Difference between revisions of "Featured roguelike"

From RogueBasin
Jump to navigation Jump to search
m (fix broken syntax, add links to ADOM and Omega, fix some mistakes)
(Feature UnReal World)
(43 intermediate revisions by 14 users not shown)
Line 1: Line 1:
= Featured Roguelike: [http://freeholdgames.com/?page_id=39 Caves of Qud]=
<!-- !!!!!!!!!!!!!!!! -->
<!-- If you are updating the Featured roguelike, don't forget to add the old one to the list of Previously featured! -->
 
= Featured Roguelike: [[UnReal World]] =
<div>
<div>
<div style='width: 40%; height: 100%; float: left; display: block'>
[[Caves of Qud]] is a post-apocalyptic roguelike inspired by worlds like those of Dune, Gamma World, and Gene Wolfe's works. It is an open-world roguelike, heavily inspired by [[ADOM]] and [[Omega]], providing a world map that combines static and procedurally generated locations with hand-written quests-lines. A two-tiered character creation system where you can play as a "true man" who not only starts  with better equipment, extra attribute points, and gain more skill points each experience levels but also lets you choose which Caste you are from, for example The Crustal Mortars of Yawningmoon, "Fuming God-child" will give  poison resistance as a perk or you can choose to be a mutant who have fewer attributes and skill points but have access to morphotypes which give either physical and mental mutations or a unstable genome which gives you three random selected mutations that you picked, when  you level up there is a 33% chance of gaining those mutations. Physical mutations include claws, multiple arms, and photosynthetic skin. Mental mutations include teleportation, psychic attacks, and time manipulation but as well as positive mutations you can get either physical defects, such as being albino or as much as spontaneously combustion to mental defects such as amnesia , randomly teleporting and having a evil twin that has a small chance of attacking you every time you come into a new location, in order to have more points into the positive mutations or to add more of a challenge.
Player need to eat and drink fresh water in order to survive which also ties into the games unique batering system where the currency is 'drams' of fresh, drinkable water which really helps the post-apocalyptic setting and tone.
Diffidently give this a try if your a big fan of deep and complex systems


<div style="float: right; padding: 0px 0px 10px 10px; text-align: right">
[[File:UnReal World Screenshot 1.jpg|frameless|thumb|alt=UnReal World Screenshot]]
</div>
</div>


<div style="float: right; width: 60%; height: 100%; text-align: center">
Survive Finland in the iron age. You start in the middle of a vast, unfamiliar wilderness, carrying some food and basic equipment.
http://i.imgur.com/z2gzNE8.png
</div>


</div>
== Features ==
* Intricate procedural world full of wonders both mundane and extraordinary to explore on a very detailed level
* No character classes but nine different cultures to choose from
* Skill-based system including a multitude of skills from cookery to hide working, from herblore to tracking
* Convincing northern animal kingdom with species-specific behaviour patterns and feeding relationships modeled in detail
* Detailed combat (and hunting) with many tactical options and galore of weapon, battle experience, and combatant-related factors resulting in vivid and rewarding struggles
* Craft items from weapons to traps, build constructions for temporary shelter to log cabins


<noinclude>
<noinclude>
[[Category:Templates]]
[[Category:Templates]]
</noinclude>
</noinclude>

Revision as of 13:01, 28 July 2022


Featured Roguelike: UnReal World

UnReal World Screenshot

Survive Finland in the iron age. You start in the middle of a vast, unfamiliar wilderness, carrying some food and basic equipment.

Features

  • Intricate procedural world full of wonders both mundane and extraordinary to explore on a very detailed level
  • No character classes but nine different cultures to choose from
  • Skill-based system including a multitude of skills from cookery to hide working, from herblore to tracking
  • Convincing northern animal kingdom with species-specific behaviour patterns and feeding relationships modeled in detail
  • Detailed combat (and hunting) with many tactical options and galore of weapon, battle experience, and combatant-related factors resulting in vivid and rewarding struggles
  • Craft items from weapons to traps, build constructions for temporary shelter to log cabins