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A SDL roguelike in a non-euclidean world.
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hyperroid android:: fixed a time measurement bug which caused non-smooth camera movement, or sometimes even no camera movement 2019-01-24 14:45:59 +01:00
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archimedean.cpp arb:: patterns configuration 2019-12-27 22:59:50 +01:00
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commandline.cpp parser:: error handling now uses exceptions 2019-12-23 21:44:51 +01:00
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control.cpp oldstyle joystick: smoothening input, ignoring next input 2019-12-27 11:57:08 +01:00
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direntx.h Add "inline" to silence GCC's -Wunused-function warnings in direntx.h. 2018-06-29 16:26:20 -07:00
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expansion.cpp land distance shows the correct values in equidistant-based lands in Euclidean 2019-12-27 11:31:10 +01:00
fake-mobile.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
fieldpattern.cpp field quotient discovery 2020-01-16 17:13:57 +01:00
flags.cpp made classflag inline 2019-09-12 22:50:16 +02:00
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game.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
geom-exp.cpp field quotient discovery 2020-01-16 17:13:57 +01:00
geometry2.cpp arb:: fixed virtualRebase in hyperbolic arb 2019-12-27 12:11:52 +01:00
geometry.cpp fixed the plain graphics for {4,oo} 2019-12-27 23:01:55 +01:00
glhr.cpp glhr:: export current_linewidth for minimizing 2019-11-09 11:20:43 +01:00
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hyper.h 11.2s 2020-01-06 22:12:44 +01:00
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hyperpoint.cpp moved normalize_flat to hyperpoint.cpp 2019-12-27 12:55:21 +01:00
hyperrogue-music.txt added new HyperRogue music 2019-09-13 21:53:53 +02:00
hyperweb.cpp Hyperweb is 3D, but RogueViz is 4D 2019-09-13 17:46:07 +02:00
hypgraph.cpp models:: perspective_to_space now actually uses the alpha parameter (instead of vid.alpha) and is exported 2020-01-02 16:56:01 +01:00
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items.cpp treasure bubbles did not appear 2019-12-27 14:03:33 +01:00
kite.cpp renamed penrose.cpp to kite.cpp and 'penrose' to 'kite::in()' 2019-12-14 12:12:24 +01:00
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langen.cpp fixed incorrect utfsize 2019-09-13 19:36:27 +02:00
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language-ptbr.cpp Eliminate directives inside macro expansions, for the benefit of MSVC. 2018-06-27 03:01:56 -07:00
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makeh.cpp one more update for older compilers 2019-09-13 18:33:15 +02:00
mapeditor.cpp fixup mineadj -> mine_adjacency_rule 2019-12-27 11:57:23 +01:00
mapeffects.cpp renamed binary:: to bt:: and binarytiling to bt::in() 2019-12-14 12:05:01 +01:00
menus.cpp random animations in the start menu now have their names displayed, and some are explorable 2019-12-14 14:10:34 +01:00
mobile.cpp viewctr is no more... major reduction of redundancy/complexity 2019-11-14 00:26:50 +01:00
models.cpp fixed lineanimation for arb 2020-01-16 17:13:57 +01:00
monstergen.cpp dead Ivy counting 2019-12-25 23:08:41 +01:00
monstermove.cpp Mutant Ivy regrow 2019-12-26 09:57:09 +01:00
multi.cpp subdir set correctly when mouse-moving in multiplayer 2019-12-26 10:30:02 +01:00
