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A SDL roguelike in a non-euclidean world.
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cell.cpp fixed bugs when switching FPP in E2 torus 2021-02-07 22:55:11 +01:00
celldrawer.cpp drawing tool and shape editor can now be used with texture mode enabled 2021-02-01 11:45:52 +01:00
changelog.txt 11.4e 2020-12-31 19:19:19 +01:00
checkmove.cpp improved the checkmove.cpp, also works for golems now 2020-11-05 14:24:01 +01:00
classes.cpp vr:: correctly rendered 2D sphere 2020-12-31 19:11:13 +01:00
commandline.cpp fixed the 4xStabber and Princess achievements 2021-02-07 22:55:10 +01:00
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expansion.cpp no more crash when view by negative distance 2020-09-17 04:37:16 +02:00
fake-mobile.cpp adjusted mobile to the new system 2020-04-06 09:13:20 +02:00
fake.cpp fixed bugs when switching FPP in E2 torus 2021-02-07 22:55:11 +01:00
fieldpattern.cpp fixed some bugs when faking Euclidean 2020-05-29 02:43:30 +02:00
flags.cpp Warp Gates are now untouchable 2020-03-08 00:01:40 +01:00
floorshapes.cpp improved the wall/floor textures in 3D modes 2021-02-07 22:55:10 +01:00
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game.cpp improved the checkmove.cpp, also works for golems now 2020-11-05 14:24:01 +01:00
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geometry2.cpp nil:: fixed virtualRebase in the other honeycomb 2021-02-01 11:21:19 +01:00
geometry.cpp fixed bugs when switching FPP in E2 torus 2021-02-07 22:55:11 +01:00
glhr.cpp disk model in Euclidean and hyperbolic 2020-12-31 19:11:13 +01:00
goldberg.cpp extra guards 2020-10-15 16:33:52 +02:00
graph.cpp added missing CAP_VR guard 2021-02-07 22:55:11 +01:00
help.cpp changed the formatting of unlock rules which allow alternatives 2020-11-14 15:08:16 +01:00
heptagon.cpp heptagon S3>4 in quotient 2020-11-01 19:57:58 +01:00
history.cpp redone basic graphics settings (vsync, resolution, fullscreen, gl/aa) 2021-02-07 22:55:10 +01:00
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 fixed potential crashes when setting fontsize to a too large value 2021-02-07 22:55:10 +01:00
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 Make hookset<T> a pointer type, just like purehookset. 2020-04-12 10:50:18 -04:00
hyper.cpp initial implementation of VR 2020-11-22 17:58:40 +01:00
hyper.h redone basic graphics settings (vsync, resolution, fullscreen, gl/aa) 2021-02-07 22:55:10 +01:00
hyper.html 11.3w 2020-08-05 01:31:41 +02:00
hyper.rc 10.0n 2017-09-04 20:43:45 +02:00
hyperpoint.cpp additional convenience functions for Euclidean translations and scaling 2020-12-26 22:59:58 +01:00
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hyperweb.cpp hyperweb:: auto-resizing 2020-10-15 16:35:44 +02:00
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mapeditor.cpp drawing tool and shape editor can now be used with texture mode enabled 2021-02-01 11:45:52 +01:00
mapeffects.cpp refactored toggle_radius as a separate function 2020-12-25 00:04:05 +01:00
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mingw.thread.h threads in MinGW 2020-01-16 18:11:59 +01:00
mobile.cpp zoom_or_fov takes panini limits into account 2020-11-08 12:43:07 +01:00
models.cpp cylinder/donut view option for the torus 2021-02-07 22:55:11 +01:00
monstergen.cpp extra guards 2020-10-15 16:33:52 +02:00
monstermove.cpp fixed potential crashes on Ivy errors 2020-12-26 17:22:32 +01:00
multi.cpp change caption for key config 2020-10-26 12:01:33 +01:00
multigame.cpp extra guards 2020-10-15 16:33:52 +02:00
mymake.cpp Merge branch 'master' of https://github.com/zenorogue/hyperrogue 2020-10-12 01:29:25 +02:00
netgen.cpp MAJOR CHANGE: replaced (transmatrix,band_shift) pair with shiftmatrix 2020-07-28 22:06:14 +02:00
nofont.cpp mymake now works with Emscripten 2020-10-12 01:28:50 +02:00
nonisotropic.cpp CLI option -nilh 2021-02-01 11:21:38 +01:00
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 fixed a crash bug when collecting an Orb of Safety via Orb of Space with Orb of Impact active 2020-12-26 17:17:05 +01:00
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passable.cpp fixed Friendly Ghosts 2020-09-21 12:03:19 +02:00
pattern2.cpp improved help for editable values 2021-02-01 13:42:12 +01:00
patterns.cpp exporting necessary stuff all over (in progress) 2019-09-12 22:50:16 +02:00
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polygons.cpp fixed the graphics in horosphere tilings 2020-11-14 13:31:44 +01:00
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radar.cpp fixed the radar in SL 2020-07-28 22:06:14 +02:00
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README.md Make "mymake" work on OSX, and add it to Travis. 2020-04-12 09:56:46 -04:00
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rug.cpp fixed the donut view 2021-02-07 22:55:10 +01:00
savemem.cpp Eliminate some use of CAP_FOO and ISFOO outside of the preprocessor. 2020-05-03 20:57:34 -04:00
savepng.cpp Eliminate -Wmissing-field-initializers warnings. 2020-03-23 14:38:57 -04:00
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shmup.cpp shmup::vr:: shmup/racing controls for vr 2020-12-31 19:11:14 +01:00
shyp-geodesics.dat updated geodesic tables 2020-04-17 21:01:31 +02:00
sky.cpp replace vrhr::state checking with nicer functions 2020-12-31 19:11:14 +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
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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 vr:: disabled for mac for now, works correctly in mingw64 2020-11-22 17:58:40 +01:00
system.cpp redone basic graphics settings (vsync, resolution, fullscreen, gl/aa) 2021-02-07 22:55:10 +01:00
textures.cpp English grammar fix 2021-02-07 22:55:10 +01:00
tour.cpp filename for history band can be changed now 2021-02-07 22:55:10 +01:00
usershapes.cpp fixed some guards (in progress) 2020-07-03 14:42:33 +02:00
util.cpp moved replace_str to util 2021-02-07 22:55:10 +01:00
vr.cpp vr:: warning and auto-change when using incorrect headset modes in 2D geometries 2021-02-07 22:55:11 +01:00
wfcgen.cpp Consistently name every hookset with prefix hooks_. NFC. 2020-04-12 10:49:32 -04:00
yendor.cpp extra guards 2020-10-15 16:33:52 +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 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.