“Words have lost their power. I could tell you your life was a lie but it’d barely graze the hardened callouses you’ve built to protect yourselves. Whereas for me those words rang true like the call of the bugle my grandfather fell into the trenches fighting for. Thundered like the New Zealand guns that shattered his friends.”
“At least we can agree on one thing. Fuck Australia!” They toasted together burning their throats with the space brew.
“It’s an unusual position I find myself in. Plotting trajectories with the grandchildren of those whose earlier arcs broke him.”
Why not stay in China? The words stayed unsaid but he curled his mouth downwards, sliding his top lip over the stubble under his bottom lip. He had refused to depilate, roaring ‘I spent so much getting this.’
“I had reached the periapsis of what the Party would find acceptable. China was too small for my ambition and my childhood dream was not going to resolve itself. To Rocket Labs!” He toasted again and all four raised their drinking tubes.
There was not enough gravity to drink from glasses in Deimos station. Deimos station! The words themselves made him giddy with how far they’d come and how much they’d achieved. But not just them. The Americans. With their Callisto-bound nuclear rocket parked just over the horizon. They kept to themselves, not just for safety, but the political situation back home had worsened and while the spirit of international cooperation flowed so far, it apparently stopped short of coming the final kilometre of the 157 million they had travelled. To celebrate his birthday.
“Deimos station, this is mission control. We don’t mean to interrupt your fun, but NASA has an urgent request.”
“Mission control, how can we help?” The commander spoke up, flashing glances around the galley.
“It appears Triumphant’s uplink is out. They’re running diagnostics Earth side but we might need to EVA and get a relay up.”
“Decompression protocol will take two hours. What are our remote options?”
“So far we don’t think we can get an antenna up high enough using one of the drones.”
“Can we print one? Straight up from the refinery.” Engineering suggested.
“That’s a… novel option. We’ll run the numbers. But prep for the EVA.”
“We’ll get the relay in place but to get that far up the ridge we may as well roll down the other side and tap on their hull.” He said.
He was out on the surface with Payload. She was smiling, excited to be out on the surface again so soon. The rover seats were filled with the antenna mast, tools and emergency gear in case the situation on the American spaceship was worse than a communications error.
They reached the top of the ridge.
“Hailing Triumphant. This is Deimos station. Hailing Triumphant.” He repeated the hail using another set of standard codecs, then switched to analog radio in case the digital systems had failed. When they didn’t respond, Payload hefted a scope from the front of the rover.
“No exterior damage visible. No outgassing. No one on the surface. Hatches are all closed. Uh… the crew module is warm. Really warm. Radiators are pumping out a lot of heat to compensate so its not a thermal circulation issue. It’s survivable but not comfortable in there.”
“Ok. Forget the mast. We can run the relay from the rover. It’s about a 200 metre walk down the hill. Let’s get going.” He checked the brakes on the rover and followed Payload down the slope.
“They’ve dug up one of the RTGs.” Payload said as they reached the shadow of the ship. The RTGs were radioisotope thermal generators: basically big radioactive batteries that relied on the the decay of isotopes inside them to create heat to generate electricity. Deimos station had supplied a couple to Triumphant to keep it powered to avoid running their reactor at night: there was no way of turning the RTGs off whereas the reactor could be shutdown using control rods to allow it to be serviced. But the RTGs also sank into the moon’s surface and had to be periodically moved to avoid overheating, a job that wasn’t due for another few weeks. The boxy shape of the RTG was visible about 50 meters beyond the ship.
TICK
The closest airlock hatch of the two was up a ladder next to the foreleg of the spaceship. He climbed up and banged on the body of the airlock. Then he waited for a response, holding his glove to the hatch to try to detect any vibrations. Nothing. He banged again, twice more, and checked. The hull rang like a bell from his impacts but no one replied.
The next step was complicated. With the crew inside the airlock would normally be pressurized. He would have to evacuate all air from the outermost part of the airlock, called the crew airlock before entering it. But there were no manual controls external to the hull to do so. He’d have to hope that the crew airlock was unoccupied and the pressure door to the inner “equipment airlock” was closed. If not, he’d depressurise the whole ship.
