Hollows Of Rogue

"Rogue, but better"

$2.99

Classic Rogue, rebuilt for modern play Hollows Of Rogue is a traditional turn-based dungeon crawler about surviving long enough to steal the Amulet of Yendor and escape alive. - Persistent dungeon levels across each run - Adjustable difficulty for new players and roguelike veterans - Transparent combat log with events, attack rolls, and defense rolls - Rebalanced monsters, loot, magic, and effects - Seeded runs for repeatable dungeon generation with more varied layouts - No hunger timer, keeping the focus on exploration, risk, and tactical escapes - High contrast display option - Enhanced sounds and visuals - User interface and input methods rebuilt specifically for touch screens Built on the legacy of the original 1980s Rogue, Hollows Of Rogue adds modern usability and presentation while preserving the core feeling of tactical dungeon exploration, dangerous encounters, scarce resources, and permadeath. Tiles by Oryx. Your almost coffee break past contemporary roguelike awaits

  • 4.8
    out of 5
    4 Ratings

1.8.1, 1.8.2 Dungeon and rooms: - monsters can now trigger traps (yes, that means you can lure them into teleport, or trap doors..) - maze completion rewards are triggered by seeing the whole maze instead of stepping on every maze tile - added SFX for maze completion - added non-interactive architectural objects to large rooms - improved teleport and trap-door placement so they shouldn't spawn in blocking way next to the only door leading to exit.. Monsters ranged updates: - kobolds can shoot tiny flames - orcs can throw spears - centaurs can shoot poisoned arrows now Fixes and polish: - added amulet aggravation sound when entering a level if it is being carried - fixed bolt death cause reporting and death screen handling - updated D-Pad looks 1.8.0 Game UI: - inventory items types are differentiated by color - items on main inventory screen can be clicked to obtain their description - there is a new 'Load Game' button in the game menu, allowing to load last/previous save; there is no penalty for this currently (small changes: seed input in Settings is now always selectable, player name input is now alphanumeric only (special characters were allowed previously)) Dungeon generation: is more varied - there are more rooms shapes, types and layout variations and the layout becomes more and more chaotic the deeper the player goes this should hopefully this should result in more interesting and less repetitive visuals and gameplay Visuals: - monsters colors now fade based on their remaining HP, so player has clearer indication of how much HP they have left - there is also visual feedback when player and monsters are hit - monsters and player now also fade into environmental floor effects more (items should be always clearly visible) - small trail behind player and monsters should make it easier to track their movement and actions Audio: - updated several monsters' audio clips which were too distracting - new procedural audio for monster deaths and wand zaps are generated on the fly, instead of new fixed audio clips - events further away from the player are quieter, and there is also some random pitch variation, hopefully making the audio less repetitive - hard cap on number of sounds playing, so there should be no more loud audio bursts when many sounds are played at once Gameplay: - pathfinding works much better now - not only for player - it can traverse more complicated layout like mazes and hazard rooms so e.g. touch to move is much more usable -, but also for all monsters - they will catch up to you now.. - +/- modifiers on armors are more meaningful: modifiers affect saves and are also taken into account outside of combat for saves against floor hazards (between two armors with the same AC, the one with + modifier is 'better') - the quality of spawned items scales with level depth is fixed now - later levels have more favorably modified items (the cursed chance is still the same) - completing a maze by stepping on all of its tiles grants experience - effects of potions of magic, monster and see invisible now persist for the current level instead of just a few turns - small updates to room effects, such as less floor slipping and updated acid/lava/heal rooms effects - slimes can split when attacking too, not just when being attacked - the amulet can now be enchanted and also aggravates all monsters on the level - scrolls reading should be more user friendly - when their effect is not applicable they won't be consumed and a message will be logged instead

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    Seller
    • Martin Cvengros
    Size
    • 169.7 MB
    Category
    • Roleplaying
    Compatibility
    Requires iOS 15.0 or later.
    • iPhone
      Requires iOS 15.0 or later.
    • iPad
      Requires iPadOS 15.0 or later.
    • iPod touch
      Requires iOS 15.0 or later.
    • Apple Vision
      Requires visionOS 1.0 or later.
    Languages
    • English
    Age Rating
    9+
    • 9+
    • Infrequent
      Cartoon or Fantasy Violence
      Horror/Fear Themes
      Guns or Other Weapons
    Copyright
    • © 2024-2026 Martin Cvengroš