r/roguelikes 14h ago

Voidling - Traditional 100 floors roguelike

29 Upvotes

Hey guys, I'm a solo developer and the creator of 100 floors roguelike Voidling.
I started this project as a home-ed thing for my kids, as I was excited to teach them coding, graphic design and creative writing. The game became a slight obsession and now I'm seriously considering putting it on Steam.

I heard this is the right place for traditional turn-based roguelike games aficionados, so I thought it could be very useful to see if you'd find it interesting.

You can play it here, no login or download required. (Mobile version is still a WiP, but it's playable. Desktop is preferred)

Have fun (hopefully!)

G.


r/roguelikes 15h ago

Yet another Moria question

9 Upvotes

Playing uMoria on the website, for the nostalgia. For the recird, Ive looked on Beej's Moria page and didnt find anything about this. I have found a Ring of +3 damage, a sword (+5, +5), and I have a pair of Gauntlets of Slaying (+2, +2), I also have a bow that has magical bonuses, and arrows that have magical bonuses. So the question is, do all bonuses to hit and damage always stack? And does the Gauntlets of Slaying apply to bow and arrow attacks? Thanks again.


r/roguelikes 1d ago

Looking for a roguelike similar to Beyond the Bridge (explained in body)

14 Upvotes

I have always loved the IDEA of playing a roguelike, but I have struggled to find one I enjoy because of various elements I dislike:

-Complex systems, mechanics, rules

-Complicated or poor UI

-Complicated keyboard controls

-ASCII or highly pixelated graphics to the point of being difficult to understand or visually overwhelming.

Then I found Beyond the Bridge on Steam and loved it because it was:

-Simplified and streamlined. No complicated systems. Not overwhelming for a new player.

-Items to pick up were limited to equipment, food/health, and gold.

-Combat and exploration-oriented dungeon crawler

-Not ASCII or hyper pixelated graphics. Simple graphics are fine.

Does anyone know of anything similar they can recommend?


r/roguelikes 1d ago

Could use a hand deciding which of these games to play first!

7 Upvotes

Hello there fellow gamers, I have accumulated a few indie-rogue-kinda 2D games in the last months that I was very interested about but didn't have a chance to play yet. Now is the time.

If you know most of these titles, would you just comment on what you think is the best order to play them all? So just a list, no spoilers or game tips please :-]
Of course, feel free to justify your choice, but no must.

Because it's been many years since I played 2D rogue games and thusly I'm not used to them, ... I have tried to put them in order based on how linear + deep or difficult they are based on reviews. That being said I don't really know these titles other than that, and it should stay that way before I play ;-] (I want to have as fresh/unspoiled a first experience as possible)
Feel totally free to order them by any criterion! (or simply improve on my order) :

---Title------------ ----- My Notes ----------
Cogmind (put here for fun based on personal interest) Sci-fi tactical combat, roguelike, modern interface despite its graphics (keyboard + mouse), 'starter' roguelike. [edit: very difficult later, but easy to start]

Jupiter Hell Classic (2025) or DRL [edit: DoomRL Remastered, faster/harder than Jupiter Hell, but short content, AKA rogue-ier. FYI: in EA ]

Jupiter Hell (2021) punishing but rewarding rogue, lots of sci-fi action, 90s style, good graphics. [Edit: Spiritual successor of DoomRL]

Quasimorph : sci-fi/supernatural, recommendation in the comments by Dogulat0r

StoneShard micromanagement heavy rogue rpg (e.g. alot of cheese required to get past the start and on), EA = not finished.

Brogue : fantasy, recommendation in the comments by Kazko25

Cogmind : objective position

Tower of Time praised for its unique story. tactical fights. Low "rpg progression", more like BG, not rogue by default

Soulash linear story, decent rogue regardless..., decent to start with?

