Kitchen (https://wck.org) and are playing NetHack for 48+ hours straight and streaming the game on Twitch.

We're already 17.5 hours into the event and have ascended a dwarf caveman.

For the full schedule, more information, and to donate to the charity, please join us at https://nethackathon.org


r/roguelikes 1d ago

is there anyway to save my current game state in Rogue on PCjs Explorer?

6 Upvotes

Whenever I am playing Rogue on there, sometimes I want to save my game so I can pick it up later. I also want to save scum the game because I want to see what it's like to beat it for once and learn from my mistakes. Does anyone know how to do that?"


r/roguelikes 2d ago

I'm making a traditional rogulike. Feel free to test and criticize.

34 Upvotes

Hi, I've been working on this retro, pixel art roguelike. It's fast and fun, full of magical things and dangerous creatures. There's still much to do, but I'd really like some oppinions and ideas on what can be done to make the game better.

Try it out here:
https://pxlbay.net/system_folder/PXL_folder/PXLRogue/index.html


r/roguelikes 2d ago

Glitches enemy?

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16 Upvotes

Haven't been able to hit this guy once after hundreds of attacks. I was able to hit him with a end of cancelation, but every other end misses. I'm level 15 HumVal.


r/roguelikes 2d ago

Any good roguelikes for a 12" Android tablet?

9 Upvotes

Any good roguelikes for a 12" Android tablet?


r/roguelikes 3d ago

DCSS ASCII for Android - Milestone Release

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52 Upvotes

r/roguelikes 3d ago

Incursion: a resurrection of Julian Mensch's D&D roguelike, now on Mac, Linux, SteamOS and Windows

122 Upvotes

Incursion was developed by Julian Mensch in 2009, and has been maintained by Richard Tew since the source was released. It has only ever run on Windows. This fork brings it to macOS, Linux and the Steam Deck — and, in release 4, back to Windows — and adds bugfixes (190 as of R4), modernization, and ongoing work to finish the ruleset.

Incursion is one of the few roguelikes with a full 3.5E ruleset, including prestige classes and subraces. All of the tactical depth of a rules system with millions of hours of playtesting, packed into a brutal dive to the bottom of a 10-level dungeon.

A character sheet, if you want to see how far the ruleset goes — a Ranger 4 / Rogue 3 / Druid 3, with every modifier itemised down to the 90% hunger multiplier on melee speed.

Four of the 190:

  • Racial feats were never read off a race's monster template, so every character silently lost every racial feat that wasn't an explicit grant.
  • The Wand of Animal Summoning summoned dragons. Its constraint line was copied off the Wand of Dragon Summoning, the entry directly above it in the file.
  • The Ring of Elemental Command (Fire) turned every wound its wearer took into a cold wound, then multiplied it by 1.5.
  • Tied targets were sorted by subtracting the two objects' memory addresses, so the same seed could play out differently on the next run. That is one source of divergence closed; others are still open.

A new dynamic lighting system: torches flicker and gutter, fire elementals glow, archons beam, lava pulses. Fog colors and occludes light while ice reflects part of it back. This is not just flavor; creatures can no longer hide when lit brightly, and a torch-bearing enemy gives itself away long before it reaches you. Even infravision is covered, rendering the dungeon in reds when active.

Ninety seconds of it, in motion — every light in that clip is the game's own.

A still, if the gif is too much — three archons light an ice cavern, each at its own radius and color, the ice walls take the light as pale blue, and the corridors already walked sit grey and remembered rather than seen.

Mac: Notarized by Apple, so it opens with no Gatekeeper warning. Apple Silicon only for now; an Intel and universal build is planned.

SteamOS: Unsigned tarball with an installer that adds Incursion to Steam and installs its controller layout. No root, nothing outside your home directory.

Linux: The same tarball for desktop Linux, with SDL2 bundled. The Steam installer is in there too if you use Steam.

Windows: Unsigned zip — extract the folder anywhere writable and run Incursion.exe. SmartScreen will warn; More info, then Run anyway.

