This is not a "video game", nor is it an interactive novel. It's more like non-verbal daydreaming about adventuring with a band of trusted friends that know each other so well they need no more than an occasional wave, a cry of warning or an agitated session of semi-articulated proposals, counterproposals and assents barked already running. Non-verbal daydreaming about fights and escapes, about getting lost and discovering spaces no human saw before, about defending one another's back and methodically reviewing loot, assigning scarce supplies and muttering assurances in a dark nook of an abandoned hall. This is an adventure and a world you creatively imagine, you master, you live through (or die) and afterwards you tell stories about, but even if you don't tell, it doesn't make them any less true.
The gameplay manual may help when initially developing the personal game-to-brain interface pathway that supplies game state information. The user interface tries to engage the brain visual and aural processing centers only marginally and instead let their full capacity be used by personal imagination for sensory world-building in a fully original, uncoerced, true-to-dreams way. Like when reading a book, but with less words and more action.
The game is written in Haskell using the LambdaHack roguelike game engine. Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long-term goals are high replayability and auto-balancing through procedural content generation and persistent content modification based on player behaviour.
Also, developing brain implant game interfaces that bypass the visual cortex.
Also, making aliens bitterly regret the idea of plotting against Earth.
- Game binaries for Linux, Mac OS X and Windows
- Bug reports
- Source code
- Engine source code
- Engine development documentation
- Please spread the word and offer feedback at Gitter, Twitter, Temple of The Roguelike, Itch and your local subreddit or forum.