He carried hull patches to patch the holes he was about to make. But not enough to patch the holes twice. The equipment airlock door needed to be closed for him to be able to enter the ship at all. Best assume the best scenario and operate on that basis.
TICK
He began drilling.
TICK
The soft pop of air turned into a jet as he pulled the drill bit from the hole. How long would the crew airlock need to empty? A minute? Two minutes? He’d work on exposing the door lock mechanism in the mean time.
TICK
The jets in the door died down suddenly. The door was closed between the outer and inner airlocks. He signalled down to Payload, forced the hatch open and stepped inside.
TICK
Payload and him worked quickly to plug and seal the holes he’d drilled. TICK. The seals would take a couple of minutes to set in vacuum and they’d hold for years. TICK. Then once the seals were set, they pressurised both the outer and inner airlocks to a low pressure, high oxygen mix. TICK. Best keep this mix in case they had to leave in a hurry. TICK. Open the pressure door to the equipment room. TICK TICK TICK They could take the space suits off here and enter the ship without TICK TICK harming anyone inside. TICK TICK TICK TICK He put his hand to Payload’s helmet, just as she was about to release the seal.
TICK TICK TICK TICK TICK TICK TICK TICK TICK TICK TICK TICK TICK TICK TICK
Both their suit geiger counters were furiously warning them about the radiation levels in the inner airlock.
“The reactor is fine.” They repeated the mantra to each other. “The reactor is fine.” If it wasn’t, they’d have seen red hot molten rock where the rear of the ship would have been and their hair would be already falling out in clumps and the hard radiation would be dancing in white flashes through their retinas.
So where had the radiation come from?
The air in the outer airlock came from bottled air reserves carried on the ship. It had been clean and radiation free until they’d open the inner airlock. The air in the inner airlock mixed with the ship, although they could control the pressure and oxygen content. The air in the inner airlock was filled with radioactive particles which as they decayed triggered the geiger counters. The ship was filled with isotopes. Spread around the corners of the ship intentionally. From the RTG. The crew had taken one of the cells out of the RTG and opened it up inside the ship and spread its contents everywhere.
The radiation levels in the ship wouldn’t kill them. At least not for decades and only if they stayed around long enough. But swallowing some of the radioactive material would. It would stay inside them, and although the heavy metal poisoning would be bad, the radiation it would continue to emit would give them cancer and a horrible untreatable death.
The ship was a trap.
Tuesday, 16 April 2019
His Eyes - Part One
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Andrew Doull
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22:43
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Saturday, 6 October 2018
Considering firing up the blog for a longer post
Bear with me and have a read of this essay on RPG theory in the mean time.
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17:37
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Sunday, 16 July 2017
PLAN.B
Michael Brough has just released an expansion to 868-HACK called PLAN.B and it's available on Steam as DLC and iOS as an in app purchase. Much like his recent Ossuary expansion to Imbroglio, I consider it pretty essential but for different reasons. Ossuary made the early game more interesting by allowing for a much greater variety of deck builds which were not necessarily game winning but were a lot more fun to play. This was great for a player like myself who wasn't likely to get to the end game but was looking for a fulfilling experience.
PLAN.B is instead for players with deep understanding of 868-HACK and who are looking for increased difficulty at the start, but more competitive long term play. Luckily, I also fall into this category so both releases have hit the sweet spot for my game skill. PLAN.B makes the game more difficult by having the deceptively named power ups occur from game one instead of appearing only after a few streak games. But at the same time it adds 8 new programs to give you more control. The cumulative effect is that while I feel like each run is harder (even just to survive) I've ended up playing longer streaks.
The new abilities are good but not essential (with the exception of .QUIT which is situational but vital given the power up changes) but they do a good job of filling the middle ground between a bad build and a good build in part by decreasing the overall likelihood of finding the 'perfect combination' and partly by adding cheap and useful ways of killing things (and I have no idea what .SAVE does but I'm okay with that). All but one, .CULL which is situational and expensive and while it has synergies, they're also expensive. I haven't tested .ICE/.CULL but that would make this useful if it works (and be the kind of enemy clamping, screen clearing ability that the name suggests it should be).
Of course, this wouldn't be a 'I love MichaelBrough's game' blog post without me trying to backseat design :)
(My urge to back seat design is worse than this post appears. I had written a longer post exploring two additional abilities, but ultimately that felt incredibly self indulgent).
I'm less sure PLAN.B is worth getting if you bounced on the original game, but if you managed at least a single streak score then this expansion is going to be a must have. The power ups fix many of the issues that single game score chasing scored by ramping up the difficulty enough to make high score chasing unpleasant and much more unpredictable and reducing the surprise of suddenly finding power ups affecting how you played (much in the same way that the jungle in Spelunky throws a difficulty curve ball).
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Tuesday, 31 January 2017
Unangband 0.6.5c released
I would like to announce that Unangband 0.6.5c has been released by the new Unangband maintainer DGoldDragon28. DGoldDragon28 had been developing a variant based on Unangband, and now has my blessing to continue with the main Unangband releases as well.
You can find the full details at https://dgolddragon28.github.io/Unangband/ which is also the new Unangband homepage. Please redirect your links.
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Andrew Doull
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20:36
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Sunday, 20 November 2016
4:40 am
I started recording the latest Roguelike Radio podcast (on Imbroglio) at 4:40 am in order to accomodate both UK and US based guests which is why I have such a slow start to the show.
One point I touched on is how Imbroglio has the ingredients of a roguelike with a very different set of outcomes, which justifies Michael Brough's labelling of it as 'roguelike?'. This missing piece is close to the tactics versus strategy debate but it doesn't fall on the same axis. It's also close to a puzzle form but it isn't just procedural puzzle solving. I'd like to label it "improvisation" because it feels very much like improvisation (in theatre) or how I imagine musical improvisation plays out. Imbroglio has improvisation, but the core design discourages it in some of the ways we talked about (at the level I'm playing at).
I don't think I've seen anyone write clearly about improvisation in depth in the context of game play (Feel free to point me to articles I may have missed) except perhaps relating to Far Cry 2. More significantly, I'm not sure if there are games which have improvisation as their primary mechanic (Spelunky?) and I'd be interested in hearing about whether there are any games which do so.
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14:50
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Labels: imbroglio, podcasts, roguelike radio
Tuesday, 11 October 2016
Texclipse & LuaTex 2016
Just some quick notes for fixing up Texclipse to use LuaTex 2016.
1. Remove the --src-specials option from the Build options.
2. Add the following 2 lines as early as you can in your document:
"\usepackage{luatex85}
\def\pgfsysdriver{pgfsys-pdftex.def}"
3. Font paths don't appear to be supported in Windows. Instead copy the fonts into the fonts directory.
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Andrew Doull
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13:25
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Friday, 16 September 2016
How High Frontier builds futures
Nonetheless, I'm also feeling guilty about a throwaway line I made in the last design post, which I think needs clarification and expansion on:
"Unlike virtually every other RPG on the market (sans Microscope), High Frontier RPG does not have a fixed game world"This is, of course, nonsense as every single game master can attest to - the game world evolves as soon as players being to interact with it. The caveat I should have added at the time was "unlike virtually every other published setting on the market" and even then that is insufficient, as much like comics, RPG settings have to be torn asunder and rewritten to account for inevitable power creep and conflicts in the stories set in them.
What I meant, is that the published setting for the High Frontier RPG consists of very few immutable rules: nuclear power in space, wet extra planetary locations, a new space race, and even then there's potential caveats and loop holes that may mean not even these are true - for instance, the data used to predict icy comets and Ceres, a frozen Mars and water in the clouds of Venus has turned out to be inaccurate but High Frontier relies so much on these places having useful amounts of water to keep the game balanced and interesting that it'd be a different game if these changes were made.
The rest of the High Frontier RPG universe is not fixed: its random and chaotic and procedurally generated from the players actions directly (you can go out and set up factories and colonies yourself to increase the tech level you have available) and indirectly (the chosen Space Politics will directly impact how the social, political and technological milieu of the game evolves). Even then, I'm only attempting to stuff 60 years into the rules (the average time simulated by a High Frontier board game) and borrowing heavily from all sorts of science fiction tropes to try to guide what this looks like.
