A roguelike developer's diary.
You'd never guess even if you extensively followed the gaming press (and I include here independent gaming blogs), that more than 10 new roguelikes were being created each month...
Or that the first ever commercially released indie roguelike was briefly top of the Steam sales... I started up the monthly Roguelike Round-up to help people keep on top of some of the cool new stuff, but ultimately I think even in the indie communities we're considered a bunch of nutjobs! Hopefully we'll see more games like Dredmor to help people understand the joy of roguelikes.
I think there's at least 2 'commercial' indie roguelikes I can think of, which have been released prior to the example you give - which just goes to show even us 'experts' don't know everything.
Oh? Damn... And I thought I'd done so much research :P What are the other two?
Oh, that Jeff Lait. I would be so into the iOS version of POWDER if it didn't secretly cost $9.99.
100 Rogues would be the obvious one. Legerdemain was the other one I was thinking of.You could also argue Soldark Entertainment (Depths of Peril, Din's Curse) were independent roguelike developers, but that's more of a stretch.
Then there's The Binding of Isaac to come (http://www.rockpapershotgun.com/2011/07/16/team-meat-announce-the-binding-of-isaac) and Cryptic Comet are still apparently working on a roguelike.
100 Rogues has a publisher - I always figured the very definition of indie was to be independent of a publishing house. Legerdemain and Powder are both freely available to download, with the commercialisation being spin-offs (based on platform or bonus extras). For me Dredmor seems a step beyond - a fully self-financed project that has encountered big commercial success, and it really promotes the core roguelike themes of challenging gameplay, frequent restarting after death and enjoying procedural content.
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