Countless adventurers before you have descended this torch-lit staircase, seeking the promised riches below. As you reach the bottom and step into the wide cavern, the doors behind you seal with a powerful magic...
Welcome to the Dungeons of Doom!
Brogue is a single-player strategy game set in the halls of a mysterious and randomly-generated dungeon. The objective is simple enough -- retrieve the fabled Amulet of Yendor from the 26th level -- but the dungeon is riddled with danger. Horrifying creatures and devious, trap-ridden terrain await. Yet it is also riddled with weapons, potions, and artifacts of forgotten power. Survival demands strength and cunning in equal measure as you descend, making the most of what the dungeon gives you. You will make sacrifices, narrow escapes, and maybe even some friends along the way -- but will you be one of the lucky few to return alive?"
This app offers:
Brogue Classic - Brian Walker's original vision and where it all started.
Brogue CE - A community effort that fixes bugs and crashes and focuses on QoL.
Brogue SE - A new variant by yours truly with original items, monsters, and mechanics
"...on the iPad, Brogue is an even more incredible feat than it is on the Mac: there aren’t a lot of roguelikes that can jump from a keyboard to a touch-based interface without coming off worse for wear. It’s every bit as good on the iPad as it is on the Mac." - Cult of Mac
"[...] it manages to make use of its ASCII visuals to create some truly impressive-looking environments [...] it’s high fantasy to the core; filled with kobolds, goblins, wands, spell scrolls, and more." - 148Apps
"It's a bit weird and clunky, but yeah, it's still Brogue" - Roguelike Radio
more This is it. Why else are there so many people raving on and on about a game that seems so boring when you look at the screenshots? That's a good question. Because they've likely been playing this game loyally for years...and will continue to do so. Like me. So if you want to explore an antiquated, turn-based, emotionally fraught, chess-like, engaging, perfectly beautiful, endlessly confounding, old-school / new-school, refreshingly exciting....yeah, enough said.... I can say nothing more to change your mind.You're either gonna download, or you won't. God help you and yours....
This is it. Why else are there so many people raving on and on about a game that seems so boring when you look at the screenshots? That's a good question. Because they've likely been playing this game loyally for years...and will continue to do so. Like me. So if you want to explore an antiquated, turn-based, emotionally fraught, chess-like, engaging, perfectly beautiful, endlessly confounding, old-school / new-school, refreshingly exciting....yeah, enough said.... I can say nothing more to change your mind.You're either gonna download, or you won't. God help you and yours....
I’m not gonna say anything anyone else hasn’t already said, so I won’t. My only complaint is that the “suspend game” feature currently doesn’t work, so fixing that would pretty much make the game perfect in my mind.
I’m not gonna say anything anyone else hasn’t already said, so I won’t. My only complaint is that the “suspend game” feature currently doesn’t work, so fixing that would pretty much make the game perfect in my mind.
Edit: since the latest update I have been unable to throw items which rendered the game unplayable.*****At the first glance, this game doesn't seem like much but oh boy don't judge the book by cover here! This game is a lot of fun and extremely addictive. A must-have for dungeon crawl fans. My biggest complaint is sometimes it doesn't delete a game when I die so whenever I go to "open game" it's listed but doesn't load when I click on it. I'd like to be able to delete those games. Despite this, I'm giving the game full 5 stars cuz it's so awesome!
Developer Response Sorry about that. An update should be available shortly (1.3.3) that fixes this issue. In the interim double tapping the throw button works consistently. Thanks for playing and reviewing!
Edit: since the latest update I have been unable to throw items which rendered the game unplayable.*****At the first glance, this game doesn't seem like much but oh boy don't judge the book by cover here! This game is a lot of fun and extremely addictive. A must-have for dungeon crawl fans. My biggest complaint is sometimes it doesn't delete a game when I die so whenever I go to "open game" it's listed but doesn't load when I click on it. I'd like to be able to delete those games. Despite this, I'm giving the game full 5 stars cuz it's so awesome!
Sorry about that. An update should be available shortly (1.3.3) that fixes this issue. In the interim double tapping the throw button works consistently. Thanks for playing and reviewing!
