Dose Response is roguelike game where you play an addict. Avoid the dangers threatening your mind and body while desperately looking for the next fix.
1.0.0 - 2018-12-19
- Made the initial safe area smaller
- Stopped showing commandline options that are not compiled in
- Recorded a few teaser/trailer attempts (check out the
videos/
folder) - Replaced the "Dead" message in the sidebar with "Lost"
- Added support for message boxes with timeouts
- they're not used anywhere in the game, but they're in the trailers
- Add a "call to action" alternative to the endgame window
- not useful in the game, but will used in the trailer
- Fix broken screen fade in on losing the game
- after the fadeout, the screen went bright immediately instead of fading in
- Add an optional "recording" Cargo feature
- We use this to record the trailer
- It changes a bunch of timings and gameplay configs
- It allows saving each game frame to a file
- It shows the "call to action" window
- It hides the keyboard hints in the early game
0.11.1 - 2018-12-14
- Updated all in-game links to use the new https://tryjumping.com website
- Added icon to the Windows executables
- Migrated code repository to https://github.com/tryjumping/dose-response
- Added counter showing progress on increasing the Will stat
- Companion NPCs are now always visible -- even when behind a fog of war or unexplored tile
- Save files now store the game version and log a warning if it doesn't match
- The game now shows the main menu on start
- Previously, the player was dumped straight into the game
0.10.0 - 2018-11-30
- Fixed crash when restarting the game in the browser
- Fixed a visual glitch when scrolling the map
- Victory NPCs leave an explanation when they leave because the player got high
- Companion NPCs now move as fast as the player and can't be easily left behind
- Added an About page to the in-game help
- Added version, homepage and git commit to the the game log (dose-response.log)
- Added version to the main menu
- Fixed the display size in the glium backend
0.9.0 - 2018-11-03
- Fixed the dose ordering in the sidebar
- Updated the help messages
- Player and monsters now alternate their turns
- this is only really visible if the player has more than 1 Action Point
- previously, the player would use up all their APs and then monsters would do the same
- now, the player uses 1 AP, then the monsters use 1 and so on
- Added Victory NPCs
- This is the proper endgame sequence
- Once the player can resist all doses, a new NPC will spawn
- Upon reaching it, the game ends
- Show a path to the Victory NPC when they appear
- The camera briefly scrolls to Victory NPC when they appear
- Removed the "sobriety counter" placeholder endgame sequence
- Ported the code to Rust 2018 edition
0.8.4 - 2018-06-8
- Defaulted to the SDL backend everywhere
- Fixed the OSX build
- Added logging to the dose-response.log file
0.8.3 - 2018-05-15
- Added OpenGL implementation for the SDL backend
- Lots of internal code changes
0.8.2 - 2018-05-05
- Minor build script fixes
0.8.1 - 2018-05-05
- Minor build script fixes
0.8.0 - 2018-05-05
- The monsters now have names visible in the game
- Described how to use items in the help pages
- Fixed glyph position in the opengl backend
- Fixed the spacing between paragraphs in the help pages
- Increased the font size
- Fixed mouse position issues on fullscreen
- Increased the AoE radius of the Diagonal and Cardinal doses
- Added a What's Dose Response help page
- Added smooth scrolling when centering the screen
- The player can now move even when an animation is playing
- Switched the web version to use WebGL
0.7.0 - 2018-03-10
- Added mouse support to the web version
- Items can be used with mouse now
- All menus have mouse support
- You can close windows by right-clicking anywhere on the screen
- Made the colours a bit nicer
- Disabled Fullscreen under Windows because it crashes the game
- Removed fog-of-war at the endgame screen
- Included Readme and License files with the game
0.6.0 - 2018-02-16
- Added saving and loading
- Fixed fullscreen (including on multi-monitor setups)
- Fixed food appearing on the player's initial position
- Fixed doses' irresistible areas covering the player's position
- There's now at least one clear safe-to-use dose nearby
- Basic mouse support in the main menu
- Increased the rate at which the player develops tolerance
0.5.2 - 2018-01-29
- Added Help screen (press
?
to open it) - Added Main menu (press
Esc
to open it) - Added variable-width text rendering (used in the menus and help)
0.5.1 - 2018-01-11
- Added hints to the end game screen
- Fixed the Vi keys
0.5.0 - 2017-12-30
- Toggle fullscreen when pressing Alt+Enter
- NPCs give bonuses when bumped into while sober
- The player can only have 1 bonus active at a time
- The bonus goes away if the player gets High again
- WebAssembly support!
- The game can now be played (in a modern up-to-date browser) at:
- https://tryjumping.com/dose-response-roguelike/play/
- Different ways of losing the game now fade in different colours
0.4.3 - 2017-04-28
- Make sure the player is not immediately surrounded by monsters
- Ditto for being in the range of an irresistible dose
- Introduce monsters gradually. At first, only the
S
andv
will appear and only once the player veers from the starting area will they encounter the rest. - Add useless NPCs (they can't be interacted within, but they're friendly and just wander around)
- Make the
h
monsters follow a pack-like behaviour: if one sees a player, it tells otherh
s nearby - Show keys for starting a new game and quitting in the endgame screen
- Doses' effect only contributes to the intoxicated state (i.e. whether or how sober or exhausted you are makes no effect while using)
- When winning the game, show the endgame screen
- The endgame screens shows why the player lost t
- The Windows version no longer shows the command line console
0.4.2 - 2017-03-18
- The shattering doses actually show up in the inventory
- Weaker doses can be picked up earlier than on maximum Will
- The keys for movements are shown every new game (and disappear when you get close to them so as not to interfere)
0.4.1 - 2017-02-26
- Made the shattering doses destroy the environment
0.4.0 - 2017-02-25
- The game world is now effectively infinite
- Added "vi keys": you can use h/j/k/l to move left/up/down/right and y/n/u/m to move north-west/south-west/north-east/south-east
- Idle monsters now pick a destination to walk to instead of just randomly moving to a surrounding tile
- After losing, a summary with the total number of turns, longest High streak and number of doses in your inventory is shown
- Two new dose types are added. Their strength is between the existing two types, but they shoot cardinal or diagonal rays that destroy walls
- The game can be won now (see Spoilers for more details)
- You can pick doses up and carry them your inventory when your will is at its maximum (5 in this release)
- Press keys 1, 2 or 3 to use food/dose/strong dose from your inventory
- Doses appear more frequently on the map
- More detailed display of the state of the mind: a textual representation (withdrawn/sober/high) as well as a progress bar showing how fare along a given state you are
- When the dose's effects disappear, you go directly to "withdrawn", skipping the "sober" state. You can work your way up to sobe by eating food
- Different background colour for the sidebar so it doesn't blend into the unexplored area
- Fix screen scrolling - the screen now scrolls when the field of view would touch the edge of the screen
To win the game, you must defeat enough a monsters to increase your Will to the maximum value (5). You need to defeat 7 as to increase the Will by one point. Once you're there, you need to last for 100 turns without getting high, losing will or (of course) dying.