A SDL roguelike in a non-euclidean world.
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Zeno Rogue b2e8a869cb updir and expansion functions in binarytiling 2019-09-12 22:50:09 +02:00
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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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achievement.cpp dual:: selectable from the menu 2019-09-12 22:50:03 +02:00
archimedean.cpp simplified and generalized cdata 2019-09-12 22:50:09 +02:00
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barriers.cpp 3D graphics in 2D (first commit) 2019-09-12 22:43:01 +02:00
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complex.cpp unambiguous sword in non-{4,3,*} 3D geometreis 2019-09-12 22:50:08 +02:00
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conformal.cpp arg:: -twopoint 2019-09-12 22:50:09 +02:00
content.cpp fixed the monster list of Ruined City 2019-09-12 22:50:02 +02:00
control.cpp sol:: solmul 2019-09-12 22:50:09 +02:00
crystal.cpp fixed the deprecated-copy warning 2019-09-12 22:50:07 +02:00
debug.cpp simplified and generalized cdata 2019-09-12 22:50:09 +02:00
dialogs.cpp dialog::DONT_SHOW to prevent showing the map in number dialogs 2019-09-12 22:50:08 +02:00
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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earcut.hpp adjustments for older g++ 2019-09-12 22:43:00 +02:00
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euclid.cpp added missing CAP_COMMANDLINE guards 2019-09-12 22:50:08 +02:00
expansion.cpp configuration of type colors 2019-09-12 22:50:08 +02:00
fake-mobile.cpp glhr::init() in fakemobile 2019-09-12 22:50:08 +02:00
fieldpattern.cpp debug cleanup 2019-09-12 22:50:00 +02:00
flags.cpp fixed Orb of the Warp destroyed while refactoring 2019-09-12 22:42:59 +02:00
floorshapes.cpp kite-and-dart tiling 2019-09-12 22:50:09 +02:00
game.cpp fixed a crash bug with Bulls pushing things offscreen 2019-09-12 22:50:08 +02:00
geom-exp.cpp Sol in the list of 3D geometries 2019-09-12 22:50:09 +02:00
geometry.cpp kite-and-dart tiling 2019-09-12 22:50:09 +02:00
geometry2.cpp foxed cellgfxdist in Archimedean 2019-09-12 22:50:09 +02:00
goldberg.cpp MAJOR refactoring: all geometry-dependent data (tessf, geom3::, shapes, hpc) are now contained in a structure 2019-09-12 22:50:03 +02:00
graph.cpp kite-and-dart tiling 2019-09-12 22:50:09 +02:00
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heptagon.cpp fixed binary tiling 2019-09-12 22:43:01 +02:00
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hyperweb.cpp rogueviz:: newconformist explorable explanation added 2019-09-12 22:50:09 +02:00
hypgraph.cpp kite-and-dart tiling 2019-09-12 22:50:09 +02:00
init.cpp fixed movement in mobile 3D, also WAIT if held for 250-500 ms in full 3D geometry 2019-09-12 22:50:08 +02:00
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irregular.cpp MAJOR refactoring: all geometry-dependent data (tessf, geom3::, shapes, hpc) are now contained in a structure 2019-09-12 22:50:03 +02:00
landgen.cpp updir and expansion functions in binarytiling 2019-09-12 22:50:09 +02:00
landlock.cpp simplified and generalized cdata 2019-09-12 22:50:09 +02:00
langen.cpp onscreen keyboards where applicable 2019-09-12 22:50:08 +02:00
language-cz.cpp added explanation 'floors in 3D geometries' to tstep 2019-09-12 22:50:07 +02:00
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language-pl.cpp added explanation 'floors in 3D geometries' to tstep 2019-09-12 22:50:07 +02:00
language-ptbr.cpp Eliminate directives inside macro expansions, for the benefit of MSVC. 2018-06-27 03:01:56 -07:00
language-ru.cpp improved 3D settings: more adapted help text, added eye editing 2019-09-12 22:50:05 +02:00
language-tr.cpp typos fixed 2019-09-12 22:42:59 +02:00
language.cpp text improvements; PL translation update; fixed %y0 in Polish 2018-11-11 11:27:36 +01:00
legacy.cpp moved shmup::loadConfig to legacy too 2019-09-12 22:43:00 +02:00
mapeditor.cpp fixed the monster color in the minimap for Dragons etc 2019-09-12 22:50:08 +02:00
menus.cpp one princess enough for gold 2019-09-12 22:50:06 +02:00
monstergen.cpp fixed ocean wandering albatross generation, and added Orbs of Safety 2019-09-12 22:50:06 +02:00
multigame.cpp added missing CAP_COMMANDLINE guards 2019-09-12 22:50:08 +02:00
netgen.cpp MAJOR refactoring: all geometry-dependent data (tessf, geom3::, shapes, hpc) are now contained in a structure 2019-09-12 22:50:03 +02:00
