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A SDL roguelike in a non-euclidean world
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dll Add cross-compile support Aug 22, 2015
generators generators included Nov 23, 2018
hyperroid android:: fixed a time measurement bug which caused non-smooth camera… Jan 24, 2019
music Create a directory for music files Aug 8, 2015
sounds steamhiss sound Oct 10, 2017
.gitignore Remove useless configure file Apr 3, 2016
.travis.yml Add GCC 4.6 to the TravisCI build. Feb 10, 2019
COPYING
DejaVuSans-Bold.ttf Initialization with hyperrogue-66 Aug 8, 2015
INSTALL Remove unnecessary autotools files, and add them to .gitignore Aug 13, 2015
Makefile.am Fix some issues with the MinGW build. Sep 6, 2018
Makefile.rv rogueviz:: removed patterngen.cpp from RogueViz makefile Nov 24, 2018
Makefile.simple Get hyper_function.h compiling on GCC 4.6. Feb 10, 2019
README.md fixed the version number in README Nov 20, 2018
achievement.cpp cleaned up geometry achievements, and added Crystal Camelot Feb 6, 2019
archimedean.cpp arcm:: no longer crashes with divby0 on some incorrect strings Dec 14, 2018
autogen.sh Pass args from autogen.sh to ./configure Jun 20, 2017
barriers.cpp fixes some glitches with nowall barriers in GP(2,1) Sep 23, 2018
basegraph.cpp minor fixes to color handling Feb 6, 2019
bigstuff.cpp fixed some lands generating incorrectly Feb 8, 2019
binary-tiling.cpp added some missing CAP_ guards Dec 15, 2018
blizzard.cpp better system of syncing game animations Sep 10, 2018
cell.cpp redesigned the Experiment with Geometry menu Feb 8, 2019
changelog.txt added info to changelog Feb 8, 2019
classes.cpp redesigned the Experiment with Geometry menu Feb 8, 2019
classes.h redesigned the Experiment with Geometry menu Feb 8, 2019
commandline.cpp Rearrange some macros. No functional change intended. Feb 8, 2019
compileunits.h crystal:: added multi-dimensional geometries (referred to as crystal)… Dec 14, 2018
complex.cpp tortoise flags are now editable with Shift+G and saved into saved levels Feb 6, 2019
config.cpp no more mobile compass by default in mobile Feb 8, 2019
configure.ac Clean up the autotools. Jul 1, 2018
conformal.cpp fixes for mobile Feb 8, 2019
control.cpp more guards for CAP_SHOT/CAP_FILES Dec 15, 2018
crystal.cpp redesigned the Experiment with Geometry menu Feb 8, 2019
debug.cpp tortoise flags are now editable with Shift+G and saved into saved levels Feb 6, 2019
dialogs.cpp Fix some minor std::function-related bugs. Feb 6, 2019
direntx.h Add "inline" to silence GCC's -Wunused-function warnings in direntx.h. Jun 29, 2018
embuild.sh
expansion.cpp redesigned the Experiment with Geometry menu Feb 8, 2019
fake-mobile.cpp fake orientation in fake-mobile Jul 23, 2018
fieldpattern.cpp redesigned the Experiment with Geometry menu Feb 8, 2019
flags.cpp parts pushed too fast Feb 8, 2019
floorshapes.cpp renamed hook to floor_hook in floorshapes.cpp Sep 10, 2018
game.cpp parts pushed too fast Feb 8, 2019
geom-exp.cpp fixes for mobile Feb 8, 2019
geometry.cpp increased fmax in hyperbolic space to make it work with larger tessel… Dec 11, 2018
geometry2.cpp Fix a compiler warning from GCC 4.6.4. Feb 10, 2019
goldberg.cpp the game now uses the word 'pure' for non-bitruncated geometries Feb 6, 2019
graph.cpp shapes work correctly with CAP_EDIT off Feb 9, 2019
help.cpp fixed minemark help Feb 9, 2019
heptagon.cpp octagon geometry Feb 6, 2019
hr-icon.ico Initialization with hyperrogue-66 Aug 8, 2015
hud.cpp more fixes for mobiles Dec 15, 2018
hyper.cpp startgame animations Feb 6, 2019
hyper.h Rearrange some macros. No functional change intended. Feb 8, 2019
hyper.rc 10.0n Sep 4, 2017
hyper_function.h Get hyper_function.h compiling on GCC 4.6. Feb 10, 2019
hyperpoint.cpp parabolic1 generates a straight line in Euclidean Dec 14, 2018
hyperrogue-music.txt updated hyperrogue-music.txt Apr 19, 2019
hyperweb.cpp improved key handling: numpad works as directions with numlock off an… Dec 14, 2018