Love the game, been doing infinite varieties of gameplay for over a year now! Unfortunately, latest update seems to have dropped support for my Logitech Bluetooth arrow keys. Can you add ability to choose your keys for directions? Only other minor quibble is the font seems to have gotten much smaller for certain items (weapons and scrolls).
Love the game, been doing infinite varieties of gameplay for over a year now! Unfortunately, latest update seems to have dropped support for my Logitech Bluetooth arrow keys. Can you add ability to choose your keys for directions? Only other minor quibble is the font seems to have gotten much smaller for certain items (weapons and scrolls).
Brogue SE
• Divination shrines now always offer all four altars, and — like a scroll of identify — reveal a weapon or armor's runic.
• Frozen creatures now animate their slide across the floor when shoved instead of teleporting.
• Bloodwort's healing vapors clear (most) ailments twice as fast.
• Fixed krakens and eels attacking while beached out of water.
• Fixed protection charms and staffs above +18 losing their shield.
iPhone
• Description and info panels are now fully opaque when zoomed, for cleaner reading.
• Fixed the on-screen magnifier occasionally showing the wrong rows.
1.7.6 4d ago
iOS additions:
* Options now has a zoom scaling stepper for menus. By default it's set at 1.3x. This should improve readability and taps.
All platforms:
* Hand off. Have a good game going on your phone but want get comfortable on a bigger screen? Hand off to your iPad or Mac. Good game going on your Mac but need to run? Hand off to your phone and continue the adventure.
-- Previous update
Continuing with our Alphabet(a) theme - "C is for Curses", this release turns cursed gear from a dead end into a decision — a cursed runic now pairs a real, always-on power with its bite — and adds a shrine that will identify your pack, if you dare wake what guards it. Here's what's new:
Cursed Runics, Reworked
* A curse is a bargain, not a trap — A cursed runic now grants a genuine, always-on power alongside its drawback, welded to you until you deal with it. Every downside has a counter you can lean into, so keeping a cursed item can be the smart play.
* Two ways to break the weld — Pour enchant scrolls in to the purify threshold and the drawback burns away while the power stays (weapons at +6, armor at +4); or read remove-curse to pry it off early, drawback and all.
* Maddening, reckless, and clumsy blades — Delirium confounds what you strike but leaves you hallucinating; Recklessness trades the damage you take for the damage you deal; a Clumsy blade fumbles and stuns you — until you purify it into a true executioner's blade.
* Anchor, Smoky, and Acrophobia armor — Anchor steels your defense but drags your step (purify to stand immovable); Smoky armor wraps you in concealing haze at the cost of your own sight (purify for a quiet stealth aura); Acrophobia makes you fearless of pits but dizzy at their edge.
Altars of Divination
* Reveal your unknowns — A new shrine replaces the Altar of Insight, watched over by a looming statue, fully identifies any unidentified item you set on one of its altars — and the first one is always safe.
* Press your luck — Each further item you reveal risks waking the statue's guardian, and the greedier you get the deadlier it is: Take what you dare.
Cleaner Distractions
* Thrown lures buy real time — A monster that goes to investigate a thrown item now lingers over it for a few turns before losing interest, opening a genuine window to slip past.
Quality of Life
* Fire no longer rattles you — Catching fire used to throw you into a brief panic; now that disorientation strikes only monsters. It still burns — but your wits, and your next move, stay yours.
* Study a scroll even while hunted — Sitting down to a meal always lets you puzzle out an unidentified scroll now, even with something on your trail; the old "only when nothing's hunting you" restriction is gone
This release also includes iOS changes:
* Have you ever carefully selected a route to travel only to be interrupted by spotting a rat? A new shortcut lets you continue your journey without plotting the path all over again. By default it's now in the center of the d-pad. When you have no path it acts as a Wait/Rest instead.
* Feeling boxed in? When zoomed in the dungeon is no longer confined to 2/3rds screen. This view now blends into other UI elements giving you better vision.
* d-pad gets out of the way when you're scrubbing through items in the sidebar. Find something you want to engage in, lift your finger for the description. Bonus: Use the new continue route button to run over and engage!
