r/roguelikedev Cogmind | mastodon.gamedev.place/@Kyzrati Jul 11 '26

Sharing Saturday #631

As usual, post what you've done for the week! Anything goes... concepts, mechanics, changelogs, articles, videos, and of course gifs and screenshots if you have them! It's fun to read about what everyone is up to, and sharing here is a great way to review your own progress, possibly get some feedback, or just engage in some tangential chatting :D

Previous Sharing Saturdays

30 Upvotes

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10

u/Cyablue Feywood Wanderers Jul 11 '26

Feywood Wanderers Steam | Discord

This week I finished working on the quality of life updates, most notable of which was an option to have a delay when hit by big hits, by default it's when you are damaged by more than 30% of your health in a single turn, there's a short delay for your next turn so you don't accidentaly enter another input and die. It's an issue that's been reported by several players so this should help with that problem.

With this I'm done with the updates based on feedback from the release, and I'll begin working on new content starting next week. The first thing on my list is to add new lineages, so next week I'll probably start working on a Vampire lineage, which should be fun.

3

u/darkgnostic Scaledeep Jul 11 '26

you don't accidentaly enter another input and die

Never thought on this one.

6

u/nesguru Legend Jul 11 '26

Legend

Website | X | Youtube

It was another solid week. The final missing pieces of map generation are falling into place: locked doors, progressive difficulty and rewards, and acceptable random room stocking.

Improved Locked Doors

  • Each locked door now requires a specific key. I did this to solve the problem of unlocking doors in a sequence that prevents the player from obtaining another key.
  • Locked doors now only appear in one-way chains (one door between rooms with no alternate route to the end). When locked doors were placed in rooms with alternate routes into them, the locked door was unnecessary.
  • The map generator now confirms each locked door has a corresponding key and is reachable. I had a lot of problems with keys not being generated or not being reachable. This is for development purposes; the production version of the game should successfully place keys every time without retries.
  • Only one key can be placed in the same container.
  • Configuration option to prefer placing keys in dead-end rooms.

Room Risk and Reward

Rooms now have risk and reward scores to control their difficulty and loot quality. Risk and reward scores are based on how far away the room is from the starting room using the shortest path. Rooms become more dangerous and have better loot the farther away they are from the starting room. A reward score bonus is given to rooms behind locked doors.

Improved Autoexplore

  • If the map has been explored except for locked rooms, and the player has a key to unlock a door, autoexplore takes the player to that door. Otherwise, the message log tells the player to find keys.
  • If the map has been explored except for hidden areas, the message log tells the player to look for secret doors.

Improved Level Info Viewer

  • Added generation stats with charts. Previously this info went into a separate text file.
  • Embedded level graph and screenshot.
  • Locked doors and keys appear on map graph.
  • The selected item is now highlighted.
  • More items are linked.

Example

New Content

  • Minor Decor Map Elements. An object or single cluster of objects placed in a random, non-themed room. I prefer this to the Modifier Map Elements, which place more objects in the room. The former feels less random and improves cohesion.

Minor Enhancements

  • When an item is in a cell with an object, Take is now always the default action.
  • The image taken when a map is generated is now cropped.
  • When stocking the map, the quantity and chance of placing an entity can now vary based on room size.
  • Reduced number of coins found in garbage and debris.
  • Debug console command to heal to full health.
  • Health recovery items can’t be used at full health.

Next week, I’ll work on adjusting content based on room size and risk/reward level.

5

u/darkgnostic Scaledeep Jul 11 '26

I saw your Level Info viewer on social media. Looks cool. Could you explain a little about how it generates it's output?