hypgraph.cpp allowChangeRange() used where it should Feb 9, 2019
init.cpp refactored some global and stereo:: variables into display_data struc… Nov 18, 2018
inventory.cpp inv:: fixed hotkeys Feb 8, 2019
irregular.cpp added sm::MAYDARK to some dialogs Dec 14, 2018
landgen.cpp parts pushed too fast Feb 8, 2019
landlock.cpp Graveyard no longer compatible with Ruined City Feb 6, 2019
langen.cpp improvements in expansion Sep 13, 2018
language-cz.cpp text improvements, PL/CZ translation update Dec 14, 2018
language-de.cpp various text improvements, and translation update Nov 1, 2018
language-pl.cpp text improvements, PL/CZ translation update Dec 14, 2018
language-ptbr.cpp Eliminate directives inside macro expansions, for the benefit of MSVC. Jun 27, 2018
language-ru.cpp various text improvements, and translation update Nov 1, 2018
language-tr.cpp fixed a translation bug Aug 31, 2018
language.cpp text improvements; PL translation update; fixed %y0 in Polish Nov 11, 2018
mapeditor.cpp fixed unused variables Feb 8, 2019
menus.cpp redesigned the Experiment with Geometry menu Feb 8, 2019
monstergen.cpp an option to disable wandering monsters; settings (reptilecheat, auto… Feb 6, 2019
netgen.cpp implemented a better system for logging and binary output Nov 24, 2018
nofont.cpp some extra chars supported in the browser version Sep 30, 2018
orbgen.cpp Orb of Lava is now marked 'useless' in Graveyard Feb 6, 2019
orbs.cpp Orb of Air now affects boats, statues, thumpers, and barrels Feb 8, 2019
papermodeldata-help.txt papermodeldata files added May 16, 2019
papermodeldata.txt papermodeldata files added May 16, 2019
pattern2.cpp fixed hotkey clash Feb 9, 2019
patterns.cpp moved all the HyperRogue stuff except RogueViz to namespace 'hr' -- u… Jun 10, 2018
polygons.cpp fixes for mobile Feb 8, 2019
quit.cpp Rearrange some macros. No functional change intended. Feb 8, 2019
renderbuffer.cpp fixed non-transparent screenshot background Feb 6, 2019
rogueviz-banachtarski.cpp Fix some minor std::function-related bugs. Feb 6, 2019
rogueviz-cvl.cpp added ignore to fscanf Feb 10, 2019
rogueviz-flocking.cpp parts pushed too fast Feb 8, 2019
rogueviz-fundamental.cpp implemented new geometries: cylinder and (only one for now) Mobius band Dec 11, 2018
rogueviz-graph.cpp Fix some minor std::function-related bugs. Feb 6, 2019
rogueviz-kohonen.cpp added sm::MAYDARK to some dialogs Dec 14, 2018
rogueviz-magiccube.cpp rogueviz:: added rogueviz-magiccube Feb 8, 2019
rogueviz-pentagonal.cpp implemented a better system for logging and binary output Nov 24, 2018
rogueviz-staircase.cpp added sm::MAYDARK to some dialogs Dec 14, 2018
rogueviz-sunflower.cpp rogueviz:: added the sunflower spirals Nov 11, 2018
rogueviz-video.cpp screenshots are more configurable now Dec 14, 2018
rogueviz.cpp rogueviz:: added cvl Feb 10, 2019
rogueviz.h rogueviz:: added flocking simulation Nov 18, 2018
rug.cpp redesigned the Experiment with Geometry menu Feb 8, 2019
savemem.cpp instead of nonbitrunc, gp::on and irr::on, there is one variable, var… Aug 28, 2018
savepng.cpp Minor fixes for Mac and MinGW. Jun 17, 2018
savepng.h Updated to 8.3j Aug 26, 2016
scores.cpp improved key handling: numpad works as directions with numlock off an… Dec 14, 2018
screenshot.cpp fixed hotkey clash in take shot -> hide the player Feb 9, 2019
shaders.cpp
shmup.cpp fixed the issue with Orb of Aether being marked as used due to Minefi… Feb 6, 2019
sound.cpp animation menu Sep 10, 2018
surface.cpp 3D display of Crystal Dec 14, 2018
sysconfig.h Get hyper_function.h compiling on GCC 4.6. Feb 10, 2019
system.cpp allowChangeRange() used where it should Feb 9, 2019
textures.cpp texture:: 'paint textures' in main menu now starts Canvas automatically Feb 6, 2019
tour.cpp press '0' to exit the Tutorial Feb 6, 2019
util.cpp number editor now accepts hex numbers, and uses hex as default when e… Feb 6, 2019
yendor.cpp fixed a crash in the Ivory Tower Feb 6, 2019

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
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