1.7.5 6d ago
Continuing with our Alphabet(a) theme - "C is for Curses", this release turns cursed gear from a dead end into a decision — a cursed runic now pairs a real, always-on power with its bite — and adds a shrine that will identify your pack, if you dare wake what guards it. Here's what's new:
Cursed Runics, Reworked
* A curse is a bargain, not a trap — A cursed runic now grants a genuine, always-on power alongside its drawback, welded to you until you deal with it. Every downside has a counter you can lean into, so keeping a cursed item can be the smart play.
* Two ways to break the weld — Pour enchant scrolls in to the purify threshold and the drawback burns away while the power stays (weapons at +6, armor at +4); or read remove-curse to pry it off early, drawback and all.
* Maddening, reckless, and clumsy blades — Delirium confounds what you strike but leaves you hallucinating; Recklessness trades the damage you take for the damage you deal; a Clumsy blade fumbles and stuns you — until you purify it into a true executioner's blade.
* Anchor, Smoky, and Acrophobia armor — Anchor steels your defense but drags your step (purify to stand immovable); Smoky armor wraps you in concealing haze at the cost of your own sight (purify for a quiet stealth aura); Acrophobia makes you fearless of pits but dizzy at their edge.
Altars of Divination
* Reveal your unknowns — A new shrine replaces the Altar of Insight, watched over by a looming statue, fully identifies any unidentified item you set on one of its altars — and the first one is always safe.
* Press your luck — Each further item you reveal risks waking the statue's guardian, and the greedier you get the deadlier it is: Take what you dare.
Cleaner Distractions
* Thrown lures buy real time — A monster that goes to investigate a thrown item now lingers over it for a few turns before losing interest, opening a genuine window to slip past.
Quality of Life
* Fire no longer rattles you — Catching fire used to throw you into a brief panic; now that disorientation strikes only monsters. It still burns — but your wits, and your next move, stay yours.
* Study a scroll even while hunted — Sitting down to a meal always lets you puzzle out an unidentified scroll now, even with something on your trail; the old "only when nothing's hunting you" restriction is gone
This release also includes iOS changes:
* Have you ever carefully selected a route to travel only to be interrupted by spotting a rat? A new shortcut lets you continue your journey without plotting the path all over again. By default it's now in the center of the d-pad. When you have no path it acts as a Wait/Rest instead.
* Feeling boxed in? When zoomed in the dungeon is no longer confined to 2/3rds screen. This view now blends into other UI elements giving you better vision.
* d-pad gets out of the way when you're scrubbing through items in the sidebar. Find something you want to engage in, lift your finger for the description. Bonus: Use the new continue route button to run over and engage!
1.7.4 Jul 7
Release 0.11.0, "B is for Balance", retunes the arsenal: heavy weapons, staffs, and rings all carry sharper trade-offs and clearer status tells let you read the fight at a glance. Here's what's new:
Balance Pass
* Broadsword & war axe, soft-capped — The two late-game staples no longer scale forever: enchanting pays full value only through +10, and each point beyond returns about a quarter of its old kick. Still top-tier, no longer an automatic win.
* War pike, slowed — The pike's strength was always its throughput — reach-2 and a thrust that pierces a whole line — so it now takes twice as long to recover after each attack. Trade tempo for that reach
* Flail, less of a lawnmower — The flail's signature hits on enemies you sweep past while moving now land for half damage, so wading through a crowd isn't free
* Bare-knuckle scaling — Unarmed attacks now grow with your strength, so being cornered by a horde of acid mounds isn't hopeless.