At the heart of this system is trends: a trend determines what the next few impacts on the crew are - be it a technology they can begin using, or a change to the way they operate or the missions they get, or a new type of human they are forced to evolve into or are replaced by. I split the trends up into ones driven by Mission Control, ones driven by the political environment that Mission control works in, and wider social trends representing what long term trends are happening Earthside (as distinct from short term events).
I'm going to quote from one person's experience of messing around with the trend system rather than an actual game session, to give you a feel for what this might play like:
I generated the equivalent of Luftwaffe-in-Space: Red MCSU - Crew Nationality German. Not sure how to determine starting politics (always Purple?), but I simply rolled for it at the beginning and started on Red as well.
In a fairly small number of turns:
-Zipped out to Ceres with a VASIMR-Orion combo and planted a factory.
-Performed an Orbital Bombardment Weapons Test at Deimos.
-Got assigned another refinery mission out to Dione, but rolled snake eyes when crossing Saturn's rings, ending things rather prematurely.
Other cool things that came up that would have been great for an RPG session:
-En route to Dione the Germans received an additional mission to rescue a stranded Indian crew...on Dione. Didn't know if it is possible to take multiple missions if the destinations for both of them are the same, but I never got there to find out. The RPG possibilities for that encounter would have been fantastic. "We're here to rescue you. Also this is our factory now. You seem upset, why?"
-Not sure if I was doing the Earthside trends correctly, but it was generally of an increasingly gruesome flavor thanks to the Red space politics. A whole lot of Ludditism, some Surveillance State, and by the time my Germans met their unlucky fate, someone down the well had built a tomb to Fearless Leader that was visible from space. Could see having to react to a parade of such things being really interesting (especially with a crew differing strongly from Earthside trends).
-Rolling for Stresses, the Military Payload Specialist ended up with Pacifist. Lots of interesting RPG potential there, though I never encountered a combat situation.
The intuitive approach for building trends would be to go with a technology tree style structure. But I know from previous experience that tech trees are very expensive time wise to create and balance, and often feel restricting rather than enabling. So I've ended up going with a tech era system, with a random table in each era determining the trend for the era. And about midway through the era there should be a trend change which rolls 1D6 + big positive or small negative bias, instead of 2D6 + small positive or negative bias, effectively moving from a wide band of overlapping options, to a much narrower band of less overlapping and more individually likely options.
And each subsequent era has the extremes going more, well extreme. The most authoritarian regimes start out merely performing Great Projects. They then move to being Big Brothers or Failed States, and then Homeward Hive or Forever Wars. And where they can end up? Well let's just say aggressive Grey Goo Berserker starships consuming everything in their path is only the second worst option.
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00:19
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Labels: high frontier rpg, rpg, rpg design
Thursday, 15 September 2016
Some long overdue administration
This is only 3 years overdue.
Every vote for the 2013 Ascii Dreams Roguelike of the Year poll is below. As for why I stopped? I kind of forgot about doing it the next year. Which is probably an indication that it stopped being fun to do. I wish someone a little more active in the community had picked up the idea and run with it, but apparently it wasn't important enough for someone else to feel the need to do so.
| _____rogue the space | 0 (0%) |
| @Star Wars | 0 (0%) |
| 10 Second Roguelike | 0 (0%) |
| 3 | 0 (0%) |
| 3079 | 0 (0%) |
| 3089 | 0 (0%) |
| 8.68-HACK | 0 (0%) |
| 868-HACK | 2 (0%) |
| 86856527 | 1 (0%) |
| 88 Pages | 0 (0%) |
| A DAY @ THE ZOO | 0 (0%) |
| A False Saint, An Honest Rogue | 0 (0%) |
| Ad Astra Per Aspera | 0 (0%) |
| ADOM | 85 (25%) |
| ADOM II | 22 (6%) |
| Adventure Dungeon | 1 (0%) |
| Adventure Mall | 0 (0%) |
| Akamar | 0 (0%) |
| Alchemy | 0 (0%) |
| AlexandriaRL | 0 (0%) |
| Allure of the Stars | 0 (0%) |
| Alternate Dimension Rogue Like | 0 (0%) |
| Anarchial | 0 (0%) |
| Angry Troll versus Magic Bridge | 0 (0%) |
| Appeasing the God | 0 (0%) |
| Archmaster | 0 (0%) |
| Arcology Escape | 0 (0%) |
| AscentRL | 1 (0%) |
| Asterogue | 1 (0%) |
| Asylum Escape | 0 (0%) |
| Attack The Geth | 1 (0%) |
| Aurora | 2 (0%) |
| Back up | 0 (0%) |
| Bardess | 0 (0%) |
| Beltham's Lair | 0 (0%) |
| Bionic Dues | 1 (0%) |
| Black Mage Goes Rogue | 0 (0%) |
| Bonfire | 0 (0%) |
| Borstal | 0 (0%) |
| Brogue | 23 (6%) |
| Bronze and Faith | 0 (0%) |
| BRS-081 | 0 (0%) |
| Bughack | 0 (0%) |
| Bump! | 0 (0%) |
| Cataclysm: Dark Days Ahead | 55 (16%) |
| Caverns of Shrug | 0 (0%) |
| Chase Brannick: Space Mechanic | 0 (0%) |
| Chest Quest | 0 (0%) |
| Chicken and Thyme | 0 (0%) |
| Cogs of Cronus | 0 (0%) |
| ColdRL | 0 (0%) |
| Comrade Pixel | 0 (0%) |
| Consuming Shadow | 0 (0%) |
| CoreRL | 0 (0%) |
| Cosmic Commando | 1 (0%) |
| Cosplay Mystery Dungeon | 0 (0%) |
| Cutpurse Castle | 0 (0%) |
| De Sade's Dungeon | 0 (0%) |
| Dead Man Walking | 0 (0%) |
| Delusions of Grandeur | 0 (0%) |
| Delver | 2 (0%) |
| Depths of Tuzua | 0 (0%) |
| Desktop Dungeons | 7 (2%) |
| Diablo, the Roguelike | 4 (1%) |
| Disc RL | |
| Disc RL | 0 (0%) |
| Distant Echoes of Ancient Lies | 0 (0%) |
| DiveDive | 0 (0%) |
| Don't Starve | 4 (1%) |
| Doom, the Roguelike | 24 (7%) |
| Double Rogue | 0 (0%) |
| Down The Brain | 0 (0%) |
| Dragon's Lair | 0 (0%) |
| Dragons Hoard | 0 (0%) |
| Dragonslayer | 0 (0%) |
| Drakefire Chasm | 1 (0%) |
| Dungeon Crawl Stone Soup | 37 (11%) |
| Dungeon Dashers | 1 (0%) |
| Dungeon Fray | 0 (0%) |
| Dungeon Ho! | 0 (0%) |
| Dungeon of the Endless | 0 (0%) |
| Dungeon Penetrator | 0 (0%) |
| Dungeon X: Flesh Wounds | 0 (0%) |
| Dungeon-Themed Starvation Simulator | 0 (0%) |
| Dungeonmans | 7 (2%) |
| Dungeons of Dredmor | 13 (3%) |
| Dungeons of Kong | 0 (0%) |
| Dying Embers | 0 (0%) |
| DynaHack | 1 (0%) |
| Eldritch | 2 (0%) |
| Elite RL | 0 (0%) |
| Elona+ | 11 (3%) |
| Ending | 0 (0%) |
| Enter the Roguelike Dimension (EtRD) | 0 (0%) |
| Epilogue | 1 (0%) |
| Equin: The Lantern | 0 (0%) |
| Eternal Cave | 0 (0%) |
| EXCELent Rogue | 0 (0%) |
| fabu | 0 (0%) |
| Faith in RL | 0 (0%) |
| Famaze | 0 (0%) |
| Fame | 1 (0%) |
| Fancy Skulls | 1 (0%) |
| Farm rl | 0 (0%) |
| FHRL | 0 (0%) |
| Firestorm City | 0 (0%) |
| Fishtryoshka | 0 (0%) |
| Fisticuffmanship | 0 (0%) |
| FlatlineRL | 0 (0%) |
| Fleeing the Fray | 0 (0%) |
| Forays into Norrendrin | 3 (0%) |
| Friendly Meddling | 0 (0%) |
| FunhouseRL | 0 (0%) |
| Gatecrashers | 0 (0%) |
| Gelatinous | 0 (0%) |
| Goblin Men | 0 (0%) |
| GUTS | 0 (0%) |
| Hack, Slash, Loot | 2 (0%) |
| Han Yolo and the Mysterious Planet | 0 (0%) |
| Hark! | 0 (0%) |
| Herculeum | 0 (0%) |
| Heroes of Loot | 0 (0%) |
| Hoplite | 3 (0%) |
| hproguelike | 0 (0%) |
| HumFullRL | 0 (0%) |
| Hunted | 0 (0%) |
| Hush Little One | 0 (0%) |
| Hydra Slayer | 1 (0%) |
| HyperRogue | 2 (0%) |
| Illuminascii | 0 (0%) |
| Incavead: infinite cave adventure | 3 (0%) |
| Infection | 0 (0%) |
| Infra Arcana | 6 (1%) |
| Inside Out | 0 (0%) |
| Interloper | 0 (0%) |
| Into the Labyrinth | 0 (0%) |
| It Did Not End Well | 0 (0%) |
| Kali's Ladder | 1 (0%) |
| KeeperRL | 1 (0%) |
| Kerkerkruip | 1 (0%) |
| Khu-Phu-Ka | 0 (0%) |
| KlingonRL | 0 (0%) |
| Kollum: The Pressure Valve | 0 (0%) |
| Krater | 0 (0%) |
| Kukulima | 0 (0%) |
| Legend of Dungeon | 4 (1%) |
| Liberation of Yama | 0 (0%) |
| Like a Rogue | 0 (0%) |
| Live as Long as Possible | 0 (0%) |
| Lost Crypts | 0 (0%) |
| Lost Labyrinth | 1 (0%) |
| Lurk Under Wires | 0 (0%) |
| MacRL | 0 (0%) |
| Magic Fountain | 0 (0%) |
| Malachite Dreams | 0 (0%) |
| Man in a Maze | 0 (0%) |
| Mazmorra | 0 (0%) |
| MGRL | 0 (0%) |
| MidBoss | 0 (0%) |
| MidsomerRL | 0 (0%) |
| MLP RL | 0 (0%) |
| mmoRL | 0 (0%) |
| Mosaic | 0 (0%) |
| Moving@ | 0 (0%) |
| MovingETA v0.07 | 0 (0%) |
| Mysterious Castle | 1 (0%) |
| MythosRL | 0 (0%) |
| Nebulaic Toaster | 0 (0%) |
| NEOScavenger | 2 (0%) |
| Nightmare Tyrant | 0 (0%) |
| NinjaRL | 0 (0%) |
| Not the Robots | 0 (0%) |
| Now Hiring: Zookeepers | 0 (0%) |
| Noxico | 2 (0%) |
| NPPAngband | 4 (1%) |
| NPPMoria | 2 (0%) |
| Nuclear Throne | 0 (0%) |
| Nya Quest | 0 (0%) |
| Nyanko | 0 (0%) |
| Occult Chronicles | 0 (0%) |
| One Way Heroics | 3 (0%) |
| Paranautical Activity | 1 (0%) |
| Peli | 0 (0%) |
| Pitman | 0 (0%) |
| Pixel Dungeon | 6 (1%) |
| Pixel Piracy | 2 (0%) |
| PonyRL | 2 (0%) |
| Possession: Escape from the Nether Regions | 1 (0%) |
| Post Future Vagabond | 0 (0%) |
| Prehistorical Bean Climber | 0 (0%) |
| PRIME | 2 (0%) |
| Prospector | 3 (0%) |
| Pugnacious Wizards | 0 (0%) |
| Pugnacious Wizards 2 | 0 (0%) |
| PurpRL | 0 (0%) |
| Quadropus Rampage | 0 (0%) |
| QuickHack | 1 (0%) |
| Rasatala | 1 (0%) |
| Red Rogue | 3 (0%) |
| Return to the Dungeons of Doom | 0 (0%) |
| Rillaung | 0 (0%) |
| Risk of Rain | 7 (2%) |
| Rodney | 0 (0%) |
| rogue (7DRL) | 0 (0%) |
| Rogue Break | 0 (0%) |
| Rogue City Scavenger | 1 (0%) |
| Rogue Coder | 0 (0%) |
| Rogue Dream | 0 (0%) |
| Rogue Effect | 0 (0%) |
| Rogue Fleet | 0 (0%) |
| Rogue in the Void | 0 (0%) |
| Rogue Legacy | 15 (4%) |
| Rogue Shooter | 0 (0%) |
| Rogue Valley | 0 (0%) |
| Rogue's Eye | 0 (0%) |
| Rogue's Labyrinth | 0 (0%) |
| Rogue's Souls | 0 (0%) |
| Rogue's Tale | 2 (0%) |
| Rogue3D | 0 (0%) |
| Roguelike Runner | 0 (0%) |
| RogueMek | 0 (0%) |
| Room Rogue | 0 (0%) |
| RRRSAncientBlade | 0 (0%) |
| RuneMaster | 0 (0%) |
| Ruoeg, a minimalist roguelike | 0 (0%) |
| SanitasRL | 0 (0%) |
| Scrounger | 0 (0%) |
| Seduction Quest | 0 (0%) |
| segfault | 0 (0%) |
| Seven Days in Space | 0 (0%) |
| ShadowsofHumanity | 0 (0%) |
| Sil | 7 (2%) |
| Skool Eskape | 0 (0%) |
| SkullDorado | 0 (0%) |
| Slaughter | 0 (0%) |
| Smashing Bad | 0 (0%) |
| So Many Jagged Shards | 0 (0%) |
| Sorcery Saga: The Curse of the Great Curry God | 0 (0%) |
| Spelunky HD | 11 (3%) |
| Splitter | 0 (0%) |
| Starship Rex | 0 (0%) |
| Steam Marines | 5 (1%) |
| Stink Warrior | 0 (0%) |
| Sunk Coast | 0 (0%) |
| SurviveRL | 0 (0%) |
| SurvivorRL | 0 (0%) |
| Swift Swurd | 0 (0%) |
| Sword of the Stars: The Pit | 5 (1%) |
| T.H.A.D. - 7DRL edition | 0 (0%) |
| T.o.M.E. 4 | 139 (41%) |
| T@XI | 0 (0%) |
| Teleglitch | 5 (1%) |
| Tetrogue | 0 (0%) |
| The Artifact | 0 (0%) |
| The Aurora Wager | 0 (0%) |
| The Case of the Girl and the Red Dress | 0 (0%) |
| The Conception | 0 (0%) |
| The Fourth Wall | 0 (0%) |
| The Guided Fate Paradox | 0 (0%) |
| The Hunger Games | 0 (0%) |
| The Land | 2 (0%) |
| The Monastery Garden | 0 (0%) |
| The Power of Dreams | 0 (0%) |
| The Reset Button | 0 (0%) |
| The Royal Wedding | 0 (0%) |
| The Veins of the Earth | 1 (0%) |
| The Wizard's Lair | 0 (0%) |
| TomeNET | 2 (0%) |
| Tower of Guns | 2 (0%) |
| Triangle Wizard | 5 (1%) |
| Ultima Ratio Regnum | 6 (1%) |
| UnBrogue | 1 (0%) |
| Underhall | 0 (0%) |
| Unhappy Devil | 0 (0%) |
| Unnamed RL | 0 (0%) |
| UnReal World | 22 (6%) |
| Uushubud | 0 (0%) |
| Versus Time | 0 (0%) |
| Voyage to Farland | 2 (0%) |
| Warp Core Breach | 0 (0%) |
| Wayward | 8 (2%) |
| WazHack | 6 (1%) |
| Web Raid Mobile | 0 (0%) |
| Weeping Angels | 0 (0%) |
| Witchaven the Roguelike | 1 (0%) |
| X@COM | 3 (0%) |
| Zero-Player Game | 0 (0%) |
| ZomgRL | 0 (0%) |
| Zoo Base | 0 (0%) |
Posted by
Andrew Doull
at
14:52
0
comments
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