Dunshell is a single-player terminal roguelike built in Go with Bubble Tea, Lip Gloss, and Charm TUI tooling.
go mod tidy
go run .Replay a specific seed from the CLI:
go run . -seed 123456789Start a developer testing run with endgame gear, boosted stats, persisted god-mode saves, and full player invulnerability:
go run . -god- Nerd Font is recommended for the full glyph language.
- Runtime glyph behavior now lives in the Settings menu from the title screen or with
pin game. - If your terminal/font renders symbols poorly, run with pure ASCII fallback:
DUNSHELL_ASCII=1 go run .DUNSHELL_ASCII=1still works as an override and will force ASCII even if the runtime menu is set differently.
up/downorw/s: move selectionleft/rightora/d: switch mode where shownEnter: confirmp: settings?: helpEsc: backq: quit where appropriate
arrow keysorW/A/S/D: move.: waitc: quick heal with the weakest healing consumablee: contextual interacti: open inventoryp: open settingsleft/rightorA/D: switch inventory paneup/downorW/S: move inside inventory or merchant stockEnterore: confirm / buy / use primary actionu: use selected consumable in the pack?: helpq: safe quit prompt
Dunshell stores human-readable JSON saves under the platform config directory:
- Linux:
~/.config/dunshell/ - macOS:
~/Library/Application Support/dunshell/ - Windows:
%AppData%\dunshell\
Files created by the game:
profile.json: persistent wins, omen-tier difficulty, and settingsrun.json: active run saverun.json.backup: previous active run snapshot
God-mode runs keep their GOD MODE state inside the saved run, so a saved test run resumes as god mode while a normal save stays normal.
Run saves no longer persist the transient in-game message log.
- A full 20-floor main descent with miniboss floors on
5,10, and15, then the Ashen Prior on floor20 - Dedicated boss rooms with warnings, lock-in gates, boss health tracking, and reward chests that unlock after victory
- Route-choice maps between floors, letting you steer into merchants, safer recovery paths, loot-heavy routes, cursed runs, or sharper combat
- Bronze, Silver, and Gold reliquary chests tied to a matching key economy instead of free loot
- Merchant stops, rarity-based gear, charms, consumables, curatives, and unique chase items for long-run progression
- Combat pressure built around poison, fire, elite enemies, scaling encounters, and resistance-focused equipment choices
- Endless mode after victory so a successful run can keep descending into harder post-game floors
- Auto-save / continue support, replayable seeds, runtime glyph settings, and ASCII fallback for terminals with weaker symbol support
internal/game: simulation, content, dungeon generation, AI, combat, progression, route modifiers, economy, and persistence datainternal/ui: Bubble Tea screen state, terminal input, rendering, layout, glyph handling, and Lip Gloss styling
The detailed game reference now lives in wiki/:
wiki/progression.mdwiki/monsters.mdwiki/bosses.mdwiki/items.mdwiki/loot-and-rarities.mdwiki/merchant-and-economy.mdwiki/keys-and-chests.mdwiki/lore.md
go test ./... currently passes.