* Staffs come into their own — Lightning and firebolt get a real power bump once enchanted to +5 and beyond, rewarding committing to a single staff or a hybrid heavy weapon and stave approach
* Ring of Transference, reworked — It now drains life from whatever you strike and bleeds a share of your own harmful afflictions onto the target — turning your suffering against your enemy
Smoke & Terrain
* Where there's fire, there's smoke — Burning terrain now breathes a vision-obscuring haze that drifts and thins over time, so a blaze can blind as much as it burns
* Traps suit their surroundings — Fire traps nestle in dry grass, caustic traps among scattered bones — the dungeon hints at what's waiting
* Douse the burning — Fiery creatures are snuffed out by water or frost, so the right element can put out a walking bonfire
Tells & Legibility
* Read the battlefield — A small glyph now blinks over any creature (and you) that's confused, burning, stunned, protected, hasted, or healing, so you can size up the situation
* Clairvoyance reads the floor — On arriving at a new depth, a worn Ring of Clairvoyance senses whether items on the level are helpful or harmful — as many as the ring's enchant level (formerly a lesser Ring of Awareness perk)
* A sharper ear — The noise system is clearer: a pack raises a rallying cry when one of them rouses the others, submerged creatures fall silent, and close threats are easier to hear
1.7.3 Jun 30
Be sure to check out what's new in Brogue SE in the app!
New in SE this release:
* Subdued color for the player noise ripple.
* Minor terrain generation changes.
Fixes for SE:
* Brought back missing autopilot in the Menu.
* Adjusted Lone Wolf curve and added level indicator.
* Submerged creatures are less noisy in the lower levels of the dungeon.
* Submerged creatures never indicate that they've lost your trail (which they always do when you step out of water).
General Fixes:
* Swipe up on the home indicator now less likely to send your character running across the dungeon.
1.7.2 Jun 27
* Keyboard and mouse updates for iPad + Magic Keyboard
* Noise generation animations at the end of fast traveling (explore, touch, mouse) now trigger correctly.
1.7.1 Jun 23
SE Changes:
* Make noise, get noticed — Footsteps, fighting, and the terrain you cross all send sound rippling through the dungeon. It bends around corners and muffles through closed doors, so unseen monsters can now hear you coming and slip away to investigate the racket.
* Every weapon has a voice — A dagger is nearly silent; a war hammer is a clamor. Light armor and wading keep you quiet, while heavy armor and crunching over rubble give you away.
* Hear what you can't see — When something stirs off-screen, a ripple shows roughly where it was, and a \"?\" marks a creature that heard you and is closing in. Stay still and it may pass; bolt and you'll draw a crowd.
* A louder world — Traps click, reward-room cages slam and machinery grinds, stone guardians boom with every step, and an alarm trap's shriek now echoes across the entire floor.
* Throw to distract — Hurl an item to lure investigating monsters to where it lands. The catch: the distraction is consumed when they arrive, so every diversion costs you the item.
* The Ring of Awareness now hears, too — Once just a sense for traps, secret doors, and hidden levers, it now also sharpens your ears: you catch unseen creatures stirring nearby, and the more powerful the ring, the farther off — and more reliably — you hear them. (Cursed rings dull your hearing instead.)
* Refined identification — Detect magic and resting now surface the items you still haven't figured out first before fully identifying ones you already know polarity, and a worn Ring of Wisdom learns your armor and rings faster.
Checkout the release notes on the SE title page for more details!
General application QoL across all version:
* Re-zap your last staff — Press "A" (modern keyboard layout) or set it to a quick action button to re-apply the staff you used last, mirroring re-throw.
* OS-proof saves — If iOS kills the app while it's in the background, your run reloads right where you left off.
1.7.0 Jun 23
* Brogue SE — An experimental fork of BrogueCE with original items, monsters, and mechanics
1.6.1 Jun 18
Fixes:
* Double tap to throw
* Missing ESC in Classic Brogue when throwing an item
New:
* Modern keyboard layout option for Magic Keyboards (and external). Available in the '?' menu
1.6.0 Jun 18
* Added CE leader boards
Fixes:
* Re-throw is now available in Classic
* Graphics mode is saved between sessions
1.5.3 Jun 11
* Pinch to zoom (iPhone)
* Two finger tap to quickly zoom out to see the map, repeat to zoom back in.
* Load Game and View Recording now work (CE)
* High scores are now recorded and shown. (CE)
* Lifetime game stats now track your runs (totals, streaks, best results). (CE)
* Rings now display correctly instead of as a plain circle. (CE)
* Fixed letters getting clipped at the bottom of the cells on iPhone (eg. j, [).
* New title-screen Options menu (gear, lower-left): turn haptics on/off, switch the magnifier to the right side for left-handed play, and reset the controls' position.