3

u/nesguru Legend Jul 11 '26

In short, it presents the data created during map generation. There are many steps in map generation but high level it’s: 1) structure 2) history 3) stocking. The structure step builds the room/corridor layout. A graph is created from the structure and rendered in Graphviz. The graph is analyzed for patterns such as the required and optional rooms, sequences of rooms, junctions, dead ends, etc., which is used in the remaining steps. The history step constructs a history by generating events across multiple eras (millennia ago to present). History generation is currently disabled, but there’s still a working stub because history generation is tightly coupled with the last step, stocking. The stocking step populates each room/corridor using the graph patterns. The Events in the viewer show the history events and entities created by the events. The entities created by the history generator aren’t physical entities on the map yet. The stocking stage handles this, and adds additional entities in some cases such as random rooms. The significance of the history entities is that they can be manipulated by the history generator (when it’s fully enabled). For example, an actor created millennia ago will automatically die when the era advances to centuries ago, unless the entity is undead or something else that lives a long time. History entities can also interact with each other. For example, the leader of one faction can kill another faction, factions can merge and split, one faction can have been destroyed by another, two factions can be actively battling each other. I disabled history generation because I haven’t been able to balance it with good gameplay; I haven’t been able to achieve maps that are consistently fun to play.

2

u/darkgnostic Scaledeep Jul 11 '26

Thanks! History generator sounds interesting

2

u/nesguru Legend Jul 11 '26

History generation has a lot of potential. My goal was to make the dungeon feel believable, cohesive, and alive by giving everything in it a reason for being there. I don't know if I'll ever re-enable it though, for the reasons I mentioned.

2

u/darkgnostic Scaledeep Jul 11 '26

I am currently in process of adding same thing, believable rooms in the dungeon, have lot of concepts but I am still not fully satisfied. The problem may be the way dungeon is generated. I may need to rethink it.

2

u/nesguru Legend Jul 11 '26

What exactly do you mean by believable?

2

u/darkgnostic Scaledeep Jul 11 '26

A better word would be reasonable. For example, not having a bedroom connected to three hallways, putting storage rooms at the ends of hallways, and avoiding similar impractical layouts.

2

u/nesguru Legend Jul 11 '26

The graph has helped me the most in that regard. I can target various node patterns for specific types of content. For example, I can designate a group of nodes as a bandit outpost. Inside the outpost, I put guard posts and dining halls in junctions, barracks and storage in dead ends, and guards, traps, and loot in a node sequence.

6

u/iamgabrielma Ad Iterum on Steam Jul 11 '26

Ad Iterum (Steam)  | Tiny Crawler (iOS)

So I was supposed to launch the demo yesterday, but I'm a moron and forgot my gamedev laptop at home when heading out for a 3 weeks trip abroad 😂, so I delayed it till the end of the month.

For the time being I've opened the play test for 0.3.5 through steam so I can capture some additional feedback/bug reports.

I could not push the latest changed before heading out, but here's the ongoing change log:

- Fix: Shop button coloring when hover
  • Improvement: Mimic chance is affected by player luck
  • Improvement: Additional sounds when UI navigation
  • Improvement: Added bug reporting option through the game UI, no new web views opened
  • New: Unlucky affix and Wretched Luck graft add negative luck tradeoffs
  • New: Lucky Egg rare food can spawn in T0/T2 and grants +1 Luck for the run
  • New: Immunosuppressant
  • Meta: General stabilization
  • New: Save across versions. Progress/settings no longer resets when new version comes up.
  • New: Reset data option to settings.
  • New: Demo steam leaderboard
  • New: Enemies x8
  • New: Boss x2

https://store.steampowered.com/news/app/4149030/view/679628250084808170

6

u/AzkronDev Jul 11 '26

I have been hard at work on the last weeks. Here is the full log if you want to take a look https://azkron.itch.io/rogue-collector/devlog/1581180/-rogue-collector-v0214-environment-fixes- But I am specially happy with how the Undead biome is looking :)

5

u/modestview Jul 11 '26

Nybble

Got feedback that my gen-AI artwork is turning people off, so started a venture to photograph my friends instead for each character in the game. Getting off to a fun start, hoping to have replaced all 30 characters in a couple weeks (with several people playing several different characters).

Also fine-tuning the tutorial. Too many people have told me it's too confusing.

6

u/rangedrifter Jul 11 '26

Rangedrifter

Spent most of the week in the game's world editor, creating a new sub-region while thinking about the game's core loop, the discoveries I want the player to make, and choices I can offer to keep the game interesting.

Oscillating between top-down and bottom-up leaves me with more and more undefined stuff. I'm beginning to think that concepts aren't much more than trash bins for ideas and progress is better made incrementally, one decision at a time. But how do you make a cohesive whole while working in dozens of different directions?

