Showing all 142 replies.
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>>738737849
https://store.steampowered.com/app/1443430/Rogue/
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>>738737849
I had a lot of fun with Approaching Infinity. It's not the deepest game but its neat enough. Multiple factions with reputation, infinite sectors and planets if you choose to explore forever but most win conditions can be done within the first 20 sectors. You can destroy enemy ships in space and board em, even repair and take it for yourself if it's a big enough ship. If you do play it I'd recommend hard or insanity setting as medium is far too easy you get a heal over time if you don't take damage for a few turns.
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My favorite roguelike is "Forays into Norrendrin". It might be baby duck syndrome as it was the first one I played since it was FOTM when I started, but it has nice attributes.
* narrow in scope: there isn't much bloat in the game. All enemies feel unique and different and need a different strategy to handle. The systems that exist are easy to grasp (the only bloat is maybe that some skills/ spells are clearly better than others sometimes)
* immersive: each level is modeled independently of you. you can interact with your environment, i.e. set grass on fire to genocide rooms or cover enemies in oil for better flammability by luring them in a trap. lightning is dynamic, so you can shoot at enemies from the shadows. Very fun to goof around
* beautiful ascii interface
* run length: each run is around 2 hours, which I like
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>>738737849
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>>738737849
I enjoyed Nethack, IVAN, and DoomRL.
>>738738579
It seems really well-regarded, but I've never been able to get into DCSS for some reason. It just seems like a more boring Nethack.
>>738739212
I might try that one out later.
>>738739362
I'd forgotten about that game. It gets a bit repetitive after a while, but I had some fun with it.
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>want to play cataclysm
>look up what fork to plah
>bright night is outdated unrealistic baby shit
>dark days ahead is no fun allowed, i hate the player shit
>the last generation is ultra hardcore, you are gonna get raped edition shit
as a tard who barely ever played roguelike what fork should i play?
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Infra Arcana, OP.
Simple to grasp and get into, and super tightly designed. Very immersive, too. Maybe I just really like it because I hate the 'filler' of most roguelikes, which is 90% of them, just walking around and killing fodder.
IA has no filler. Every encounter is tense.
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>>738741187
neither, cataclysm just isn't that fun to play because there's no inherent goal
when you figure out a way to kill most zombies easily (literally just get into any car) the game becomes boring and repeitive as fuck and the only other thing to do is build more durable cars.
The NPCs and factions, the thing devs should actually be focusing on, is basically completely ignored and has been for many many years. Playing something like QuD is unironically more interesting.
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>>738741168
>it seems like more boring nethack
that's because that's exactly what it is
it's called stone soup because they literally just added a shitton of stuff but didn't work any of the core gameplay at all
it's an ocean wide, and a puddle deep
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>>738742983
>infinite
yes
>mindless
opposite of what's true
only a bad roguelike is mindless, the whole appeal is getting placed in strange situations and coming up with creative solutions to survive, which you can only really do in roguelikes because regular games tend to be too strict in how many options are given to the player
go play Elin or DF adventure mode and tell me if they're mindless
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https://store.steampowered.com/app/2825130/Shadowed_The_Demon_Castle_o f_Ooe/
This one's got good class fantasy. You mostly want to stealth around and that playstyle has the most depth but you can be a samurai if you want a change of pace. I like when devs sit down and decide what they want to be rewarded. Dodging enemies has to be weighed against loot and food, but you usually get more XP for avoiding than killing.
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>>738743195
I played Cult of the Lamb, I liked the town-building, but literally the only reason why would you want to play regions again is just grinding for resources.
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I guess many people don't engage with "rogue" part of roguelike and just "complete" the game like a normal game and then move on to another game, so for them infiniteness never becomes an issue.
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Surprised no one has mentioned ADOM yet. It's probably my favorite, although it being so long-form works against it after you have a couple of wins under your belt, since it becomes a bit repetitive and formulaic.
Also, just in case you anons aren't aware, there's a roguelike general thread on >>>/vrpg/3966900 , now with half the bumping.
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>>738737849
nethack, duh
keep notes and you, too, can ascend in a couple of years (like me)
play online at https://alt.org/nethack/ (although its helpful to have a config file)
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>>738744373
>Achra OP
Still mad I got baited into buying that. I dunno what it is, but this is one of the worst RLs to me in terms of feedback/learning. Why did this run win? I have no idea. Why did the next run lose miserably? No idea.