multigame.cpp relative_matrix and adj changed 2019-11-30 18:05:23 +01:00
mymake.cpp fixed mymake with -DCAP_DAILY=1 2019-11-30 18:06:48 +01:00
netgen.cpp refactored map functions: ddspin, iddspin, spacedist, spin_angle, virtualRebase[simple], adj 2019-11-14 16:51:50 +01:00
nofont.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
nonisotropic.cpp fixup nonisotropic.cpp 2020-01-16 17:13:57 +01:00
orbgen.cpp replaced 'archimedean' with 'arcm::in()' 2019-12-14 11:57:23 +01:00
orbs.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
papermodeldata-help.txt papermodeldata files added 2019-05-16 09:42:22 +02:00
papermodeldata.txt papermodeldata files added 2019-05-16 09:42:22 +02:00
passable.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
pattern2.cpp reset memory in nearer/furthest map 2020-01-16 17:13:57 +01:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
pcmove.cpp fixed turn-based multiplayer 2019-12-26 10:29:41 +01:00
polygons.cpp hpcpush: limit 10 was too small 2019-12-26 22:34:51 +01:00
quit.cpp removed hint def from hyper.h 2019-12-14 11:57:23 +01:00
quotient.cpp quotient:: refactored to allow easier building of new quotient spaces 2019-11-22 16:30:57 +01:00
racing.cpp racing:: in 3D modes, show 3D configuration instead of 'config projection' 2020-01-16 17:13:57 +01:00
radar.cpp drawcell parameter is now cell, not cellwalker (need to check half-elliptic) 2019-11-30 18:04:54 +01:00
raycaster.cpp ray:: unsuccessful attempt to adjust the raycaster to web 2020-01-16 17:13:57 +01:00
README.md where to download 2019-12-10 12:49:29 +01:00
reg3.cpp small debug 2020-01-16 17:13:57 +01:00
renderbuffer.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
rug.cpp export calcparam_rug 2020-01-02 16:56:58 +01:00
savemem.cpp fixed GCC46 testing 2019-09-13 19:23:22 +02:00
savepng.cpp Minor fixes for Mac and MinGW. 2018-06-16 23:20:50 -07:00
savepng.h Updated to 8.3j 2016-08-26 11:58:03 +02:00
scores.cpp added #include hyper.h to all cpp files 2019-09-12 22:50:16 +02:00
screenshot.cpp added hooks_anim 2020-01-02 16:57:18 +01:00
shaders.cpp shader:: added missing mediump 2020-01-16 17:13:57 +01:00
shmup.cpp queuechr fixup 2019-12-27 00:50:54 +01:00
shyp-geodesics.dat added the missing solv-geodesics table, updated other geodesics tables 2020-01-16 17:13:57 +01:00
sky.cpp subdivided game.cpp; split movepcto into separate functions 2019-12-08 20:07:02 +01:00
solv-geodesics.dat added the missing solv-geodesics table, updated other geodesics tables 2020-01-16 17:13:57 +01:00
sound.cpp viewctr is no more... major reduction of redundancy/complexity 2019-11-14 00:26:50 +01:00
source-doc.md Doxygen files added 2019-09-12 23:35:04 +02:00
sphere.cpp relative_matrix and adj changed 2019-11-30 18:05:23 +01:00
ssol-geodesics.dat added the missing solv-geodesics table, updated other geodesics tables 2020-01-16 17:13:57 +01:00
surface.cpp removed the functions queuechr -- use queuestr now 2019-12-26 23:38:28 +01:00
sysconfig.h field quotient discovery 2020-01-16 17:13:57 +01:00
system.cpp field quotient discovery 2020-01-16 17:13:57 +01:00
textures.cpp removed the functions queuechr -- use queuestr now 2019-12-26 23:38:28 +01:00
tour.cpp renamed Tutorial to Guided tour 2019-09-13 18:01:28 +02:00
usershapes.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
util.cpp fixed the incorrect negative digits in bignum::randomized_div 2020-01-02 16:57:45 +01:00
yendor.cpp Steam rich presence 2020-01-06 22:03:45 +01:00

