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==="True" Roguelikes=== *''[http://www.hexatron.com/rogue/ Rogue]'' :The great gran'pappy of all roguelikes, naturally. Looks like chewed-over ass and plays about as well but you'd better have some motherfucking respect, this thing basically created the gaming industry. Apparently not the first Roguelike nor the one that bought the genre its surge in variants, but nobody played 1978 <i>Beneath Apple Manor</i> and Morialike just sounds dumb. *''[http://www.nethack.org Nethack]'' :Arguably the most balanced traditional roguelike. Doesn't take itself too seriously, except for player etiquette regarding an NPC named Izchak who is a tribute to a deceased dev team member named Dr. Izchak Miller. The child of an earlier game called <i>Hack</i>, it's known for creating a subgenre called "hacklikes", which put a greater focus on resource management, improvisation, secret knowledge and [[Just As Planned|spectacular, brilliantly bullshit zany schemes]]. Pulls from more than a few various fantasy works, including ''[[Discworld]]'' and the [[Tolkien]]verse. For a while was a bit criticised for haphazardly throwing in ideas, especially from other Roguelikes, without much idea of balance but that settled down. *''[http://dos-ragnarok.wikia.com/wiki/Ragnarok_/_Valhalla_Wiki Ragnarok/Valhalla]'' :Harder than hard. As its name indicates, based loosely on the Ragnarok event of Norse Mythology. You are an adventurer starting at his abandoned village and needs to win Ragnarok which will start around 20000 turns. The solution to winning the mythic war is very difficult and laden with WTFuckery levels of logic and hidden solutions known as "Guide Dang It". Everything, and anything in game can and will kill you; for this the game lets you backup saves 200 turns separated from each without mocking savescumming. Virtually unwinnable without at least one savescumming and/or guide to even traverse through the World Tree's realms. Amongst 171 different common monsters in game, more than half have a (preventable only if you know the specific method) instadeath effect; the others upon contact will permanently maim you so hard you might as well quit unless you have specific cure items on demand, or even destroy your inventory with acid even if you are immune to it. And that's not counting non-unique creatures who are invisible and make you stop existing with a touch, unique daemons who ignore every immunity and even manage to steal your immunities and adding to themselves while pumping out your clones out of an alternate universe to kill you. Have fun. *''[http://rephial.org/ Angband]'' :Massively expanded roguelike. The quintessential randomized [[D&D]] solo adventure in Tolkien's world. Brutal, though. Has also inspired a subgenre of variants; these are called "bands." It's as the name implies, you go down 100 levels into the "iron fortress" of Morgoth and kill him. As a Hobbit wizard that casts millions of acid rains on dragons and teleports at will. Most other "bands" are not worthy of mention, except <i>zangband</i> as not only being the most intensely developed at one point (even more so than the original) but also very very unusually basing itself in Roger Zelazny's <i>Chronicles of Amber</i> which only one tabletop does, [[Amber_Diceless_RPG|Amber Diceless RPG]]. *''[[Dungeon Crawl]]'' :Severely fun roguelike, occasionally quite imbalanced, with an insane set of classes, races, and gods. Also has one of the most diverse dungeon environments. The ''Stone Soup'' version has a kickass tileset, an improved mouse-optional interface, more classes, more races, more gods, and more of generally everything. /tg/'s preferred roguelike. It is actively updated by the community. *''[http://drl.chaosforge.org/ DoomRL]'' :It's ''Doom'', as a roguelike. /tg/'s current second favorite behind ''Stone Soup''. Wickedly difficult, prepare to have your anus [[rip and tear|ripped and torn]]. Is sadly dead, killed first by the author's attempts to make money off of a sequel called ''Jupiter Hell,'' then buried and the earth salted by a trademark claim from Bethesda. *''[http://www.adom.de Ancient Domains of Mystery]'' :A German roguelike set in a large mountain chain with many dark caverns where the forces of law and chaos do battle for the fate of the universe. [[3e|A gazillion different skills to upgrade and feats to take.]] One of the most intensely, long-term developed traditional Roguelikes, its single dev has been at it for over 25 years. The biggest flaw of the game is that many elements are not randomized, requiring you to trudge through them over and over every time you die, at least if you were going for a special ending. [[4e|And you can't be Lawful Evil, but simply Chaotic Evil or Lawful Good.]] One of the 90s Roguelikes that was closed source, meaning there were no later variants but also meaning there were lots of mysteries inside unreachable by source-reading. (Mostly spoiled by now though... [[Alpharius|or is it?]]) Still being developed, selling on Steam but also free with less unnecessary-but-nice features, and with the ASCII core of the game intact but defaulting with much more modern graphics to satisfy newfags and fucking