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>>738744639
>>738744763
it is literally a roguelike tho, but whatever have you autistic opinions I guess
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>>738742826
You see, all video games can be categorised by how like Rogue they are:
>Rogue - It's Rogue
>Roguelike - Games that follow exactly in the manner of Rogue (permadeath, procedural generation, bullshit)
>Roguelite - A roguelike, but with metaprogression
>Not Rogue - No relation to Rogue whatsoever
Unless there's a criteria for Rogue specifically, it falls under the category that's most like Rogue, which is Roguelikes.
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>>738745152
random terrain and loot != roguelike
if it did, you'd have to call shit like minecraft a roguelike
randomness is not a sufficient condition to label it a roguelike
roguelikes are characterized by features key to rogue, which include random terrain and loot, but also include things like turn-based play and identification of unknown items
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>>738742426
OP here. I've already played it to death and it's my number 1 favorite roguelike of all time but I need something new or at least a long break from it. I was trying Ragnarok/Valhalla but man that game is too much sometimes for me
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Traditional roguelikes have the potential of being the deepest and most expansive games, until you realize that none of that matters because the lack of gameplay and graphics will inevitably make everything feel the exact same every time.
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>>738737849
Not quite pure roguelike, but fun little game. Underrated. People compare it unfairly to DF or Rimworld but it's not the same thing at all and not trying to be.
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>>738737849
I keep going back to Brogue and dcss. Both combat focused and get right into the action, no open world bullshit and boring starts.
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I really like the direction of Doors of Trithius, it has a nice UI and feature set. It was very barebones four years ago when I last played it though, maybe it's time to give it another go.
>>738745649
>Zorbus
It's really good. Dev posted on /v/ too many years ago and partook in discussions, he seems like a bro
>>738746151
It's so good. The dev updates when he started posting on youtube were kino
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>>738745649
>Dead Hand
I like this one. Pretty obscure 3D roguelike/tactics thing.
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>>738747686
>It's so good. The dev updates when he started posting on youtube were kino
I wish the dev took my idea where he had better layered hotkeys where you didn't have to use every key on the keyboard and kept it more localized around WASD region or whatever.
Good game though
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>>738743735
>Cogmind
This game probably has the most aesthetically pleasing modernized ASCII art.
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What roguelike has the most intense, engaging moment to moment gameplay, were every choice matters, and holds your attention?
I've heard infra arcana, cogmind, and dcss so far but I dont know which of these to choose.
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>>738749305
>Shiren
Never seen this before. Do you have to control your teammates too or do they have their own AI? A roguelike with a party member sounds cool but I'd rather they have their own AI. Not too keen on micromanaging a whole party.
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>>738750486
Bunch of mystery dungeons games have AI companions. Azure Dreams, Pokemon, whatever else. It's more annoying than you might imagine though, considering getting the first hit in any of this games is important.
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>>738750621
Enjoy it's a great series that goes back to the snes days. Sadly most never left Japan.
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>>738744583
i have 850 hours in noita
trying to get 33 orbs but got killed today by accidentally opening a treasure chest with my black hole digging staff that contained a polymorphine potion after orb #30
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>>738751473
Incorrect
https://www.youtube.com/watch?v=-13LUfagQhY
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>>738752262
>Incorrect
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>>738751473
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>>738737849
this is my current pile
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>>738751016
I've said it a million times that the fact that nobody has taken the idea of Dark and Darker but made it not complete shit in every regard is such a gold mine waiting to happen. Any big dev that runs with the idea will literally be a multi-millionaire from it.
Literally just a coop/PVP dungeon delver either in third/first person with roguelike maps, permadeath and classic progression (unlock more abilities as you survive longer and go deeper)
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>>738737849
dwarf fortress adventure mode
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>>738741168
>It seems really well-regarded, but I've never been able to get into DCSS for some reason. It just seems like a more boring Nethack.
It depends on your version. I personally stick with 0.17 with 0.21 as my absolute latest build. The people that run the project unironically pander to their speedrunning community since you can play it in-browser and basically suck any fun out of the game to accommodate them.
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>>738756698
It's still something worth considering since they sterilize the game more and more with each update. They don't even let your previous ghosts freely roam the dungeon anymore, they put them in a sealed cuckbox so that you don't get surprised.
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>>738744583
>>738744639
You just need to break down the bare essentials for what are in a roguelike so that the definition isn't rigid but also doesn't just let you throw whatever you want into the stew.
>Genre needs to broadly be categorized as a Dungeon Crawler
This is the big one that a lot of morons don't really consider when entering these debates. Rogue was a Dungeon Crawler first and foremost.