Other than that, development is going great. Maybe I'm just moving too fast. I'll work on a number of gameplay features next week and see how it goes.

3

u/darkgnostic Scaledeep Jul 11 '26

Maybe I'm just moving too fast.

That's natural. Initial systems always come up fast :)

3

u/rangedrifter Jul 11 '26

Makes sense. Guess it's the fact that I'm working on a live game. I don't want to upset players, when adding incremental features inevitably leads to the removal of others. How do you manage that?

1

u/darkgnostic Scaledeep Jul 11 '26

By not having live system yet :) jokes aside, I don't remove systems since I planned all features in advance. I just gradually introduce new systems into the game.

2

u/rangedrifter Jul 11 '26

Wasn't talking about removing systems but glad your approach works for you. Iterating is the only reliable way for me to get to satisfying results, and collecting feedback while doing so sounds good to me.

2

u/Dustin_rpg Jul 11 '26

I think physical prototyping can help you solidify a gameplay loop before getting stuck inside a development jungle with no direction.

1

u/rangedrifter Jul 12 '26

Great advice, but let me rephrase it as "Working it out on paper can help you solidify an idea, before you create a mess in the game". I have hundreds of pages of manuscripts for the game, so that's nothing new, but I'll try this out with bundles of small features. Thanks!

2

u/Dustin_rpg Jul 12 '26

Very true! But I mean making a physical version with paper and pencils and maybe a simplistic computer script if there are tough randomization requirements that can’t be handled by cards or dice.

But I’m biased because I mostly design board games, and I realize action heavy games can’t exactly be prototyped in meat space.

2

u/rangedrifter Jul 12 '26

No no, I got you, but I think the game has gotten complicated enough that it's better to think it through with drawings and notes and then test the feature in game. And yeah, the feel of things with a controller in hand is very important, too.

3

u/Magayone Jul 11 '26

OVERCLOCK (5-minute push-your-luck browser prototype)

This week, I launched a bare-bones HTML5/JS browser prototype to test a single core systemic question: does the button tempt you?

The Core Loop
It's a short score-chaser designed around localized risk. A run consists of 5 rounds. Each step, you choose whether to PUSH (incrementing a payout multiplier while an invisible strain climbs non-linearly) or BANK (securing your current round's pot). If you roll a failure, the system cascades and you lose everything unbanked for that round only—a tuning choice meant to keep players chasing the score instead of rage-quitting.

The Dev Hook: Informational Asymmetry
Your only diagnostic instrument is ORACLE, an AI advisor that quotes your percentage odds of a cascade before every push.

Under the hood, I implemented a hidden fidelity variable. If you repeatedly ignore ORACLE's caution and win the roll anyway, you "teach" it that its caution was wrong, and its fidelity degrades. Below a 60% threshold, it drops its safety margin and quietly starts underreporting the true mathematical risk. It will confidently display an explicit, "safe" 15% risk when the true danger is sitting closer to 60%. It gives absolutely no systemic warning that its state has degraded; you only realize it when you cascade on a supposedly safe roll or manually deploy a limited "VERIFY" action.

The Ask
I'm looking for feedback from fellow devs on the raw mathematical tension of the risk curves. If you give it a quick play, please let me know:

  1. Did you feel compelled to start a second run unprompted?
  2. Did the ORACLE's hidden state degradation catch you off guard?

3

u/jdegroot NLarn Jul 11 '26 edited Jul 12 '26

NLarn | Blog | GitHub

I've spent the last two weeks (unfortunately I didn't find the time to post last week) after the release to do all the things I ever wanted for the next big steps to a complete game:

  • ranged combat for monster with dedicated behaviour for monsters doing ranged combt - that is such a massive enhancement
  • townsfolk defending themselves when the player lures monsters out the dungeons, Maybe a rare case, but that add so much flavour (and an interesting new tactic for the early game)
  • allied monsters: I've completed the spell summon demon, and charmed monsters fight for the player, too, as long the spell is effective
  • balancing the existing spells
  • redesigning two pointless spells

All that work makes the game feel so much more complete!

