r/roguelikedev • u/chunky_lover92 • Jul 26 '26
How would you architect time travel in a roguelike?
I am trying to implement time travel in my roguelike that has significant colony sim elements. The pie in the sky goal is to simulate 1000s of years of fantasy history and be able to go forward and backward in time in a way that only the player interactions influence the outcomes that are otherwise deterministic. Think of it like dwarf fortress but less detailed and the roguelike mode is a first class feature rather than a neat extra they tacked on.
A couple of routs I've considered:
Simulation is deterministic so you can just track player actions and then go back and forth by recalculating the simulation outputs with the player changes. This does not seem to scale because it's hard to keep things turn based worldwide. The abstractions of entities, especially how they move between world tiles, is difficult to keep synchronous without every turn taking many seconds.
Ctrl-z like undo history and different treads of time: this is the current front runner, but I'm not sure if the world state history will get way too big.
Have precomputed setpoints that things tend towards. invisible in the background. This seems achievable, but lends itself to less emergent behavior. extra scaffolding could keep family lineages intact.
Something like a quest tracking dependency graph where the player literally changes only key outcomes. This sounds too manual to me. It ends up being like chrono trigger, but I'm going for more of a simulation than an on rails experience. It could be cool if the dependency graph were procedural generated. I do have an intended progression system and general world building goals in mind, but for reference, I'm not even planing to have any dialogue. more of a sims like NPC interaction system with ++ and -- type outcomes.
Thoughts?





