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A SDL roguelike in a non-euclidean world.
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archimedean.cpp arcm:: fixed a potential crash 2021-02-07 22:55:10 +01:00
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cell.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
celldrawer.cpp Sokoban elements 2021-03-30 11:29:18 +02:00
changelog.txt 11.4g 2021-03-09 16:29:05 +01:00
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classes.cpp asonov:: added a geometry flag to recognize Arnold's cat 2021-03-25 10:57:48 +01:00
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fake-mobile.cpp adjusted mobile to the new system 2020-04-06 09:13:20 +02:00
fake.cpp another cellshape fix 2021-03-25 12:47:52 +01:00
fieldpattern.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
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floorshapes.cpp arg:: used the new add::arg in some contexts 2021-04-07 18:13:45 +02:00
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game.cpp Sokoban elements 2021-03-30 11:29:18 +02:00
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geometry2.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
geometry.cpp fixup to gi_extension: forgot virtual 2021-04-07 18:13:45 +02:00
glhr.cpp disk model in Euclidean and hyperbolic 2020-12-31 19:11:13 +01:00
goldberg.cpp throw hr_exceptions not strings 2021-03-24 20:25:44 +01:00
graph.cpp in canvas 2.5D, no ceiling if canvas_default_wall == waInvisibleFloor 2021-04-07 18:13:45 +02:00
help.cpp support for portal spaces 2021-02-18 16:16:34 +01:00
heptagon.cpp heptagon S3>4 in quotient 2020-11-01 19:57:58 +01:00
history.cpp arg:: used the new add::arg in some contexts 2021-04-07 18:13:45 +02:00
honeycomb-rules-435.dat renamed/documented/improved the rule generators, and the rules now include centers for all fieldvals 2020-01-28 17:58:55 +01:00
honeycomb-rules-534.dat renamed/documented/improved the rule generators, and the rules now include centers for all fieldvals 2020-01-28 17:58:55 +01:00
honeycomb-rules-535.dat renamed/documented/improved the rule generators, and the rules now include centers for all fieldvals 2020-01-28 17:58:55 +01:00
hprint.cpp fixed some warning/errors 2020-08-03 19:49:54 +02:00
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hud.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
hyper_function.h replaced hooks_startmenu and hooks_mainmenu with a general hooks_display_dialog 2019-09-12 22:50:16 +02:00
hyper-main.cpp removed obsolete profiling 2021-03-09 10:45:44 +01:00
hyper.cpp added colors.cpp for all color-related functions 2021-03-25 10:56:20 +01:00
hyper.h rug:: prevented rug::renderonce from disabling rug camera movement keys 2021-04-07 18:15:58 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
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inventory.cpp more fixes to multiplayer 2021-03-06 11:46:13 +01:00
irregular.cpp irr:: CLI parameters now do PHASEFROM 2021-03-21 12:51:50 +01:00
items.cpp fixed a revert-related bug which could cause a non-collected key to be considered collected 2021-03-09 14:05:47 +01:00
kite.cpp redone hrmap::draw() function to keep DRY 2020-07-28 22:06:14 +02:00
landgen.cpp fixed generating treasure (Wetlands, Blizzard) and enemies (Wetland) in Safety; also made Wetlands easier to exit 2021-03-07 17:55:57 +01:00
landlock.cpp fixed Camelot accessibility help 2020-08-20 16:49:47 +02:00
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language.cpp add missing natchar for CAP_TRANS=0 case 2020-11-06 06:21:02 +03:00
legacy.cpp redone basic graphics settings (vsync, resolution, fullscreen, gl/aa) 2021-02-07 22:55:10 +01:00
locations.cpp fixed crashes caused by missing rev_dir 2020-12-25 06:07:30 +01:00
Makefile added colors.cpp for all color-related functions 2021-03-25 10:56:20 +01:00
Makefile.rv fixed arg shifting 2019-09-12 22:43:00 +02:00
makeh.cpp one more update for older compilers 2019-09-13 18:33:15 +02:00
mapeditor.cpp throw exception in mapeditor while saving with no parent 2021-04-07 18:15:58 +02:00
mapeffects.cpp refactored toggle_radius as a separate function 2020-12-25 00:04:05 +01:00