nofont.cpp some extra chars supported in the browser version 2018-10-01 00:20:12 +02:00
orbgen.cpp extra safety in dual 2019-09-12 22:50:07 +02:00
orbs.cpp Orb of Matter no longer 'works' in the Free Fall 2019-09-12 22:50:06 +02:00
pattern2.cpp kite-and-dart tiling 2019-09-12 22:50:09 +02:00
patterns.cpp 3d:: all the regular honeycombs 2019-09-12 22:38:43 +02:00
penrose.cpp kite-and-dart tiling 2019-09-12 22:50:09 +02:00
polygons.cpp kite-and-dart tiling 2019-09-12 22:50:09 +02:00
quit.cpp quitsaves() depends on CAP_SAVE, not havesave 2019-09-12 22:43:00 +02:00
quotient.cpp improved in the OO fashion: draw, relative_matrix, create_step, and several minor functions are now virtual in hrmap 2019-09-12 22:38:44 +02:00
racing.cpp fixed the monster color in the minimap for Dragons etc 2019-09-12 22:50:08 +02:00
reg3.cpp some more missing overrides 2019-09-12 22:50:00 +02:00
renderbuffer.cpp debug cleanup 2019-09-12 22:50:00 +02:00
rogueviz-banachtarski.cpp rogueviz:: cgi 2019-09-12 22:50:03 +02:00
rogueviz-cvl.cpp rogueviz:: cgi 2019-09-12 22:50:03 +02:00
rogueviz-flocking.cpp dialog:: addBoolItem_action, addBoolItem_action_neg, addBoolItem_choice used when applicable 2019-09-12 22:43:00 +02:00
rogueviz-fundamental.cpp rogueviz:: cgi 2019-09-12 22:50:03 +02:00
rogueviz-graph.cpp rogueviz:: removed some junk from rogueviz-graph.cpp 2019-09-12 22:43:01 +02:00
rogueviz-kohonen.cpp rogueviz:: cgi 2019-09-12 22:50:03 +02:00
rogueviz-magiccube.cpp rogueviz:: cgi 2019-09-12 22:50:03 +02:00
rogueviz-newconf.cpp rogueviz::newconf:: changed the title conformal maps to newconformist 2019-09-12 22:50:09 +02:00
rogueviz-pentagonal.cpp rogueviz::pentagonal:: animations possible, keys now work only in sm::NORMAL 2019-09-12 22:50:09 +02:00
rogueviz-staircase.cpp applied the scan/fts/etc changes to RogueViz 2019-09-12 22:50:02 +02:00
rogueviz-sunflower.cpp rogueviz:: added the sunflower spirals 2018-11-11 11:27:36 +01:00
rogueviz-video.cpp added some missing CAP_ and MAXMDIM guards 2019-09-12 22:43:01 +02:00
rogueviz.cpp rogueviz:: newconformist explorable explanation added 2019-09-12 22:50:09 +02:00
rogueviz.h fixed some unused/uninitialized variables in rogueviz 2019-09-12 22:50:08 +02:00
rug.cpp Sol geometry 2019-09-12 22:50:09 +02:00
savemem.cpp CAP_MEMORY_RESERVE and memory reserve handled in mobile (if CAP_MEMORY_RESERVE was 1) 2019-09-12 22:50:08 +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 improved key handling: numpad works as directions with numlock off and numbers with numlock on; shift+5 works now; better key assignments in crystal rug 2018-12-14 19:27:12 +01:00
screenshot.cpp sol:: solmul 2019-09-12 22:50:09 +02:00
shaders.cpp a (slow) vertices_texture implemented with CAP_VERTEXBUFFER 2019-09-12 22:50:09 +02:00
shmup.cpp correction of CAP_SDL guard 2019-09-12 22:50:08 +02:00
sound.cpp added missing CAP_SDLAUDIO guard 2019-09-12 22:50:09 +02:00
sphere.cpp improved in the OO fashion: draw, relative_matrix, create_step, and several minor functions are now virtual in hrmap 2019-09-12 22:38:44 +02:00
surface.cpp fixed uninitialized direction[3] in surface.cpp 2019-09-12 22:50:08 +02:00
sysconfig.h CAP_MEMORY_RESERVE disabled in WEB 2019-09-12 22:50:09 +02:00
system.cpp kite-and-dart tiling 2019-09-12 22:50:09 +02:00
textures.cpp MAJOR refactoring: all geometry-dependent data (tessf, geom3::, shapes, hpc) are now contained in a structure 2019-09-12 22:50:03 +02:00
tour.cpp resetview in tour 2019-09-12 22:50:04 +02:00
usershapes.cpp MAJOR refactoring: all geometry-dependent data (tessf, geom3::, shapes, hpc) are now contained in a structure 2019-09-12 22:50:03 +02:00
util.cpp racing:: speedometer 2019-09-12 22:50:05 +02:00
yendor.cpp chaosmode variants (CLI only for now) 2019-09-12 22:50:03 +02:00

README.md

HyperRogue

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Current version: 11.0a

A puzzle roguelike in the hyperbolic plane. See the HyperRogue website for detailed and most up-to-date information.

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 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 thirteen 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. My best so far is $175 but it should be beatable (I mean, I have won fairly only once, and that was my end score in the winning game).

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