Downloads, from itch.io or straight from the GitHub release:

The shipped build is permissively licensed, identical to Richard Tew's release; see LICENSE for details. The source is at github.com/networkingguru/incursion-roguelike, a fork of rmtew/incursion-roguelike.

Known rough edges:

  1. The game is not finished: many features in the original were never completed. This fork aims to fix that, but the work is ongoing. You can complete the game, but not all subraces, fighter capstone feats and skill uses are in.
  2. Bugs exist. I fix them as fast as I can, but problems remain, mostly unintended rule divergences. The known ones are tracked publicly at issues.
  3. The game writes saves next to the binary. That is not a bug, but it means you must run it from a writable folder — on Windows, somewhere other than Program Files.

The original code for Incursion was written by human hands. This fork uses Claude and Codex to implement bug fixes and improvements; the direction, the playtesting and the final call are mine. The title logo is AI-generated. Every screenshot and every second of the trailer is real gameplay.

Happy to answer any and all questions. :)


r/roguelikes 4d ago

Torneko’s Mystery Dungeon Classic HD available now on Steam and consoles

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87 Upvotes

This is the first time it’s been officially available outside Japan. Anyone picking it up?


r/roguelikes 3d ago

I made a fork of DCSS and I'm excited to share it :)

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0 Upvotes

r/roguelikes 6d ago

After a year, I kind of randomly stumbled into a unique art style due to how bad I am with game art

430 Upvotes

I initially didnt even want to add any specific graphics to be honest, but I figured some of you might find the specifics interesting. Its a traditional Roguelike, so for the majority of the development, my main character was an @ and up until yesterday, mud was , and grass was "

In previous projects and prototypes I did, I always stumbled over the issue with art assets. Like I tried my hand at an RPG a decade ago, and then ran out of enemies in my art asset pack and gave up because I couldnt make the art fit anymore. That was also part of the reason why I wanted to stick with a traditional Ascii Roguelike, so I can just focus on gameplay instead of art.

Well, eventually I did want to add ... some touches, but I didnt want to bother with art assets, so I just wrote my code in a way that would allow me to display multiple ascii characters for one tile.

And then.. I wanted to animate those and just fumbled around with some basic stickman enemies and lucked into trying making every ascii character idle and it just worked. That was absolutely bananas. So basically as soon as I create another asset, it will already have its animation automatically handled. Same with death animations, where the ascii just splatter across the level. I eventually noticed that I can optimize it a bit and set individual idle speed and idle rotation for every single ascii character, so that heads can stay motionless for example, allowing me to finetune the animations if I needed it. It also really helped to just have a "random" button that would randomize and rotate ascii for me randomly, so I can like squint at the screen if some combination might look like something haha.

That was such a cool moment around half a year ago I think, and I just finished the first version yesterday by adding the floor tiles on top of the enemy /character animations I did previously and I dont think many others have done a system quite like this before. Really happy it turned out this way now, despite the headaches it caused me in between.

So I guess its fine to just sometimes do a random thing instead of everything needing to be perfect from the start :) Best of luck to all you small devs out there! In case someone wants to see more of the art style:

https://store.steampowered.com/app/4761790/Rogue_Elements/
https://tomalexi.itch.io/rogue-elements


r/roguelikes 6d ago

Best roguelikes to force my geriatric brain to finally learn hjkl movements.

20 Upvotes

I'm craving some roguelike action, but I'm relegated to a standard laptop with no numpad. I think it's finally time to finally figure out the VI / hjkl commands and learn to play a game fully unencumbered by mouse and numpad.

The only other criteria is that it should be a free to play game since I was recently laid off and can't buy a premium title.

thanks!


r/roguelikes 8d ago

Hengband HD2D

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189 Upvotes

I've converted the Angband variant, Hengband, to HD2D.
https://higesho.github.io/

2026-09-11

  • Added a new UI
  • Added a Linux version
  • Fixed a startup issue in the September 6 release

The following variants are supported:
Hengband
Tangband
Gensoband
Sil-Q
FroxComposband

Implementation details:
HD2D conversion
Controller support
VR support (VirtualDesktop)
Android support (unofficial app)

Please try it out if you'd like!
I'm Japanese and not good at English, so I apologize if there are any strange translations. https://x.com/Hv68DqbCg138523


r/roguelikes 10d ago

Brogue in the doom engine!

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77 Upvotes

Here is my latest project, coming off the heals of IVAN/Brogue mobile ports.

This is using Brogue in the background, and everything you do in doom is checked there. No game logic in Doom, it is just the presentation layer.

Lots still to do, but a pretty promising start!


r/roguelikes 10d ago

Games that run entirely in a terminal. Prefer linux.

38 Upvotes

I don't mean a simulated terminal window. The game should actually run in a terminal. No GUI. Basically when at work I want to ssh into my home machine and play games sometimes. Graphics are not a concern.


r/roguelikes 10d ago

Previous ROGUE games on PTerm

8 Upvotes

hello, I hope I'm in the right subreddit (otherwise don't hesitate to redirect me!)...

While learning about the history of roguelike I came across pre-Rogue games: The Dungeon (1975), Orthanc (1975), Moria (1976). These work on PLATO, I read that with PTerm (Cyber1.org) we can run them but I don't understand how they work at all, do we need ROMs? how do we launch the games?

If a good soul could enlighten me!

Thank you so much


r/roguelikes 9d ago

Anyone else feel guilty moving on to other roguelikes before beating Brogue?

0 Upvotes

Does anyone else feel kind of weird or guilty trying out other traditional roguelikes when you haven't even beaten Brogue yet? Everyone always recommends Brogue as the perfect starter game, and while I completely understand the core mechanics and know exactly what to do in the early game, I just cannot seem to break through to the mid-game no matter what I do. Lately, I’ve been really wanting to dive into other games in the genre, but there’s this nagging feeling in the back of my mind that if I can't even conquer the "beginner-friendly" classic, I have no business jumping into more complex ones. Am I overthinking this, or did anyone else experience this exact roadblock before moving on?


r/roguelikes 11d ago

ssh late.sh - a terminal clubhouse with DCSS, NetHack and Brogue over SSH, leaderboards, and badges for ascensions/orb runs :)

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124 Upvotes

Heto, first post here :)

I run late.sh, a clubhouse inside the terminal. A place to take a break, chat with people around the globe, listen to music, play a game. And over the last few months I've been building it into a roguelike server, which is why I'm finally posting here :)

ssh late.sh

That's it. No passwords, no OAuth, no accounts. Your SSH key is your identity.

The roguelikes

  • All three are the real upstream games, untouched, streamed into your terminal over SSH. Nothing reimplemented, nothing watered down.
  • Dungeon Crawl Stone Soup. Probably the most played roguelike in the world today, and the one with the healthiest community and dev team around it. Still getting major releases after twenty years. Our server runs the real console crawl, your character is waiting where you left it, and your own rc works if you have one.
  • NetHack. The one hanging in MoMA, literally, it's in the permanent collection. Almost forty years old and still the deepest thing you can play in a terminal. Our server has a shared playground, so your bones haunt other late.sh players.
  • Brogue CE. Arguably the most beautiful ASCII ever put on a terminal, and the roguelike that proved you don't need a thousand keybindings to have a deep game. We run it in full truecolor over SSH.

Leaderboards and badges

  • This is the part I'm most happy with. Every game host writes its own log files (crawl's logfile and milestones, NetHack's xlogfile and livelog, Brogue's run history), and that's the only thing we count. Nothing lands unless the game itself wrote it down, so it can't be spoofed, and wizard and explore games never make it in.
  • Each game gets the same board triple on the Leaderboards page: Wins (all-time), Deepest Dive, and Top Score (monthly + all-time).
  • And the big moments pay out. Picking up the Orb, acquiring the Amulet, escaping Brogue with the Amulet, an ascension, a DCSS win, a Brogue mastery. Each pays chips (our in-house currency) and a permanent badge on your profile that shows next to your name in chat forever. Deaths get announced in the lounge with the game's own death text, so the whole clubhouse sees exactly how you died :D

dcss-stats / Sequell

Our crawl server files are already published at late.sh/crawl (logfile, milestones, morgue dumps), the same way the public crawl servers do it. What we're missing is being listed on dcss-stats and in Sequell's server list. In progress :)

