Difference between revisions of "Allure of the Stars"

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|released = Aug 05, 2011
|released = Aug 05, 2011
|relver = 0.4.1
|relver = 0.4.1
|updated = Dec 14, 2013 (0.4.10.5)
|updated = Mar 4, 2014 (0.4.12)
|updver = 0.4.10.5
|updver = 0.4.12
|licensing = [[GNU AGPL3]] (Free Software)
|licensing = [[GNU AGPL3]] (Free Software)
|language = [[Haskell]]
|language = [[Haskell]]
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really Sci-Fi. See the wiki for design notes and contribute.
really Sci-Fi. See the wiki for design notes and contribute.


New since 0.4.8 are screensaver game modes (AI vs AI),
Please see [https://github.com/Mikolaj/Allure/blob/master/changelog the changelog file] for recent improvements
improved AI (can now climbs stairs, etc.), multiple,
and the issue tracker for short-term plans. Long term goals
multi-floor staircases, multiple savefiles, configurable
are high replayability and auto-balancing through procedural
framerate and combat animations and more.
content generation and persistent content modification
Long term goals are high replayability and auto-balancing
based on player behaviour.
through procedural content generation and persistent content
modification based on player behaviour.


The game is written using the [[LambdaHack]] Haskell roguelike game engine.
The game is written using the [[LambdaHack]] Haskell roguelike game engine.
Allure of the Stars can be compiled using the [http://www.haskell.org/cabal cabal] tool from the Allure package available at [http://hackage.haskell.org/package/Allure its Hackage page.]

Revision as of 09:03, 4 March 2014

Allure of the Stars
Futuristic Alpha Project
Developer Andres Löh, Mikolaj Konarski
Theme near-future Sci-Fi
Influences Angband, X-Com
Released Aug 05, 2011
Updated Mar 4, 2014 (0.4.12)
Licensing GNU AGPL3 (Free Software)
P. Language Haskell
Platforms Linux, OSX, Windows
Interface Keyboard, ASCII (GTK or Terminal)
Game Length ~30 minutes
Official site of Allure of the Stars


This is an alpha release of Allure of the Stars, a near-future Sci-Fi roguelike and tactical squad game. The game is barely fun at this stage and not yet really Sci-Fi. See the wiki for design notes and contribute.

Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long term goals are high replayability and auto-balancing through procedural content generation and persistent content modification based on player behaviour.

The game is written using the LambdaHack Haskell roguelike game engine.