- the game is turn-based, but time passes and factions pursue their goals only on a few levels, while all the others are frozen
- player controls each member of his squad, but often the best tactics is to scout with only one character (a classic roguelike feel) and let others guard important areas
- combat mechanics is deterministic; randomness comes from enemies and terrain only
- there's (almost) no HP regeneration; attrition ensures all past (silly) decisions matter
- each character has 10 uniform equipment slots, which fill quickly given that most melee weapons have cooldowns
- each faction has a single shared inventory of unlimited size, which has a physical location on the map and so can be ransacked
- projectiles fly gradually over time with varying speeds and can be sidestepped or shot down; less so explosions that are swarms of projectile particles
- [this slot is intentionally left blank for your feedback]
You need no more than an occasional nod, a cry of warning or a quick gesture to fully share situational awareness, elect a new pointman and cover his advance. You fight as one organism, attack, escape, guard each other's back, explore spaces no human ever saw before and experiment with and appraise your spoils, sharing and augmenting your scarce supplies in a dark nook of an abandoned store. This is an adventure and a world you creatively imagine, you master, you live through (or die in) and afterwards you tell stories about. And even if you don't tell, this doesn't make the stories 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. 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.
- Gameplay manual
- Game binaries for Linux, Windows and console terminal screen reader (on Linux)
- Homebrew formula with Mac OS X binaries
- Bug reports
- Source code
- Engine source code
- Engine development documentation
- New and old screenshots at RogueBasin
- Please spread the word and offer feedback on Gitter, Twitter, Temple of The Roguelike, Itch and your local subreddit or forum.