Book of Rogue [7DRL 2017] [Release]

Update: Now with options for Windows 32-bit, Mac OS X and Linux.
Update: Herblin was kind enought to record a let’s play of the game:
Update: DeadlyHabit and Rogueliker were awesome enough to record a let’s play of the game as well!
Update: Nookrium did a fearless let’s play of the game!
Update: VegaVideoNetwork adventured into Book of Rogue over on Youtube!

Dead Horizons 7DRL [Success!]

Dead Horizons was my seventh consecutive 7DRL success, and the most complex game I’ve done for the jam in years. But I also had help: the game is set in a world created by Matthew Ritter, and he also did the art, and the semi-procedural soundtrack was composed by Nick A. Day.

It’s a cover-based shooter with a sci-fi western feel. It’s also a true rogue-like 😉

It wasn’t until the final day that you could actually win or lose, but that first time that I started a game, died, and immediately played again, that was when I shouted in room.


  • Take the Dowser’s Bible back to civilization
  • Explore deserts, ghost towns, canyons, and strange underground caches
  • Rich background story, slowly revealed
  • Fight or avoid dust cats, slobots,  and blood vultures
  • Use a variety of unique weapon types
  • Watch enemies run for cover when they see you!
  • Dress yourself up in fancy western clothes
  • Procedural soundtrack
  • No leveling up…
Ghost Town Ambush

Download “Dead Horizons 7DRL


Borderline [7DRL 2017] [Success] and postmortem

Hello all. That is my hmm… 4th 7DRL attempt (6th if you count OoC ones), perhaps not the best one, but neither the worst.

It is a success and can be downloaded here: (for Windows, Mac and Android. Linux version can be built from source)

It is a hybrid of 4X strategy and roguelike. It lacks roguelikish ascii-aesthetics (and lack aesthetics at all, i know), but gameplay is imo close to roguelikes. Or maybe not. Well, try it yourself.

In this game, you must capture alien planets, research technologies, build ships, and protect your territory by minefields. The roguelike part is that the player is an only human ship capable of FTL travel (they stole it from aliens, check story in readme.txt), so the only way to change priorities on planet or get research levels from it is to jump there (wasting precious time).

Combat is mostly automatic, it have some mechanics inside (different fireranges of ships, partial damaging) but player just have to push forward until he wins or lose.

There is also a (short) story in game, with prophecies (1 item), eternal love (1 item) and misunderstandings. This story limits the length of game, so even though there are about 100 star systems on an average map, winning is possible and maybe too easy (at least for an author). Overall gameplay isn’t very deep, but there is still some tactics required and there are some interesting situations (especially when alien starts counter-attacks).

Continue reading “Borderline [7DRL 2017] [Success] and postmortem”

Cyan Security – A Cyberpunk Success!

Cyan Security

Hello everyone! My name is Numeron, and this was my 10th attempt at the 7 day roguelike challenge 😀

My game was a success and can be downloaded here!

In this game, you command a Cyan Security Robot, on a mission to investigate and exterminate the source of increased disorder in the area. As you kill your enemies, your combat chassis charges up and when ready you beef up to a large 2×2 unit! This helps because there are also plenty of enemies at 2×2 tiles, and the final boss is 3×3. Another unique feature is, instead of consumable items, you get permanent upgrade cards which cost energy to use – energy also being your health so you can’t spam them too much!

I spent time this 7drl doing not just those new features, but also on the lighting engine. I made them colorable and animated, so they can flicker and glow – all things which add considerable character and atmosphere. Take a look, though I suggest downloading and checking it out yourself as everything is animated 🙂

Screenshot 1

Screenshot 2

Screenshot 3

Corpse Stacker [7DRL 2017] [Success]

FLEOHSIS didn’t look like it would be a playable game in time for the end of the challenge, so I invoked plan B: a really basic text roguelike with a simple concept.

In Corpse Stacker, you’re trapped in a 10-by-10 grid, zombies regularly appear at the edges, and when you kill them they stack up on the ground. You win if you build a stack of 10 zombie corpses. You lose if they eat you first.

It’s winnable.

It requires Python (2 or 3) to play. There’s also a standalone executable for Windows.

Casket of Deplorables – Days 6 and 7 [ FAIL :-( ]

I decided that as CoD wasn’t going to be on the scale I had envisioned, I would, against all common sense, change the UI from ncurses to something more graphical like SFML  I have never used SFML before.

So that went about as well as you would expect.  One good thing is that I discovered my architecture is sound.  All I had to do is change the render and input systems to use SFML and the Appearance component to use a sprite instead of an ASCII character.  (There would be a screenshot here but I can’t seem to upload it to WordPress for some reason I am too tired to figure out right now.  Maybe tomorrow.)  Fixing the bugs caused due to my lack of experience with the library took a lot of time but I got it done in the end.