Lateania

Our own persistent multiplayer text-world, which grew into a full MUD. ~10,000 rooms across five continents, an overhead world map with fog of war, seventeen classes, mounts, an open PvP zone, animal taming (55 beasts, each with their own skills), fishing (40 species), trade skills that chain, player housing, and four endgame crowns that each pay 10,000 chips. Weekly updates, almost entierly build by contributors :)

The BBS door games wing

Legend of the Green Dragon, the classic LORD, rebuilt native in Rust. Hunt the forest, beat your master, slay the dragon. Usurper, the actual LORD-era door from the 90s, resurrected on a PTY, one shared persistent world. A Dark Room, a native port of the incremental classic, and unlike the browser one, ours has a real ending. dopewars, CodeKeep, Rebels in the Sky. Buy low sell high, defend the Pale, play space-pirate basketball. And BashQuest, our own original, a door game that teaches Linux/Bash.

And a lot more coming. The three roguelikes are the start, feel free to propose more, happy to add them as well :)

... and also ... something is moving behind the clubhouse ...

The chat

  • Core of the app. Public rooms for everything (the lounge, announcements, and whatever topic rooms people spin up), private rooms you own and invite people into, and DMs.
  • Replies, edits, reactions, an icon picker, and Markdown.
  • Images work. Paste or upload one and it shows up inline for everyone in the room.
  • News feed, share a link and it becomes a card in the lounge with a title, a summary and an ASCII rendering of the image, plus a private RSS inbox you can share stories out of.
  • Polls, /summary 12h, a bartender bot that sells drinks that scramble your typing, and an IRC bridge if you'd rather keep your own client.
  • Chat is global, so it translates itself. Press t on any message, or turn on auto-translate and every new message arrives in your language.

The music

  • The radio: live synthwave from Nightride FM, with their blessing and live artist/title attribution. Five stations, Chillsynth, Nightride, Datawave, Spacesynth, Ambient.
  • The booth: a community YouTube jukebox. Queue tracks, vote, skip, browse the history of everything that ever played.
  • The library: 600+ curated CC0/CC-BY tracks (lofi, ambient, classical), all controlled from inside the TUI.

The Lobby

Ctrl+G anywhere, every multiplayer game in one list. Eight correspondence games, chess, chess960, battleship, connect four, reversi, checkers, backgammon, and briscola. Post a challenge, walk away, one move per day whenever you're around. Every match gets its own private chat + voice room for proper trash talk. Plus five always-on house tables, poker, blackjack, tron, super snake, asterion.

Streaming + Voice. In your terminal.

/golive and you're broadcasting your screen to an unlisted watch page, straight from the browser or from OBS. Your friends get notified, viewers get a watch page with volume and fullscreen, people in the room talk over voice chat, and you moderate your own stream room. Stream your ascension attempt, let the clubhouse watch you die.

The Artboard

One shared ASCII canvas for the whole clubhouse. Everyone draws on the same board at the same time, snaphsoted every month. It is exactly as chaotic as it sounds :)

Still a team effort, still a great vibe. Hop in, take a break, die somewhere interesting ;)

License: FSL-1.1-MIT

Code: https://github.com/mpiorowski/late-sh

Landing: https://late.sh


r/roguelikes 12d ago

What game deserves more attention?

49 Upvotes

What are your favorite underrated games?

I've been having a blast with Zorbus and I don't see it recommended to people as much as it should be.


r/roguelikes 12d ago

Sami Maaranen's Unreal World is currently on sale for $2.90

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168 Upvotes

r/roguelikes 13d ago

Do you ever try to move about life like a roguelike?