* The on-screen controls now remember where you move them, even after closing menus or relaunching.
* New "re-throw at last monster" shortcut you can assign to a button. (CE)
* Throwing is easier to aim — the Esc button moves out of the way and the touch magnifier now helps you aim.
* New haptic feedback — a light tap when you take damage, stronger when you're badly hurt, and a strong buzz on death.
* Easier-to-tap bottom buttons (iPhone) — Explore, Rest, Search, Menu, and Inventory are far less fiddly, with fewer accidental map taps
* Play in both landscape orientations (iPhone)
* Single-tap Explore (BrogueCE) — works on the first tap now to match Classic
* Magnifier hides the d-pad when active
* Re-throw acts like throw when conditions to re-throw are not met.
1.5.2 Jun 9
iPhone Updates:
* Added shortcut buttons on island/notch devices. Long press to change the key bind.
* Added shortcut to center of d-pad. Long press to change the key bind.
- Thanks to silentrocco for the control feedback
* Save and replay file management
* Fixed crash when using Aggravate Monsters scroll
* Support for Brogue Community Edition
1.5.0 Jun 5
* iPhone support.
* iPhone: Allow Menu/Inventory touch -> drag -> highlight follow -> release to select highlighted item.
* Home indicator is less intrusive and gestures are deferred
* Explore button tap no longer misfiring
1.4.1 Jun 2
* Updated keyboard handling
* Fixed leaderboards
1.4.0 Jun 1
Fixes touch events.
Home indicator on iPad Pro models no longer gets in the way.
1.3.4 03/04/2020
* Fixes 'Throw' item not always registering (and requiring a double tap).
1.3.3 10/13/2018
* Draggable directional controls.
* Better text input.
* Updated fonts/glyphs.
1.3.2 10/09/2018
Core Brogue 1.7.5!
Fixes:
* Game Center not launching.
* Seed button not responding.
* iOS 9 crashing on launch.
1.3.1 10/01/2018
* Updating to core Brogue version 1.7.5
* Performance Updates
1.3.0 09/27/2018
* Increases font size for the old and young alike.
1.2.4 09/24/2016
* Updated for iOS 10 unicode missing glyphs.
* Fixed bug where dismissing directional controls would cause a sticky key issue making impossible to move the character.
* Fixed external keyboard 'enter' key not working as intended.
* Keyboard detection still needs some work. First launch may mistakenly detect a keyboard. Terminating the application and running again will remove keyboard highlighting in the menus.
1.2.3 09/17/2016
* Found missing achievements
1.2.2 08/07/2014
1.2.1 Application changes:
* Added support for Blue Tooth keyboards. Note that due to limitations to Apple’s keyboard support key presses are not repeated when key is held.
* On screen directional controls will now repeat when held.
* Fixed Explore button needed to be pressed several times.
1.2.1 07/24/2014
New with v1.7.4:
New content:
⁃Added the Warden of Yendor, a slow but invulnerable creature that will permanently stalk you after you take the amulet.
⁃Added whips as a new weapon type with a unique attack pattern (now shared by salamanders).
⁃Added flails as a new weapon type with a unique attack pattern.
⁃Added rings of reaping, which recharge your staffs and charms in proportion to the melee damage you inflict.
⁃Added commutation altars, which swap the enchantment levels between two items, as a possible vault in depths 13-26.
⁃Added resurrection altars, which raise your most recently deceased ally from the dead, as a possible vault in depths 13-26.
⁃Added glass dewars, which release large quantities of gas when broken.
⁃Added scrolls of discord and scrolls of sanctuary.
⁃Added a new legendary ally: the mangrove dryad.
⁃Added two new quest rooms and more dungeon flavor.
⁃Added an alarm trap, which aggravates monsters from up to half of the radius of the level.
Gameplay changes:
⁃Maces and war hammers take two turns only when your attack hits; misses take only one turn.
⁃Daggers do 5x damage upon a sneak attack instead of 3x.
⁃Weapons generally have been rebalanced: daggers require 12 strength instead of 10; maces and war hammers deal less damage per hit; axes, war axes and war pikes deal slightly more damage; and weapon damage overall has slightly less variance.
