Hollows Of Rogue [desktop ed.]
"Rogue, but better"
Only for Mac
$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
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
more 1.8.1, 1.8.2
Input:
- the keyboard bindings are now editable on desktops / please see in-game help for input /
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
1.8.2 May 31
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 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
1.8.0 May 20
1.7.1-4
- there were some optimization gains to be had and game/PC should be running much faster now
- fix when running should stop at passages splits near screen/dungeon edges
- wands [emitters] fix
- new 'L' status - when PC can see all monsters on the level
- player gains XP after successfully reading a scroll [data] now, also XP gains from food/consumable and potion of experience [mnemonic flood] were adjusted
- text labels on menu buttons can be turned on/off in Settings
- slightly tweaked visuals of menu and dungeon overlay
- bugfixes
1.7.0
- dungeon now contains rooms with environmental hazards
1.7.3 Feb 20
1.7.1
- there were some optimization gains to be had and game/PC should be running much faster now
- fix when running should stop at passages splits near screen/dungeon edges
- new 'L' status - when PC can see all monsters on the level
- player gains XP after successfully reading a scroll [data] now, also XP gains from food/consumable and potion of experience [mnemonic flood] were adjusted
- text labels on menu buttons can be turned on/off in Settings
- slightly tweaked visuals of menu and dungeon overlay
1.7.0
- added rooms with different environments
1.7.1 Feb 17
1.7.0
- rooms can have different environments now:
floor covered in acid:
- player and monsters can take damage in this room
- wearing ring of protection can prevent this damage
- flying monsters (bats, griffins and vampires) are immune, dragons, phantoms, rattlesnakes and trolls are immune unless cancelled with wand of cancellation
lava floor:
- player and monsters can take damage in this room
- wearing ring of protection can prevent this damage
- flying monsters (bats, griffins and vampires) are immune, dragons, kobolds and phantoms are immune unless cancelled with wand of cancellation
ice floor:
- player and monsters can slip in this room, causing them to stand or move randomly
- wearing ring of dexterity can prevent slipping
- flying monsters are immune
floor covered in rubble/debris:
- player and monsters can have reduced movement
- wearing ring of dexterity or ring of stealth can prevent stumbling
- flying monsters are immune
grass floor:
- player and all monsters can regenerate health in this room
- vampires can fly now
- negative/cursed modifiers are now applied properly
- wands zap distance is now not limited: they zap until they hit something, instead of previous (max. 2 tiles) distance; bolts (lightning, fire and cold) still have the same limited distance of up to ~ > 6 tiles
- adjusted prices of some items
- removed email sending directly from the app
- bugs fixed, not logged here
- Undo/Redo is limited only to the current level now
- game is saved also on pause/background
- updated licenses (in About) with sound/sfx/music credits
1.7.0 Feb 8
1.6.5
- UI: added font scaling / log messages only for now
- Game messages: log when room is empty
- log when next pickup will be ignored
- log sleeping status of monsters
- loot dropped from monsters can fall one 1 tile farther from them
- you might occasionally encounter a 'hollow' - your previous incarnation wandering the dungeon as a phantom around the level you perished on
the hollow will have all of your previous equipment and items, but not all of it could be retrieved once you slay it
it will be at the level you died on, with previous XP and HP, but won't be able to use/wear any equipment or items yet
1.6.4 Jan 17
1.6.3
- fix distance for effect of scroll of hold monster and sleep to be up to 2 tiles from player
- most/noteworthy subjects in the messages game logs are now colored
- there is a small exp bonus after killing all monsters of treasure ('zoo') rooms and a message after the last monster spawned in it was slain
1.6.3 12/10/2025
1.6.2
- added new input interaction: `Touch to move` - touch on any revealed walkable spot of the level to try to move there
- layout of rooms/passages on level is more varied - there can be anywhere between 4 to 15 rooms on a level
- tweaked zoom/autopan camera, it should also react more quickly
- game saving/restoring is more robust and resilient in rarer cases like quitting the app on undoing/death screen
- medusa has some new/updated audio sfx
- more status messages when player is confused
1.6.2 10/17/2025
1.6.1
1.6.0
WARNING: please start a new run/game after updating (don't update immediately if you want to keep/finish your current run) - some ground work has been laid out in order to prepare for future changes
- fixed and updated AC +modifier on armors spawned on level (later/higher levels should have more favorably modified armors, the cursed chance is still the same)
- fixed input interactions when running (gear menus were impossible to close and actions such as searching were invoked repeatedly..)
- it is now possible to attack diagonally where it was not previously (attack was allowed only if diagonal movement was allowed, movement stays still the same)
- added small audio sfx when putting on/off rings[sigils]
- griffins[archons] attack reduced
1.6.1 09/28/2025
1.6.0
WARNING: please start a new run/game after updating (don't update immediately if you want to keep/finish your current run) - some ground work has been laid out in order to prepare for future changes
- fixed and updated AC +modifier on armors spawned on level (later/higher levels should have more favorably modified armors, the cursed chance is still the same)
- it is now possible to attack diagonally where it was not previously (attack was allowed only if diagonal movement was allowed, movement stays still the same)
- searching will stop PC running
- added small audio sfx when putting on/off rings[sigils]
- griffins[archons] attack reduced
1.6.0 09/28/2025
1.5.2
- UI, some audio and texts updates
- few tweaks for distances player sees and monsters act
1.5.2 09/02/2025
1.5.1
- fixed monsters not fighting back with fast move on (game was *too* easy)
- turn count advances only when a round (movement, item usage, combat) is fully completed
- game seed in Settings is displayed also for randomly generated seeds when game is in progress (not just for user entered ones)
1.5.1 08/07/2025
1.4.5
- Turn count is now displayed
- rearranged buttons layout slightly
- new 'quick' button to Search
- the app should be more responsive to main system gestures originating on top and bottom
- some fixes for correct text grammar in log
- fix for up to date content displayed in Settings
- room content is logged also immediately after game is restored
- sound fx for when player perishes
1.4.5 07/20/2025
- camera follows player more closely
- new title screen 'Remove Game' button for emergency game removal in case it can't be restored - use in emergency only. You can also send an email with the game save attached on confirmation screen.
- fix for broken save when level not fully initialized/new game creation interrupted
1.4.4 07/12/2025
1.4.3
- added several tracks with music (has separate volume control in settings)
- added a short introduction story screen before starting new game
- treasure rooms ('ZOOs') are spawned more often
- the amulet can be wielded as a weapon now, can be thrown - this previously could lead to its loss - and additionally provides a protection bonus when being held
- fixed few small display glitches and text outputs
see full Chnagelog in game
1.4.3 07/03/2025
1.4.2
- hopefully better portrait mode ergonomic: swapped dunegon/play area with menu controls
- when Swipe to move is off, panning over the dungeon & using zoom slider doesn't require long press (is immediate)
- few more bugs with distance+visibility of objects/monsters have been addressed
- Settings->Entities/Items has list of all monsters, items and dungeon features together with their description and visual and ASCII looks now
1.4.1
- [fix new installs]
1.4.0 (UX updates)
- `Run To Exit` is much faster now and is interrupted by monster's attacks and item pickups. You can still fall into traps.
- content of rooms is announced in the log upon entering if applicable/visible
- dungeon camera zoom + position should be also saved now
- separate `Rest` button was added to the menu
- added new row with quick buttons to the menu
- menu in portrait mode is on top of the screen now
- fixed zoom slider sometimes not reacting
- few bugs and improvements related to visibility and distance also when playing with dark rooms
- fixed few bugs related to (very) deep levels
- Ice monsters and phantoms added as high level spawns (in very late levels)
1.4.2 06/05/2025
1.4.1
- [fix new installs]
1.4.0
- `Run To Exit` (autonavigation) is much faster now and is interrupted by monster's attacks and item pickups. You can still fall into traps.
- content of rooms is announced in the log upon entering if applicable/visible
- dungeon camera zoom + position should be also saved now
- separate `Rest` button was added to the menu
- added new row with quick buttons to the menu
- menu in portrait mode is on top of the screen now
- fixed zoom slider sometimes not reacting
- few bugs and improvements related to visibility and distance also when playing with dark rooms
- fixed few bugs related to (very) deep levels
- Ice monsters and phantoms added as high level spawns (in very late levels)
1.4.1 05/27/2025
1.4.0
- `Run To Exit` (autonavigation) is much faster now and is interrupted by monster's attacks and item pickups. You can still fall into traps.
- content of rooms is announced in the log upon entering if applicable/visible
- dungeon camera zoom + position should be also saved now
- separate `Rest` button was added to the menu
- added new row with quick buttons to the menu
- menu in portrait mode is on top of the screen now
- fixed zoom slider sometimes not reacting
- few bugs and improvements related to visibility and distance also when playing with dark rooms
- fixed few bugs related to (very) deep levels
- Ice monsters and phantoms added as high level spawns (in very late levels)
1.4.0 05/25/2025
1.3.10
- some monsters could go mad and chase non existent places - this should be hopefully fixed now
- searching is slightly more forgiving/indicative
1.3.9
- some actions such as enchanting an item and more monsters attacks got new audio/sfx
- added sound ambience - adjust its volume in Settings
- there should be less monsters in lower/initial levels
- dungeon now visually deteriorates more the lower the player goes
- Settings/Help slightly updated - recommended read esp. for new players (but not only)
1.3.8
- added ASCII mode for tiles
- if you use D-Pad long press its middle button to move it around and its arrows to change its size (go to Settings/Input to reset to default position/size if you misplace it).
1.3.7
- blink player char when immobilized/trapped
- scrolls are not destroyed after reading if they're not applicable (e.g. when reading scroll of enchant armor, but no armor is being worn)
- displayed Armor status takes into account equipped ring of protection
1.3.6
- player and all monsters now run around smoother than ever before
- items being used/worn are highlighted in the inventory
- D-Pad's transparency can be set in Settings (0 to disable it (default))
- fix: Undo on death also undoes/turns off 'run to exit'/autopathing
- rendering should drop to lower FPS after short (~5 sec) user inactivity, hopefully enabling some energy savings
- consumable always restores small amount of HP, sometimes also XP
1.3.4
- bats are easier to hit
- weapons/armors items on a level should have +modifiers more often, depending on level depth
1.3.3
- scroll of confuse monster is more useful now: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3.10 04/02/2025
1.3.9
- some actions such as enchanting an item and more monsters attacks got new audio/sfx
- added sound ambience - adjust its volume in Settings
- there should be less monsters in lower/initial levels
- dungeon now visually deteriorates more the lower the player goes
- Settings/Help slightly updated - recommended read esp. for new players (but not only)
1.3.8
- added ASCII mode for tiles
- if you use D-Pad long press its middle button to move it around and its arrows to change its size (go to Settings/Input to reset to default position/size if you misplace it).
1.3.7
- blink player char when immobilized/trapped
- scrolls are not destroyed after reading if they're not applicable (e.g. when reading scroll of enchant armor, but no armor is being worn)
- displayed Armor status takes into account equipped ring of protection
1.3.6
- player and all monsters now run around smoother than ever before
- items being used/worn are highlighted in the inventory
- D-Pad's transparency can be set in Settings (0 to disable it (default))
- fix: Undo on death also undoes/turns off 'run to exit'/autopathing
- rendering should drop to lower FPS after short (~5 sec) user inactivity, hopefully enabling some energy savings
- consumable always restores small amount of HP, sometimes also XP
1.3.4
- bats are easier to hit
- weapons/armors items on a level should have +modifiers more often, depending on level depth
1.3.3
- scroll of confuse monster is more useful now: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.9 03/25/2025
1.3.8
- added ASCII mode for tiles
- if you use D-Pad long press its middle button to move it around and its arrows to change its size (go to Settings/Input to reset to default position/size if you misplace it).
1.3.7
- blink player char when immobilized/trapped
- scrolls are not destroyed after reading if they're not applicable (e.g. when reading scroll of enchant armor, but no armor is being worn)
- displayed Armor status takes into account equipped ring of protection
1.3.6
- player and all monsters now run around smoother than ever before
- items being used/worn are highlighted in the inventory
- D-Pad's transparency can be set in Settings (0 to disable it (default))
- fix: Undo on death also undoes/turns off 'run to exit'/autopathing
- rendering should drop to lower FPS after short (~5 sec) user inactivity, hopefully enabling some energy savings
- consumable always restores small amount of HP, sometimes also XP
1.3.4
- bats are easier to hit
- weapons/armors items on a level should have +modifiers more often, depending on level depth
1.3.3
- scroll of confuse monster is more useful now: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.8 03/18/2025
1.3.6
- player and all monsters now run around smoother than ever before
- items being used/worn are highlighted in the inventory
- D-Pad's transparency can be set in Settings (0 to disable it (default))
- fix: Undo on death also undoes/turns off 'run to exit'/autopathing
- rendering should drop to lower FPS after short (~5 sec) user inactivity, hopefully enabling some energy savings
- consumable always restores small amount of HP, sometimes also XP
1.3.4
- bats are easier to hit
- weapons/armors items on a level should have +modifiers more often, depending on level depth
1.3.3
- scroll of confuse monster is more useful now: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.6 01/20/2025
1.3.4
- bats are easier to hit
- added 'needed to hit' to displayed rolls
- weapons/armors items on a level should have +modifiers more often, depending on level depth
1.3.3
- scroll of confuse monster is more useful now: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.4 12/24/2024
1.3.3
- scroll of confuse monster is now more useful: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them, for good,)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.3 12/18/2024
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.2 12/15/2024
1.8.1, 1.8.2
Input:
- the keyboard bindings are now editable on desktops / please see in-game help for input /
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
more Version 1.8.2 May 31
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