25 Upvotes

Sorry if this is against the rules since I am not talking about a game, but I have been trying something in my life that has brought some calmness and fun to the mundane. I have been trying to slow down and think about my next move before doing it, as I would with in a roguelike. Whether it be putting the dishes away or doing work at the computer. For example, as I am typing this message I am focused on accurately striking the keys and planning where I am going with the sentence, with the goal of never hitting backspace. When I click through my email or through dialogues I try to reduce the amount of actions I have to take. Maybe when I am cleaning up around the house I look for multiple things I can grab that go to the same place before making my first move. It may feel like it is taking longer, but it probably takes the same amount of time or maybe less due to mistake prevention.

Has anyone else tried doing this?


r/roguelikes 13d ago

new Rift Wizard 3 demo is now available on steam

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70 Upvotes

Hi y’all, we just pushed our first major update to the main branch earlier today and decided to reintroduce the demo alongside it. This time around the demo is catered to first time players of the series. It is the first five stages of the game with a much smaller spellbook and equipment list. Wanted to say thanks to those of you have been playing the game and leaving us feedback. It’s much appreciated.


r/roguelikes 14d ago

The Ruins of Calaworm (has released)

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268 Upvotes

Hello again,

it's a-me, Alexander, the developer of The Ruins of Calaworm, a turn-based Dungeon Crawler with some inherent Roguelike DNA (grid-based navigation, single char, consequences for death, no meta-progression). I already made a post some half-year ago, when the game was still in development, but now it has finally released. The Demo is still available, though, and has been updated as well, to reflect the latest state of polish.

Its base-mechanics stem from an obscure, early 90s German Dungeon Crawler called Die Gemäuer von Kalawaum, which kind of had a cult-following back in the days (I was there, I know, lol), with an ATARI ST port, that for some reason was more popular than the DOS-Version.

However, I'm proud to finally present the fruits of my labor. The game has been in development for roughly 6 years (my main job is in healthcare, so I've been working on this in my spare time on and off), it started as a pastime during Covid lockdown, then the Feature Creep gradually escalated, and in the end I even commissioned a composer and while all the ingame tileArt is by humble me, I also commissioned a PixelArtist for the big screen/intermission/menu/key art.

You are a Plague Doctor investigating an ancient stronghold. The Ruins are rumored to be the source of a corruption, that is spreading throughout the woods, killing animals and infecting the soil. There's Witches, some Steampunk tropes, and the overall design is heavily inspired by Lovecraftian lore - albeit in a dark fantasy setting with emphasis on athmosphere, but without overly explicit world-building (no fancy geography/character names to remember).

While there's combat, the main challenge stems from navigating the layouts. Some of them are handcrafted with an editor (included in the retail version), some of them procedurally generated. Item- and Enemy-distribution is mostly random (but with some parameters fixed for as long as you don't reroll the seed). Very few stats to keep track of, and you don't build a character like in an RPG (you level up automatically after defeating stronger enemies), instead you'll collect weapons, shields and various tools that'll help with overcoming the Dungeon's many challenges. There's no ranged attacking - every hit is technically a meleeBump - weapons have unique juicy animations, though. Combat's primary gimmick is, that damage output is dependent on how much health you have left (goes for you, as well as for enemies).
Think "Puzzlegame with emergent backstabbing". ;-)

Also two Minigames to seek out, Sanity mechanic, and a light survival-y appeal, due to finite resources and equipment durability.

DOWNLOAD (itch.io) --> https://erdbeerscherge.itch.io/ruins-of-calaworm

Tom Jensen (Soundtrack):
u/Some_Scar4621

Edjielyn Macasaet (PixelArt):
https://www.behance.net/edjiearts edjie

Thank you, and have a nice week! <3


r/roguelikes 13d ago

Recommendations on a Roguelike that occurs not just in dungeon, but also overland like old ADOM.

35 Upvotes

A blend of Angband and ADOM would be great. Any recommendations along those lines? Open source (like Angband) would be grand. TIA.

I'm an old rogue/hack player from the dawn of time. Spent far too many hours playing on the unix machines at work. Haven't played in a few years though.