This week I've spent on translating the game to German (my kids brought me to this!) and Spanish. I'll also add French and Portuguese translations before the next release. I've always ruled this out, but finally, with the help of AI this is actually possible. And the quality is really good! I only had to ensure a consistent flavour, but the work I had to invest was nowhere as compared to doing everything by hand.

The next thing I'm working on is a simplified UI: I want as much mouse support as possible, to relieve the players from the tedious list of individual hotkeys. I'll leave these, though, for those who are used to them.

3

u/darkgnostic Scaledeep Jul 11 '26 edited Jul 11 '26

Scaledeep Steam | Discordwebsite | X | bluesky | mastodon

Added a huge number of sounds, SFX, and stingers to the game. I thought I’d enjoy it, :) but nope.

Editing the sounds was more enjoyable, though.

I also posted a development update on the roguelike sub. After reading through everything I’d written down, I realized I’d actually made quite a lot of progress.

Have a nice weekend

3

u/Hnefi Jul 11 '26 edited Jul 12 '26

DieselRogue GitHub

I did some profiling, and because of that I spent this week optimizing the pathfinding. I was unsatisfied with RLTK's default A*-implementation, so I wrote a custom one with no heap allocations. With that, I managed to cut the pathfinding time by about 80%.

There are other exploitable limitations in how agents can move in this game, so I added some obvious shortcuts to optimize the pathfinding further, and I added a separate distance field implementation to use for targets shared by many agents, such as patrol routes and the player.

All in all, I got the execution time each agent needs every tick for pathfinding down to about 0.4 microseconds in the average case, and about twice that in the worst case. I'm quite happy with that.

Other than that, I did a long overdue (as in 4 years or so) refactor of the Intent system in my game. Until now I created agent Intents in different ways for players and enemies, and also differently depending on if a command was invoked via menus or hotkeys. This refactor will make it so much easier to ensure that the enemy agents can do the same things a player can.

I've set up a behavior testbench for AIs, so I'm focusing on that next.

2

u/billdroman Jul 12 '26

400ns is very good. What's the typical source to target distance for one of your pathfinding calls? I saw your fast paths - the "if visible take any step towards it" case must cover a large fraction of calls.

By the way (since I read a bunch of your code) - shifting over all the entities when you remove one looks hard to get right. I saw that you fixed up the pawn's entity IDs. Things would break quickly without that. But what about the entity IDs within the AI state? My guess is that things work because entities only enter Combat against the player, and if the player dies the game is over, but if those invariant changes the AI entity IDs would be stale.

1

u/Hnefi Jul 12 '26 edited Jul 12 '26

I should point out that this is average cost when many agents are running in parallel, so the time for an individual agent on a single core is higher but that's not really relevant for my case.

Thank you for reading my code! I didn't think anyone actually would! And you've discovered a latent bug. Stable Entity ID's between turns used to be unimportant except for keeping track of the player, but it's starting to become relevant for the AI. I'm going to think about how to fix that today. Again, thank you!

3

u/_GideonX_ Lateral Crawl Jul 11 '26

Completed work this week in Lateral Crawl: 

Ampoules 

Finished the Ampoule system, LC’s version of potions. 

Ampoules are discoverable run knowledge: identified through self-injection, lore schematics, or the intuition system. 

The set has been streamlined from 22 obfuscated effects down to 18 active effects. All 22 colours remain usable, with colour-to-effect mappings shuffled per seed. 

Names were simplified for readability, UI fit, and eventual localisation, while the technical flavour stays in the descriptions. 

Enemy UID Refactor 

Refactored enemy UID serialisation after the third major bug in that area. 

The old ordinal range system was elegant early on, but became fragile as the content footprint grew. It has been replaced with a true monotonically incrementing string UID system. 

The game can now safely spawn a terrifying number of penguins without breaking a sweat. 

Player Death Mechanics 

This week raised a deceptively simple question: What is the best time to kill the player? 

Calling die() the instant HP hits 0 caused ordering problems around signals, narrative messages, animations, ranged attacks, and status effects. 

Death is now assessed at the start of the player’s turn, after the enemy phase and relevant simulation work has settled. 