Nevertheless, on a scale of 0 to 10 where 0 is resounding failure and 10 is smashing success I’d have to give the game in its current state a 4 and therefore I’m considering it a fail.  The game is basically playable (albeit very boring) it has the essential features of a roguelike such as procedural generation, character progression (barely), and permadeath but I did not achieve my personal goals and it will need some cleanup before I dare show the code to the outside world.

Werewolf: Blood Moon- semi-success

This was my first 7DRL, and I did not get nearly as far as I hoped.

I lost two days due to other obligations, and fatigue eventually wore me down…but I do have a playable game (even if it isn’t very fun right now) and a lot of seeds in place to expand upon the concept.

I used this project to learn Ruby and its ecosystem, and I find I really enjoy the language. I didn’t get a chance to implement half of the things I had planned, but I will continue working on and expanding this. Perhaps I will have something with more polish on my next attempt.

The basic concept is that the player is a werewolf on his last night of lucidity, and he has a choice to revel in his madness or seek a cure. There were a lot of ideas around scent-tracking and predator/prey animal behavior that did not make the sprint. The replay value was to be in the adjustable difficulty, which is present but not fully.

Instead of using libtcod or ROT.js or some other well-established library, I decided to try my hand at writing my own FOV and pathfinding functions. I used BearLibTerminal for output, which I love because of the simplicity with which it handles drawing functions. This cost me a lot of time, but I did learn a lot about scaling algorithms in the process.

Dijkstra maps are really, really handy for movement-based AI. They’re also easy to scale and fast with proper implementation and design.

I enjoyed the sprint, and have a seed of a game to develop to show for it. I feel accomplished, even if disappointed in the end result.


Pirates of Rogue Basin – Post Mortem

Today went about as well as I could’ve possibly hoped. This is my third 7drl, with my first two being successful, to varying degrees.

This year, I dreamt quite a bit bigger, in terms of scope. Rather than just a single gameplay mechanic, like I had in my previous attempts, this yeah has several interesting things going on – perilous sailing, NPCs characters with their own agendas, sea battles, trading and economics, reputation, and skills. I had partially written something similar years ago, over about an 8 month period, but it never got to a point I could call Done (it lacked over half of the above mentioned mechanics). Well, having thought it through a LOT over the past few weeks, I was pretty confident I could get it all done, if everything went to plan.

I took the week off work, and basically spent the entire time working on the game.

After days one and two, I was well ahead of my planned daily milestones. This gave me a strange uncomfortable feeling. Day three, I found out why. Laying out the cities interface was a NIGHTMARE. I spent pretty much 12 hours straight, just wiggling boxes around on the screen, realizing after I’d gotten everything just so that I missed a critical stat in the UI.

Day four, I managed to catch back up a little, but still wasn’t back up to my planned milestones.

In fact, I never got there. The way I planned it out, I gave myself 5 days to get everything in place that I thought of, up front. This would leave me two days for the things that I inevitably forgot to plan (like, in this case, Pirates… see for an example, added on Day 6 🙂 Wouldn’t have been much of a pirates game without them… But there’s a lot to think about, so hopefully I can be forgiven.

I was still adding absolutely essential, core mechanics right up until about two hours before the deadline, and spent the last two hours ironing out the bugs I’d introduced, and not had a chance to test.

Thankfully, I had help from a couple awesome folks – @Break-the-Silence threw down some really awesome graphical tiles, and pulled together a sweet soundtrack and sound effects… The guy’s a wizard with a DAW, and @tmathers tied everything together with the main menu, credits and online high-score functionality.

Too many features added today to list, but, some of the highlights:

  • Cannon Fire!
  • Online leaderboard, displaying your randomly generated Pirate name, and gold that you finished the game with (your score is still registered if you quit)
  • Four separate background music tracks
  • TONS of sweet sound effects
  • Interact with passing captains by setting anchor in an adjacent tile
  • About 20% of generated captains are now Pirates
  • Graphical tiles
  • Consistent colors throughout

Here’s a gameplay gif that ALMOST shows everything… if only I’d bought some cannonballs, I could’ve attacked that passing ship! Alas.

Gelassenheit RL Success

Gimmick: Instead of just identifying items, in this game you also identify inputs/terrain/enemies/UI.

Ascend to the 5th floor to win. Easy/Turn-based modes can be enabled in “options.txt” (recommended if you want to figure out what is going on). “manual.txt” explains the details of the game.

Download for Windows
Download Python 2 source (requires pygame)

Video of me beating the game: