#roguelike — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #roguelike, aggregated by home.social.
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Entrevista a Benjamín Amorín sobre Ace Of Spades
https://powerups.es/entrevista-a-benjamin-amorin-sobre-ace-of-spades/
#Artculos #Entrevistas #JuegosDeMesa #AceOfSpades #BenjamnAmorn #DavidRubn #Devir #entrevista #roguelike
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Qudzoo
We're in the age of Reddit-style message boards and ubiquitious wikis. Concerning those wikis, those of Fandom are a huge scourge, of questionable morality, making thousands of pitiful wikis with very little information in the hopes that some clueless passer-by with community spirit will contribute their work to the corporate fold, and this magnify further th
https://setsideb.com/qudzoo/
#indies #roguelike #affine #cavesofqud #indie #Qudzoo #roguelike #spoilers #strategy #websites -
Il 15 giugno arriva Once A Pawn A King, il roguelike strategico che riscrive le regole degli scacchi. Guida un party con abilità uniche in una serie di sfide tattiche con l'obiettivo di liberare il Re Nero.
#Giochiindie #GiochiPC #Notizievideogiochi #gamingnews #Videogiochi #OnceAPawnAKing #roguelike
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In this game, there are secret combos...
Just items spinning in slots.
But sometimes… they align in a certain way.
And something different happens.
https://store.steampowered.com/app/4556750/Slots__Sword__Magic/#indiedev #gamedev #indiegame #roguelike #turnbased #indiegames #pixelart #ドット絵 #インディーゲーム
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This traditional roguelike review post by @Toma is an absolute gold mine for old (and new!) school dungeon crawling permadeath goodness.
Seeing Cogmind in SSS tier makes my hacking suite go brrrr 🤖
https://www.resetera.com/threads/i-played-100-roguelikes-so-you-dont-have-to.1324564
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This traditional roguelike review post by @Toma is an absolute gold mine for old (and new!) school dungeon crawling permadeath goodness.
Seeing Cogmind in SSS tier makes my hacking suite go brrrr 🤖
https://www.resetera.com/threads/i-played-100-roguelikes-so-you-dont-have-to.1324564
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This traditional roguelike review post by @Toma is an absolute gold mine for old (and new!) school dungeon crawling permadeath goodness.
Seeing Cogmind in SSS tier makes my hacking suite go brrrr 🤖
https://www.resetera.com/threads/i-played-100-roguelikes-so-you-dont-have-to.1324564
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This traditional roguelike review post by @Toma is an absolute gold mine for old (and new!) school dungeon crawling permadeath goodness.
Seeing Cogmind in SSS tier makes my hacking suite go brrrr 🤖
https://www.resetera.com/threads/i-played-100-roguelikes-so-you-dont-have-to.1324564
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This traditional roguelike review post by @Toma is an absolute gold mine for old (and new!) school dungeon crawling permadeath goodness.
Seeing Cogmind in SSS tier makes my hacking suite go brrrr 🤖
https://www.resetera.com/threads/i-played-100-roguelikes-so-you-dont-have-to.1324564
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Sticker/Ball review: Stupendously sticking stuff
You like stickers? You like sticking stickers on walls? You sure do, don't deny it!
https://www.sidequesting.com/2026/05/sticker-ball-review-stupendously-sticking-stuff/
#Reviews #bilge #FutureFriends #Review #roguelike #StickerBall -
Sticker/Ball review: Stupendously sticking stuff
You like stickers? You like sticking stickers on walls? You sure do, don't deny it!
https://www.sidequesting.com/2026/05/sticker-ball-review-stupendously-sticking-stuff/
#Reviews #bilge #FutureFriends #Review #roguelike #StickerBall -
Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Managed to soft-lock my test-run, by not building a Food Deliverer soon enough!
I had food in the Warehouse, but Citizens go to their Houses to eat! With no Deliverers, there is no Food in the Houses!
Maybe allow Citizens to fetch Food from Warehouses if needed... -
Hawk Hill Manor
Managed to soft-lock my test-run, by not building a Food Deliverer soon enough!
I had food in the Warehouse, but Citizens go to their Houses to eat! With no Deliverers, there is no Food in the Houses!
Maybe allow Citizens to fetch Food from Warehouses if needed... -
Hawk Hill Manor
Managed to soft-lock my test-run, by not building a Food Deliverer soon enough!
I had food in the Warehouse, but Citizens go to their Houses to eat! With no Deliverers, there is no Food in the Houses!
Maybe allow Citizens to fetch Food from Warehouses if needed... -
Hawk Hill Manor
Managed to soft-lock my test-run, by not building a Food Deliverer soon enough!
I had food in the Warehouse, but Citizens go to their Houses to eat! With no Deliverers, there is no Food in the Houses!
Maybe allow Citizens to fetch Food from Warehouses if needed... -
Hawk Hill Manor
Managed to soft-lock my test-run, by not building a Food Deliverer soon enough!
I had food in the Warehouse, but Citizens go to their Houses to eat! With no Deliverers, there is no Food in the Houses!
Maybe allow Citizens to fetch Food from Warehouses if needed... -
Hawk Hill Manor
Current Goods chains:
Farm (Wheat) -> Windmill (Wheat to Flour) -> Bakery (Flour + Coal -> Bread)
Lumberjack (Logs from Trees) -> Sawmill (Logs to Planks)
Mine (Iron Ore or Coal form Pit Head) -> Smelter (Iron Ore + Coal to Iron Ingots) -> Blacksmith (Iron Ingots + Coal to Tools)
Scavenger searches Ruins for Logs, Planks, Coal, Iron, and other.Workers fetch and carry their Goods to and from Warehouses, helped by Haulers
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Hawk Hill Manor
Current Goods chains:
Farm (Wheat) -> Windmill (Wheat to Flour) -> Bakery (Flour + Coal -> Bread)
Lumberjack (Logs from Trees) -> Sawmill (Logs to Planks)
Mine (Iron Ore or Coal form Pit Head) -> Smelter (Iron Ore + Coal to Iron Ingots) -> Blacksmith (Iron Ingots + Coal to Tools)
Scavenger searches Ruins for Logs, Planks, Coal, Iron, and other.Workers fetch and carry their Goods to and from Warehouses, helped by Haulers
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Hawk Hill Manor
Current Goods chains:
Farm (Wheat) -> Windmill (Wheat to Flour) -> Bakery (Flour + Coal -> Bread)
Lumberjack (Logs from Trees) -> Sawmill (Logs to Planks)
Mine (Iron Ore or Coal form Pit Head) -> Smelter (Iron Ore + Coal to Iron Ingots) -> Blacksmith (Iron Ingots + Coal to Tools)
Scavenger searches Ruins for Logs, Planks, Coal, Iron, and other.Workers fetch and carry their Goods to and from Warehouses, helped by Haulers
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Hawk Hill Manor
Current Goods chains:
Farm (Wheat) -> Windmill (Wheat to Flour) -> Bakery (Flour + Coal -> Bread)
Lumberjack (Logs from Trees) -> Sawmill (Logs to Planks)
Mine (Iron Ore or Coal form Pit Head) -> Smelter (Iron Ore + Coal to Iron Ingots) -> Blacksmith (Iron Ingots + Coal to Tools)
Scavenger searches Ruins for Logs, Planks, Coal, Iron, and other.Workers fetch and carry their Goods to and from Warehouses, helped by Haulers
-
Hawk Hill Manor
Current Goods chains:
Farm (Wheat) -> Windmill (Wheat to Flour) -> Bakery (Flour + Coal -> Bread)
Lumberjack (Logs from Trees) -> Sawmill (Logs to Planks)
Mine (Iron Ore or Coal form Pit Head) -> Smelter (Iron Ore + Coal to Iron Ingots) -> Blacksmith (Iron Ingots + Coal to Tools)
Scavenger searches Ruins for Logs, Planks, Coal, Iron, and other.Workers fetch and carry their Goods to and from Warehouses, helped by Haulers
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Hawk Hill Manor
Simple fix for Builders: BuildingObject has is_builder_allocated flag. On Builder taking on the job, set to true.
Builders looking for work only take is_builder_allocated = false.
This does mean only one Builder per job, but that's ok.
There may be a glitch if a builder gets interrupted, as I don't have a de-allocation. We'll see how that goes -
Hawk Hill Manor
Simple fix for Builders: BuildingObject has is_builder_allocated flag. On Builder taking on the job, set to true.
Builders looking for work only take is_builder_allocated = false.
This does mean only one Builder per job, but that's ok.
There may be a glitch if a builder gets interrupted, as I don't have a de-allocation. We'll see how that goes -
Hawk Hill Manor
Simple fix for Builders: BuildingObject has is_builder_allocated flag. On Builder taking on the job, set to true.
Builders looking for work only take is_builder_allocated = false.
This does mean only one Builder per job, but that's ok.
There may be a glitch if a builder gets interrupted, as I don't have a de-allocation. We'll see how that goes -
Hawk Hill Manor
Simple fix for Builders: BuildingObject has is_builder_allocated flag. On Builder taking on the job, set to true.
Builders looking for work only take is_builder_allocated = false.
This does mean only one Builder per job, but that's ok.
There may be a glitch if a builder gets interrupted, as I don't have a de-allocation. We'll see how that goes -
Hawk Hill Manor
Simple fix for Builders: BuildingObject has is_builder_allocated flag. On Builder taking on the job, set to true.
Builders looking for work only take is_builder_allocated = false.
This does mean only one Builder per job, but that's ok.
There may be a glitch if a builder gets interrupted, as I don't have a de-allocation. We'll see how that goes -
Got my second win in this spire! Only ironclad remaining!!
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Got my second win in this spire! Only ironclad remaining!!
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Got my second win in this spire! Only ironclad remaining!!
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Got my second win in this spire! Only ironclad remaining!!
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Got my second win in this spire! Only ironclad remaining!!
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Sometimes special items start replacing each other…
And the game just… breaks.
I call it: SYSTEM FAILURE.
Wishlist: https://store.steampowered.com/app/4556750/Slots__Sword__Magic/#indiedev #gamedev #indiegame #roguelike #turnbased #indiegames #pixelart #ドット絵 #インディーゲーム
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Hawk Hill Manor
Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better. -
Hawk Hill Manor
Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better. -
Hawk Hill Manor
Removed the NavigationObstacles from Buildings, and it all runs a lot smoother. Still some minor jags, but a LOT better.