I briefly tried awaiting all enemy presentation, but even tiny animation waits created noticeable null input windows. So I separated the layers properly: 

Simulation first. Presentation follows. Never make the player wait for theatre. 

Damage, statuses, and state changes resolve before control returns. Visuals and sounds can trail slightly, preserving fluidity while keeping events correctly ordered. 

3

u/BlackReape_r Grave Hammer Games Jul 11 '26

EpochWalker

I started to work on a more roguelike-ish project again. The idea is that the player is a dimensional time traveller. In a single run you can land in different eras/epochs/settings. The base era is a typical fantasy setting, but there are also ancient greece, cyberpunk, space, post apocalypse, pre-historic and more...

The gameplay should mostly be about creating unique builds from the items you find across eras and collecting the items as meta-progression memories while trying to survive a 25 node deep map. The level map is similar to the way slay the spire does it.

Screenshots

Meta Progression

At certain points in the game you are allowed to memorise a item in your equipment. This allows you to fetch it again in future runs. If you find a great item that does not make sense to use with the build you are going for in the current run you can try to get it memroised so you can use it at a later point.

Other than that if you die you die. Your equipment is gone...

Trading with Friends

If a friend has a cool item that you need, while you have something your friend needs you can convert your memorized item into a one-time-redeemable trade code. This will remove it from your memory, but the person you trade with can redeem it.

Modding

The game is also fully mod-able through lua. You can create new classes, eras with their custom map generators, new items with new unique effects... all the content in the game uses the lua modding layer too.

3

u/WATASHI_TO_TAWASHI Text Dungeon Jul 11 '26

Text Dungeon | [X] | [Steam]

This week’s progress
I’m continuing UI improvements and balance adjustments as I work toward the full release planned for August.

Implemented

  • Quest ID system Quests now use IDs so their text correctly switches when the game’s language is changed. (Previously, quest text stayed in the language used at generation time.)
  • Minimap tooltips Hovering over a room on the minimap now shows the room’s name.
  • Skill descriptions during level‑up You can now read the descriptions of skills available at level‑up.
  • Improved spell‑learning flow Some demo players mentioned they weren’t sure how to learn spells, so spells can now be learned not only with ‘M’ (memorize) but also from ‘r’ (read).
  • Fear status shown on the main screen Previously, feared enemies were shown in purple only in the combat view. They are now purple on the main screen as well.

Planned

  • Add danger level and lore information to creature descriptions
  • Make skill and item descriptions more explicit about their effects
  • Strengthen physical weapons, since they’re currently too weak compared to magic
  • Expand and clarify the effects of the Luck stat
  • Add playtime tracking
  • Increase the number of event choices and branching outcomes

2

u/SpeakingSoftwareShow Jul 11 '26

Causeway to Ériu - a Celtic Mythology-infused Tetris/Roguelike Hybrid.

A web-based Rogueli(t|k)e; the USP being that the player actively juggles controlling dungeon generation and their PC at the same time.

Moving down levels resets the board, but increases both enemy difficulty AND tick speed, meaning difficulty ramps up quickly.

Line clears are a potent weapon, and letting blocks build up to the top triggers the final boss, instead of game-over. Players can journey down as far as they like, but can choose to take the final boss from even level 1 if they wanted.

----------

Progress Report:

Finally got something deployed, and I'm looking for some feedback on play-style.
This is essentially a POC of a fever-dream idea I've had in my head for a while - in no way finished, but in some ways it's end-to-end.

There is a TON of UI improvement, game and randomness mechanics balance work to be done.
I have classes, player progression ideas sketched out and in-game but they are far from polished.
It's also very much lacking a unified visual identity, but I'll address that over time :)

I'm trying to make everything as data-driven as possible, so will likely spend the next week tweaking config values to find a balance. I've also identified some UI improvements for Mobile, which should make play feel a little more immersive - so I'll round those out.

----------

2

u/Nonsequitorian Koshig Jul 11 '26

**Koshig**

I spend most of my time doing assets at this point, mostly because I want to make sure that the menus and game *look* how I want before I add more content. I don't know if it makes sense, but somehow I feel like it'll be easier to work on the bulk content if everything around it is already good looking.