>Procedurally generated levels
These can, and often are structured to some extent
>Session-resetting death (ie, permadeath)
This one is self-explanatory. You should be set back to 0 when you die.
>Reasonable degree of control over character progression (ie, an "rpg system")
This honestly goes hand-in-hand with the very first point, since most dungeon crawlers are RPGs.
>Turn-based
This is not an essential trait. You can have something that looks like a Roguelike, smells like a Roguelike, tastes like a Roguelike, but isn't turn-based. That shouldn't disqualify it from being a roguelike.
>Top-down grid based movement
This is also not an essential trait. If you had a 3d over-the-shoulder action dungeon crawler with all of the necessary traits, there isn't any good reason not to call it a roguelike other than berlin meme interpretation-esque nitpicking. Those fuddy-duddies themselves admitted that most of the traits were not essential.
>Examples of what are not Roguelikes
>FTL
This is not a dungeon crawler
>Risk of Rain
This is not a dungeon crawler and it does not have procedurally generated levels
>Minecraft
This is not a dungeon crawler. Some moron is going to bring up trial chambers and say it's a dungeon crawler because it has some dungeons, that's not how it works.
Basically, you can disqualify most games that fall under the "Rogue-lite" blanket by asking whether or not they're dungeon crawlers.
That being said; Noita is a game that I would call a Roguelike under a very broad definition. The gameplay isn't identical but all of the important traits are there.
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>>738756648
>>738756695
i'm talking about adventure mode specifically which got it's own official release trailer. i guess you could say it isn't done because the game isn't going to be finished in our lifetime but toady isn't working on new features for adventure mode anymore.
https://www.youtube.com/watch?v=7zY0UxSxTzU
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>>738757391
Wrong. Not only does it have to be turn based, but it has to be simultaneous turns
https://www.youtube.com/watch?v=-13LUfagQhY
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>>738757391
Noita is fucking garbage. Don't bend the definition to get your redditor's choice of the day game into it with >>738757741 as the second reddit pick.
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>>738758040
Binding of Isaac isn't a roguelike either. There are 0 RPG elements in it and has palpable meta progression outside of individual saves. IE, it doesn't pass the dungeon crawler smell test either by feel nor design. It's an arcade game.
>b-but noita has meta progression too!
All that does is draw more spells into the base world's shops. Every single spell in the game can be found by breaking out of the mountain in any cardinal direction, off of a fresh save, which you can do off of a fresh save.
>Noita is fucking garbage
That is a separate issue that which I will not refute.
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>>738758406
>0.9.4.6
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>>738739382
Zorbus is cool, and in a really good state right now, but to some people it might feel a bit too streamlined
>>738758642
Multiple ones actually
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>>738758256
there's a decent modding scene ever since they added workshop support. i doubt all the mods are compatible but there's a few specifically for adventure mode that add additional races as well as stuff like crafting and magic.
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>>738758265
Being a dungeon crawler and metaprogression are irrelevant elements to the true essence of a roguelike. Unreal World isn't suddenly not a roguelike because it takes place in the wild instead of inside dungeons. Mystery Dungeon games aren't suddenly not roguelikes because some of them feature meta-progression.
A roguelike needs to have grid-based, turn-based movement, or else it's not a roguelike. Because Rogue had grid-based, turn-based movement. End of story. Noita is not a roguelike. The whole point of having a genre definition is so you can group similar games together, if someone liked playing Rogue, you would recommend them games that played similarly, you wouldn't recommend them a 2D action game like Noita.
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>>738751016
I'm working on a dungeon crawler but i dont think it will be autistic enough for roguelike players
no stat system, no identification minigame, all characters are classless, almost all progression will be through items.
but there will be weapon/armor enchants & randarts, plus potions scrolls and evokables
I want to structure the game around assessing whether you can defeat a particular enemy or if you should just avoid it, packing along and using the right tool against the right encounter, and basic resource management of health and consumables
the combat needs a little action just because it's an FPS so it's expected, but i don't want to end up in dark souls land of "just never get hit and spam r2"
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>>738745316
>all video games can be categorised by how like Rogue they are
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>>738741187
dda is the best of the three. tlg isn't necessarily ultra hardcore it's just the combat is reworked and some of the better recipes are removed. bn has less tedium but some things are more annoying to do (like making clean water). it's a tossup imo
but you don't have to play cata. check out ToME, check out dcss, try nethack, check out qud
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