HyperRogue

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Current version: 12.2

A puzzle roguelike in the hyperbolic plane. See the HyperRogue website for detailed and most up-to-date information. Compiled executables can be downloaded from itch.io and from the HyperRogue website.

Released under GNU General Public License, version 2. As such, it comes with without any warranty.

If you would like to thank me for HyperRogue, you can support the development by buying paid versions (with more up-to-date content and some social and competitive features), or in other ways. You can contact me at zeno@attnam.com, or at my blog, or via Twitter.

The game

You are a lone outsider in a strange, non-Euclidean world. You can move with the numpad, vi keys (hjklyubn), or mouse. You can also skip turns by pressing ".".

As a Rogue, your goal is to collect as many treasures as possible. However, collecting treasures attracts dangerous monsters (on the other hand, killing the monsters allows more treasures to be generated).

You can kill most monsters by moving into them. Similarly, if the monster was next to you at the end of your turn, it would kill you. The game protects you from getting yourself killed accidentally by ignoring moves which lead to instant death (similar to the check rule from Chess).

Ultimately, you will probably run into a situation where monsters surround you. That means that your adventure is over, and you will have to teleport back to the Euclidean world to survive by pressing Escape (quit).

Collecting enough treasure also allows you to find rare magical orbs, which grant you one-time or time-limited special abilities.

The world is a combination of over 60 types of lands. Each land type has specific style (monsters, treasure, magical orbs, terrain features). Collecting treasures only attracts more monsters in lands of the same type, so you can try to collect lots of treasure in several different lands!

Some of these lands are available from the beginning, others can be found only if you have proven yourself (press ESC to know what you should do to access more lands). Ultimately, you will be able to access Hell, and look for the fabulous Orbs of Yendor which are hidden there. Get at least one of them to prove that you are a true winner! Only the best players will be able to face the challenges of Hell, but both the monsters and the challenges associated with the Orbs of Yendor are different than in the rest of the game, so it should be worth it.

You can see tooltips by placing the mouse over stuff. You can also right click to get more information about game objects.

Press v to configure the game. You can also rotate the world by pressing arrow keys, PageUp and PageDn (not numpad). You can center on the PC by pressing Home.

Your scores and other stats about your games are recorded to file hyperrogue.log (in Linux, ~/.hyperrogue.log). You can save your configation to file hyperrogue.ini (in Linux, ~/.hyperrogue.ini).

The surface the game is played on is called a hyperbolic plane. It seems there is just a very small amount of games and other works of art which use hyperbolic geometry (the most well known are some works of M.C.Escher).

The game dynamically generates new parts of the world as you move. Due to nature of the hyperbolic plane, the chances that you get back to a place where you have been before are very low (unless you go back exactly the same way). See more information about the geometry used on the blog.

You can aim for the Orb of Yendor, or you can simply aim for as high score as possible.

Modifications

OK, now lots of the above can be changed. You can change the geometry and topology (to Euclidean, spherical, or even to nonisotropic 3D geometries). You can play challenges based on various in-game quests, and even try some other game genres in non-Euclidean spaces (roguelite aka shmup, racing, peaceful puzzles). Or use the engine for non-Euclidean computations and visualizations (see RogueViz). Have fun!

Technical information

You should be able to compile on Ubuntu (or similar) with something like this (you need SDL, SDL_ttf, and SDL_gfx):

sudo apt-get install gcc libsdl1.2-dev libsdl-ttf2.0-dev libsdl-gfx1.2-dev
git clone https://github.com/zenorogue/hyperrogue.git hyperrogue
cd hyperrogue
autoreconf -vi
./configure
make

There is also a standalone Makefile for Linux, OSX, and MinGW.

git clone https://github.com/zenorogue/hyperrogue.git
cd hyperrogue
make -f Makefile.simple

The mymake program builds HyperRogue in parts. It takes longer than the methods listed above, but when you change something, mymake will only recompile the changed file. Additionally, it can be easily configured, e.g., to produce an optimized build, or to include addons (see mymake.cpp for some example invocations, and devmods for some example addons).

make mymake && ./mymake

The source code is not documented very well. You can see the current state of the documentation, as generated by Doxygen, here.