⁃Stealth radius starts at 7 instead of 6. Stealth radius is fixed at 1 when you are invisible. When visible and not resting, stealth has a lower bound of 2.
⁃Rings of transference provide 5% recovery per enchantment level instead of 10%, but now work on all direct damage (including thrown weapons, lightning and firebolts) instead of only melee damage.
⁃Turrets and totems other than mirror totems will fire on you only if they are within your stealth radius.
⁃An item vault will not spawn more than one of the same item type.
⁃Weapons of slaying and armor of immunity are effective against a class of monsters instead of just a single monster type.
⁃Monster mutations are more common in the deeper epilogue depths.
⁃Poison deals escalating damage with each additional dose.
⁃The food clock is slightly more generous at deeper levels.
⁃Weapons, armor, staffs, rings and charms can be found, rarely, with higher natural enchantment levels.
⁃Goblins, ogres and dar will try to avoid attacking in corridors when they’re in groups.
⁃Scrolls of aggravate monster will cause monsters to hunt you from across the level.
⁃Empowerment fully heals creatures and cures status ailments.
⁃Traps are present much earlier in the dungeon, but are pre-revealed on these earlier depths.
⁃Bridges collapse systematically when any portion is burned.
⁃Allies do not flee from mirror totems.
⁃Fleeing enemies will sometimes try to hide in secret rooms.
⁃Monkeys are less common.
⁃Decreased the recharge delay of the charm of recharging at higher enchantment levels.
⁃The effect of wands of slowing lasts for 50 turns.
⁃Obstruction crystals will darken one turn before vanishing, and obstruction crystals in which creatures or the player are embedded will vanish one turn after being exposed to air.
⁃Invisible creatures standing in gas can be targeted by other creatures’ projectile attacks.
⁃Corrosion by acid will remove good runics from weapons and armor when their enchantment value reaches zero.
⁃Vampiric monsters won’t regain health from you if you have runic armor of immunity that is effective against that monster type.
⁃Captive monsters can’t submerge.
⁃Non-aquatic grappling monsters can hit levitating monsters.
⁃Items that fall through a hidden trap door while in view will reveal the trap door.
⁃Wands of empowerment auto-identify when used.
⁃Allies won’t defect if you hurl another monster against them with a weapon of force, although they will still take damage from the impact.
1.2.0 07/10/2014
* Updated to Brogue 1.7.3.
* Added Game Center achievements.
- 1.7.3 Abridged Release Notes:
* Redesigned the stealth system to promote transparency and tactical interest. Monsters now have a flat 25% chance per turn to notice you if they are within your “stealth range,” which is a product of light level, invisibility, whether you spent the previous turn resting, rings of stealth and the natural weight of your armor. Your stealth range is listed on the side bar and may optionally be displayed on the map. Hunting monsters will lose track of you if they are farther away than triple your stealth range (or more than two spaces away if you’re invisible).
* Redesigned ally progression to make allies feel less compulsory and capricious. A charge from the new Wand of Empowerment will permanently increase the combat abilities of a monster and allow it to absorb one ability from a fallen enemy. Allies that are empowered and subsequently negated will be able to re-learn their lost abilities. Allies no longer progress in strength or abilities from “exploration experience.”
*Score upon victory is determined exclusively by gold, the amulet and lumenstones; other items are not counted. To compensate, the amulet is worth 35,000 gold instead of 10,000.
1.1.0 09/17/2013
Brogue SE
• Divination shrines now always offer all four altars, and — like a scroll of identify — reveal a weapon or armor's runic.
• Frozen creatures now animate their slide across the floor when shoved instead of teleporting.
• Bloodwort's healing vapors clear (most) ailments twice as fast.
• Fixed krakens and eels attacking while beached out of water.
• Fixed protection charms and staffs above +18 losing their shield.
iPhone
• Description and info panels are now fully opaque when zoomed, for cleaner reading.
• Fixed the on-screen magnifier occasionally showing the wrong rows.
more Version 1.7.6 4d ago
Data Not Collected The developer does not collect any data from this app.