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mobile.cpp zoom_or_fov takes panini limits into account 2020-11-08 12:43:07 +01:00
models.cpp stereographic projection added 2021-03-21 12:51:50 +01:00
monstergen.cpp (incomplete) some preparation for the Lovasz Conjecture achievement 2021-03-21 12:51:50 +01:00
monstermove.cpp more fixes to multiplayer 2021-03-06 11:46:13 +01:00
multi.cpp HyperRogue ported to SDL2 (in mymake do -sdl2) 2021-03-06 14:53:25 +01:00
multigame.cpp extra guards 2020-10-15 16:33:52 +02:00
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nonisotropic.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
orbgen.cpp fixed the game not determining the land correctly for Orb generation purposes in Haunted Woods border, mercury river bridges, and Warped Sea 2021-02-07 22:55:10 +01:00
orbs.cpp more fixes to multiplayer 2021-03-06 11:46:13 +01:00
papermodeldata-help.txt papermodeldata files added 2019-05-16 09:42:22 +02:00
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passable.cpp more fixes to multiplayer 2021-03-06 11:46:13 +01:00
pattern2.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
pcmove.cpp (incomplete) some preparation for the Lovasz Conjecture achievement 2021-03-21 12:51:50 +01:00
polygons.cpp asonov:: cgi.cellshape and cgi.vertices_only are now known 2021-03-25 11:13:57 +01:00
quit.cpp extra guards 2020-10-15 16:33:52 +02:00
quotient.cpp export symmask 2020-11-01 11:33:25 +01:00
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raycaster.cpp fixup guard 2021-03-30 11:41:52 +02:00
README.md Move Makefile.simple to just Makefile. 2021-03-21 17:40:06 -04:00
reg3.cpp cgi.cellshape is now vector of vectors 2021-03-25 11:12:58 +01:00
renderbuffer.cpp no readFboId on GLES 2020-12-24 22:58:55 +01:00
rug.cpp removed invert_depth 2021-04-07 18:15:58 +02:00
savemem.cpp Eliminate some use of CAP_FOO and ISFOO outside of the preprocessor. 2020-05-03 20:57:34 -04:00
savepng.cpp fixup to mymake/savepng 2021-03-07 14:06:11 +01:00
savepng.h Updated to 8.3j 2016-08-26 11:58:03 +02:00
scores.cpp fixup system -> scores 2020-03-27 20:24:01 +01:00
screenshot.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00
shaders.cpp stereographic projection added 2021-03-21 12:51:50 +01:00
shmup.cpp removed obsolete profiling 2021-03-09 10:45:44 +01:00
shyp-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sky.cpp missing CAP_VR guard 2021-03-09 16:19:17 +01:00
solv-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sound.cpp missing guards in menuitem_*_volume, also no change of music volume when no music_available 2020-11-06 16:11:19 +01:00
source-doc.md Doxygen files added 2019-09-12 23:35:04 +02:00
sphere.cpp sphere:: fixmatrix is now used so that numeric errors do not accumulate 2021-02-07 22:55:10 +01:00
ssol-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
surface.cpp fix hyperroid builds 2020-10-05 21:48:56 +03:00
sysconfig.h rogueviz:: added heatx 2021-04-07 18:15:58 +02:00
system.cpp (incomplete) some preparation for the Lovasz Conjecture achievement 2021-03-21 12:51:50 +01:00
textures.cpp HyperRogue ported to SDL2 (in mymake do -sdl2) 2021-03-06 14:53:25 +01:00
tour.cpp tour:: allow help extensions, and slide_url command 2021-04-07 18:15:58 +02:00
usershapes.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
util.cpp rogueviz:: added heatx 2021-04-07 18:15:58 +02:00
vr.cpp frustum culling in VR 2021-03-09 16:04:53 +01:00
wfcgen.cpp Consistently name every hookset with prefix hooks_. NFC. 2020-04-12 10:49:32 -04:00
yendor.cpp added some guards for MAXMDIM >= 4 and CAP_SOLV 2021-03-30 11:27:48 +02:00

HyperRogue

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Current version: 11.3f

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 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 configuration 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 Linux, OSX, or MinGW 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
make

The mymake program builds HyperRogue in parts. It takes longer than the method shown 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.