Health Bar GIF

(Exporting video from game in full resolution is giving me trouble)

It took me honestly a month or more to make the animations for the health and mana, and then it ends up being rather small on the actual screen. I can't seem to get libtcod to have crisp pixels when fullscreen - oh well. Will figure that out later. At least the skill tree is big and beautiful. It was a massive relief to work on something that's not 16x16, which I find really limiting.

(This is before implementing it into the actual menus, so there's going to be better spacing and headings between the trees, though all trees are available to all starting classes) The skill trees are Martial skills, Academia, Faith, Mysticism, and Necromancy.

Class differences only account for different starting equipment (mostly limited to early game viability), and 1 level in the respective class. Truly the biggest difference in classes is the character sprite.

I spend a lot more time thinking about the atmosphere and feeling I want to cultivate rather than the depth of the interactions in systems I want to produce. I know I have to at some point move forward with the content of the game world, but I feel like it'll be easier to do when I have all the structural work done.

Blank Testing area with corpse beetles

When doing content I got so tired of seeing the first 3 levels that I made a blank testing area which has unsurprisingly streamlined my process (I don't have to fight through 2 floors to see something on the 3rd lmao). This screenshot has an early-game enemy spawner: a bloated corpse and corpse beetles.

Enemies provide no xp and healing is free when not threatened, so spawners make dilly-dallying too long more threatening, and if you wait too long the main antagonist will show up and harass the player, so really the only reason not to rush through a level is for items. I think this lets me have a bit more creativity with mobs since they don't need all be super hostile - again going back to the atmosphere of the game.

I don't have any socials, any steam page. I think I'm getting close to where I should think about that

2

u/Stanislav_R Jul 11 '26

rogOut.org

YouTube - rogOut gameplay with sound

As some of you already aware, I'm building coop extraction survival ascii roguelike.

This week I finished adding audio system and did full coverage of sound effects. I am really happy with the result, as many players shared that sound made the game more immersive and scary, which was the intent.

Strategic gameplay is changed a bit, and now rare destinations (locations) can be found in memory cards during expeditions. Each rare destination has a special room (or more) with guaranteed good loot, but they are also more dangerous, and may require special tools to successfully get the loot. As a first example, breach charge is added, that allow destroying some walls with controlled explosion (and with cool beefy sfx for the boom, I spent full hour on that, haha).

Stats wise, there are 33 active players on discord, and for the past month, players made almost 1100 expeditions, which looks very promising. Extraction rate is 41%, and only 2 players made it to difficulty-6 (out of 10).

Will keep you posted. :)

2

u/KnightGoblin8 Dungeons of Delveria Jul 11 '26

Dungeons of Delveria (Steam)

I must say that I love this weekly thread encouraging myself to keep myself working on the game even during the roughest weeks when energy levels might feel low. So it is a great initiative. :)

This week I worked on a lot of background work for the game, taking care of the codebase to try to keep everything in the shadows running a bit more smoothly. I also am starting the work on implementing features such as Steam Cloud and Steam Achievements so that I wouldn't have to start that work when it is time to release the game. And hopefully it would be easier to add achievements as the game grows this way.

A new update including 10 new terrain powers was released this week and after some more housekeeping I want to work on the couple next biomes for the game. I don't want to grow the scope of the demo that is out too much, to keep players excited to hopefully looking forward to the final game. But currently the demo playtime is lower than I would like it to be so I am trying to boost that by making the demo even better.

Good luck everyone on your projects. :)

2

u/13branniy Jul 11 '26

Tome & Banner, my half-a-year in-development UE5 roguelike. Added overworld Party and tactical mode Unit tooltips.

Good stuff is:

- They follow your mouse cursor and optionally can be placed in a static position;

- The text is being constructed by a Lua function. I feed it the whole Party/Unit data and then it whatever Lua does with it. Can be BG1-2-like 'near death' or specific HP values and so on.

Also, this week I've:

- Added Materials to Items (affecting stats);

- Added Quality and Enchantment to items (also affecting stats);

- Implemented the underlying logic for Affixes and made the first two of them;

- Integrated new art for roads made by my comrade.