casuals. Also has a successor by the same author called Ultimate ADOM, but development [[skub|seems to have stalled]]. *''[http://lkbm.ecritters.biz/cotw/ Castle of the Winds]'' :Old-skool roguelike made in the glory days of Windows 3.1 shareware. Has a tileset. *''[http://www.incursion-roguelike.net/ Incursion: Halls of the Goblin King]'' :In the words of the author "Incursion is a traditional roguelike", and it is very influenced by D&D. You have to descend through multiple floors of caverns to reach the Goblin King and slay him. Plans include an outside world but that's for future releases. *''[http://te4.org/ Tales of Maj’Eyal (ToME)]'' :A solid, graphical roguelike (with a side option for ASCII players), with relatively deep lore and a heavy "quest" focus (in other words, multiple dungeons and a few puzzles). [[4e|A heavily tactical focus, with lots of class skills limited by cooldowns]]. <s>Once called Tales/Troubles of Middle Earth</s>(actually ToME refers to at least five different Roguelikes! Maj'Eyal is ToME4). Available in a free version, and a purchasable Steam version; the latter is only required if you want to play the expansions, of which there are three so far: A mini-expansion that brings a lot more Demons, and some demon-related classes, another Lovecraftian-themed one, and a full new campaign about attacking what you achieved in the original campaign as an Orc. Notable for having the most achievements trophies of any legitimate game ever (there have been "games" with more, but they've either been pseudogame shovelware, or pure jokes). <ref>There is a fairly good reason for this, BTW. Game is fairly hard, and large, and thus has (in theory) one achievement for each major dungeon and the like (which would be about a hundred cheevos, which is fairly reasonable). '''However''', the game has four difficulties, and two death modes (full Roguelike, and Adventure, where you can afford to die a (very) few times), and the difficulties all represent a major step up in difficulty; thus the game chooses to have each major difficulty/life combination have its own achievements, resulting in each major achievement being duplicated '''nine times''' (4 difficulties with 2 death modes, and an extra for "Explorers", the third lives option, who are considered to be in a difficulty of their own). Three notes: (1) This game ''broke Steam's achievement system'' when it first showed up. (2) There are two other game modes, that have their own achievements. (3) Each DLC adds its own achievements, so each time some more comes out, that's 9 new achievements per DLC achievement.</ref> *''[https://cataclysmdda.org/ CATACLYSM: Dark Days Ahead]'' :''Cataclysm: DDA'' is what happens when you take people from the [[Dwarf Fortress|Bay12]] forums with a sizable knowlege of C++, and have them create a sci-fi equivalent of ''Dwarf Fortress''' Adventure Mode. This game starts you off at Day-0 of '''every apocalypse imaginable''' happening at the same time. Its key features include a crafting system with ''literally thousands'' of unique items, a highly robust combat system reminiscent of ''Dwarf Fortress'', and a vehicle creation system so meticulous you can make a life-sized [[Land Raider|LAND RAIDER]] in it. (Don't believe me about the Land Raider? [[Media:Ss%2B(2015-06-19%2Bat%2B06.54.17).png|Here it is!]]) Oh, and tilesets are also available with a menu option to disable the graphics if you still prefer the feel of ASCII. *''[http://www.roguebasin.com/index.php?title=Caves_of_Qud Caves of Qud] '' :''Caves of Qud'' is set in a place not unlike most of the human [[Death World|death worlds]] during the [[Age of Strife]] in [[Warhammer 40k]], such as pre-explosion [[Caliban]], it also seems like what a planet entirely controlled by tzeentch would look like, he even gives a tour of it (using his Sseth avatar) [https://www.youtube.com/watch?v=o_PBfLbd3zw here]. It looks like a straight-up fantasy roguelike at first, complete with its own [[Black Templars|order of mutant hating templars]] but then you realize that it's more of a post-apocalyptic sci-fi world when you find a bunch of artifacts around like modern-day guns, lasers, grenades, anti-matter power cells, handheld nukes and weird crap [[Rape| which crushes you with the force of 10,000 suns if you drop it on the ground.]] Similarly, you'll find ancient ruins full of said artifacts, as well as murderous robots, some of which are [[Monolith|huge, flying, teleporting pyramids covered in chrome. shields, missile launchers and fabricators for those missile launchers]]. Player characters may choose to start as either mutants or pure humans. Mutants have access to a variety of powerful mutations such as flamethrower hands, [[Fire Hawks|spontanious combustion]] wings, scorpion stingers, multiple arms legs and/or heads (upper limit is 8 of each, except heads which you can only have 4), [[Gene Seed|two hearts]], healing factor, permiation (phasing through solid objects), photosynthesis, teleportation, mind control, [[Culexus Assassins|shooting invisible lasers with your mind]] (some of which cause people to have brain aneurysms) and a mutation that allows you to screw with the space-time continuum (essentially resulting in lore-sanctioned savescumming). [[Humanity Fuck Yeah|Pure humans get none of the above, but instead have much higher stats.]], and can get cybernetic augmentations to compensate for there lack of mutations. Recently had some [[skub|controversy]] because of political views of the author and willingness to air them/ban for them, but just play the damn game and forget that. *''[https://www.reddit.com/r/Elona/ Elona]'' : You ever wonder what a JRPG Roguelike would look like? And we're not talking mainstream JRPG, we're talking the ''really'' weird shit they usually keep in Japan, the kind of shit where Pianist is a playable character class and Snail is a playable race. Well, wonder no longer. While main development has ceased, there are at least two variants currently under development; as a result, we're linking to the Reddit community, which has links to download all three in English. *''[http://www.wazhack.com/ WazHack]'' : A free-to-p<s>l</s>ay graphical game made by some [[neckbeard]] named Waz for many platforms including mobile, PC, and Internet. A platformer style game which actually turns out to be basically 100% roguelike. Shares the randomly generated dungeons, magical items, overall paradigm (being D&D inspired, turnbased, saveless and alternatingly frustrating and enthralling), various classes (which cost $1 each to add, though, and you also have to pay for going deep into the dungeon, but it's worth it, you will stay because as you discover this game is [[Awesome|based as all get-out]].) Some of it's failings include occasionally being unplayable, or inordinately easy (a few items, especially some of the wands, are OP as fuck), if certain conditions of randomness are met, but overall, a replayable, addictive, enjoyable time. Protip: You want to keep your pet alive at all costs, at least in the beginning of the game, lest you fall victim to some serious [not as planned] when you pick up certain objects. *''[http://roguetemple.com/z/hyper/ HyperRogue]'' :A relative newcomer to the roguelike genre, critically acclaimed for its creative use of [https://en.wikipedia.org/wiki/Hyperbolic_geometry hyperbolic geometry] in its game world and mechanics. For those of you who aren't math nerds, this means that most of the things you'd expect from a grid-based roguelike don't apply- the world rotates around you when you return to a tile after a few steps (a side effect of the sum of a triangle's angles adding up to less than 180 degrees in hyperbolic space), you can always outrun a monster unless it's directly behind you, trying to return to a place you've been before after going a long way away is nearly impossible unless you go back ''exactly'' the same way you came, and far more. Luckily, the game does have tutorials explaining the basics of hyperbolic geometry in layman's terms and the rest can be figured out as you go along. As a bonus, another quirk of hyperbolic geometry means that the game worlds are even more infinite than their Euclidian equivalents would be so you'll never run out of stuff to find. The engine also supports a bunch of other exotic non-Euclidian geometries (not the Lovecraftian kind, though) that most of us can neither explain nor fully understand ourselves, and is also available as a teaching and research tool. *''[https://sites.google.com/site/broguegame/ Brogue]'' :A Rogue clone that lets people rediscover the ASCII charm of original Rogue without the clunky 1980s uncharm. Known to be [[Eldar|extremely colourful]] and [[Fulgrim|pretty]], but also pretty complex too, at least by standards of vanilla Rogue. It feels a bit Nethacky. Still stands above most of the very, very many ports and reboots of Rogue floating around, and is still being developed as BrogueCE. *''[https://store.steampowered.com/app/365900/Pixel_Dungeon/ Pixel Dungeon]'' :One of the most basic Roguelikes on this list, and yet, one of the most fun. Pixel dungeon follows the basic formula of a roguelike: run through a dungeon, kill monsters, find weapons, and get perma-deathed until you finally beat the game. :On this list for the fact that the project is open source; a huge amount of mods, reskins, and almost completely different games have been made from the original code, to a staggering degree. :That being said, vanilla got discontinued years ago. Don't expect any new updates from the developer, look into the mods instead. ::Note: Don't start with vanilla. Pick up ''[https://github.com/00-Evan/shattered-pixel-dungeon/releases Shattered Pixel Dungeon]'' first. :::Note: Now on [https://store.steampowered.com/app/1769170/Shattered_Pixel_Dungeon/ Steam]! For traditional Roguelikes, a full sized manly keyboard with number pad is recommended; but otherwise they'll run on practically anything, even old trash computers from dumpsters. This, along with their RPG lean, [[Dwarf_Fortress|incredible complexity yet mostly textual frontends]], makes them more palatable to [[/tg/|people who normally hate video games]]. Traditionally, almost all Linux repos still keep a selection of roguelikes: apart from some of those above you'll also find <i>omega</i>, <i>gearhead</i>, <i>boohu</i> and <i>Slash'Em</i>, and potentially many others.
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