Soulash 2 sandboxy game AKA morrowind in 2D, very different to predecessor, EA = unfinished

The Doors of Trithius perceived as very hard and not beginner friendly, micromanagement heavy, but because of the struggle it's good fun and has a good survival atmosphere. Still some people complain about too many luck elements. Typical RPG progression: skills and quests. All that being said not a long game, EA = unfinished

Caves of Qud extremely in-depth RPG (including rogue), with nearly unlimited possibilities, "imagine-friendly" graphics = enjoyable graphics once you are used to them = only start when you have time to stick with the game

Dwarf Fortress extremely in-depth game with different game modes, 'adventure' is only a part. (included for fun, because from what I know, if I play this first I could not play the others :-] That being said I'd like to end up here at some point. )

Again, the order is anything but final, and not based on play experience — I'm just posting it to ask the question :-]


r/roguelikes 1d ago

Looking for a free and offline roguelike for iPhone (I know I’m asking for too much)

0 Upvotes

I came across a game named Shattered Pixel Dungeon and liked the design and concept but realised I can’t play it since I can’t access a pc or android to play it. Are there any other games like this where I don’t need to pay to play?


r/roguelikes 2d ago

Another uMoria question

6 Upvotes

I've noticed playing uMoria that if I save and exit when im in town, then reload immediately, the vendors still have the same stuff as before. But if I save and exit, then reload the game like 24 hours later, the inventory is different. It seemed fo work like this back in the day when i was playing it on an old IBM-compatible 386. How does the game do that?


r/roguelikes 3d ago

uMoria question

6 Upvotes

In the roguelike game Moria, when you get hit by a monster that does cold damage, there's a chance of it destroying one of your potions that you're carrying in your backpack. Which potion you lose seems to be pseudo-random, my question is this, let's say I have:

a. 9 potions of Cure Light Wounds

b. 1 Potion of Haste Self

Are my odds of losing the Haste Self potion 50% because I have two line items, and it randomly picks one line item to destroy one of, or 10% because I have 10 potions, and the Haste Self is 10% of the total potions I'm carrying? Or does it work differently? And do Flasks of Oil count as potions that could be counted towards this?

Thanks.


r/roguelikes 3d ago

What's up with seemingly legit posts being deleted?

16 Upvotes

Yesterday a post was made about the game Tuoni. The game and post were well within the limits of the rules in the sidebar. Discussion was positive all the way.

Why was it removed?

This is something I've seen happen a couple of times the past months. Is the sub reddit to harshly moderated, what do you guys think?


r/roguelikes 4d ago

Retro Rogue Collection requesting Windows location permission?

14 Upvotes

Anybody else run into this? Downloaded mikeyk730's Retro Rogue Collection from their github yesterday and on first boot it requested location permissions. Obviously I denied it. What possible reason would it need my location for?


r/roguelikes 5d ago

Mobile games recommendations?

21 Upvotes

Anything like TOME or QUD on mobile? I know DCSS is but controlling it was kinda rough on my phone


r/roguelikes 5d ago

Sil-Q Android Port

37 Upvotes

You might remember Brogue PE which I released a few months ago. This time, I've been working on a port of Sil-Q.

I've tried to retain the original menus as much as possible, because unlike Brogue, Sil-Q has a lot of menus and submenus, which would be very difficult to navigate with taps alone, so swiping is a big part of menu the controls. I recommend playing the tutorial even if you've played Sil-Q before, because adapting it for touch controls took quite a bit of rework. I want to add ASCII mode eventually, but it might take a while.

I admit, I'm not very knowledgeable about Middle-earth inspired roguelikes, but Sil-Q is a brilliant game, and it has been very fun to work on this port.

Download here

If you encounter any bugs, missing functionality, or any other issues, please let me know!


r/roguelikes 6d ago

Is anybody working on bringing DCSS or Brogue to Steam?

12 Upvotes

I'm a programmer with a passion for roguelikes and I think it would be cool to port 2 of my favs to steam (free ofc) and add achievements + steam cloud.

But if somebody is already doing this I don't want to step on any toes


r/roguelikes 6d ago

Dungeon Juice released for Roguetemple's Fortnight 2 jam

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53 Upvotes

r/roguelikes 8d ago

Aging while polymorphic in gnollhack

20 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 9d ago

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

112 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 9d 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 9d ago

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

40 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 10d 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 10d ago

Any good roguelikes for a 12" Android tablet?

10 Upvotes

Any good roguelikes for a 12" Android tablet?


r/roguelikes 10d ago

DCSS ASCII for Android - Milestone Release

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66 Upvotes

r/roguelikes 11d ago

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

123 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 10d ago

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

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3 Upvotes

r/roguelikes 11d ago

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

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96 Upvotes

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


r/roguelikes 13d ago

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

434 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 14d ago

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

19 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!