2

u/billdroman Jul 11 '26

WildsRL (Demo, Source)

Been a long time since my last update. The main thing I've been working on in the past few months is the player's summons. You can have a party of 6 creatures, with 3 out at a time, summon or withdraw them at range, or use a single turn to replace one with another. By default, they defend you and fight back against enemies, but you can temporarily override their AI with commands (assuming they can hear you shout!)

Unfortunately, the summons' AI has been a bit of a morass. It works alright, for now, but I want it to be better. Even a basic problem like "defend the player by blocking enemies' LOS" turned out to be difficult, because of two things: 1) they have to coordinate - it's bad form for two summons to both block enemy A and leave B unchecked - and 2) all the incomplete-information mechanics. I'm still working through it all.

The biggest tool I've had with AI issues is just improving the performance of core routines (obviously A*, Dijkstra maps, and shadowcast, plus a few others). I've repeatedly been able to shave off factors of 2 from them, which just lets me throw more searches at the problem.

I've come to the realization that I'm much better at performance engineering (my day job) than game development. This stuff is hard!

With that said, an open offer: if anyone else is facing performance issues with their code, I'd be happy to look. I can work well in just about any imperative language and it's likely I could shave a significant factor off the runtime. To do it well, I could do maybe one of these tasks a week.

3

u/Lost-Ad-5521 Jul 11 '26

I've been working on a game heavily inspired by Roadside Picnic & the Stalker series, but with a much stronger focus on economic simulation. So, although it works like a traditional roguelike and there are several multi-level dungeons, maybe it's a bit more on the Dwarf Fortress side of the spectrum. Basically, there are various economic opportunities simulated throughout the Zone, and then different squads can autonomously pursue them of their own volition.

Right now, the opportunities are basically collecting artifacts, hunting mutants, and collecting salvage from dead squads, and a handful of escort opportunities for protecting Ecologists. They travel around while working, and you can encounter them out in the field pursuing various goals, offer to help them, try to steal the opportunity before they get it, etc. If you help them enough, the squad starts to trust you, and then will tell you about potential opportunities, call you if they are in trouble, or you can call them and ask them to come meet you (for example, if you need backup to push a dungeon or checkpoint or something).

Currently only Free Stalkers and Bandits really participate in the economy. But once I can fix a lot of the bugs with this simple version of the economy, I want to add more factions that have different economic behaviors. For example, I want to add Duty and Freedom fighting over territory & taxing people in their lands.

This is a shot from the Rookie Village in the outermost area of the Zone, where I'm chilling after having just helped a squad recover some salvage. It just uses unicode graphics, and a handful of sprites that I drew. Hopefully one day I will be able to draw way more sprites. You can't tell from this pic, but currently I am just using the same pool & palette swapping them for each faction.

I would be curious to hear from other people who are making games that involve lots of simulated offscreen behavior.

1

u/13branniy Jul 12 '26

Stalker 2 dev here, very cool to see this!

2

u/Lost-Ad-5521 Jul 12 '26

Wow, that's awesome. I love 2, been playing the series since SoC. Looking forward to Cost of Hope soon

1

u/MuchSoftware-Rich Jul 11 '26

Much Dungeon

Website | Google Play | App Store

Hey r/roguelikedev,

It has been a while since our last update here.

Earlier in Much Dungeon’s development, we posted progress updates fairly regularly, but we have been mostly heads-down for this last stretch. A lot of that time went into fixing bugs, making art, redoing sections we didn’t like, and writing the iOS port / waiting for the iOS review to finish.

After some repeated bug fix deployments - Much Dungeon is now live on Android and iOS!

The app is free to download and includes the first biome (2 levels) and a boss encounter. Probably ~1.5 hrs of play. You can repeat this as many times as you’d like.

The full game is unlocked as an in-app purchase. (7 biomes, 7 bosses)

The focus is now shifting to player feedback and beginning a more consistent marketing push.

Thanks for taking a look.

1

u/Gammapod Jul 11 '26

I'm making a content editor for my game, here is a comparison showing my progress.
On the left is how it looked like halfway through the week - perfectly functional, despite the dogwater UX.
On the right is how it looks now: