@Play: NAQBU

‘@Play‘ is a frequently-appearing column which discusses the history, present, and future of the roguelike dungeon exploring genre.

The opening to NAQBU, a free web game, certainly makes all the right references. Its name first shows up as MORIA, and its similarities to Robert Alan Koeneke’s early roguelike are obvious. If you sit at its title screen, it also shouts out to the makers of Rogue, Hack, Larn, NetHack, Omega, Angband and ADOM. I feel like this game was made for me directly: I’ve played all of them.

I promised creator Luke Steuber that I’d write an essay with my opinions on Naqbu, and I’m not one to write something big without getting as much mileage out of it as I can, so here they are:

The town level; unlike Moria, each building is labeled

Your job is to descend into The Dungeon and beat the boss monster down there, as @-signs have done since time immemorial, which for the purposes of roguelikes is 1980. I would tell you what it’s called, but a lot of the monsters and items have non-English names that don’t fit easily into my memory. I don’t think they’re procedurally generated, some objects and monsters have names taken, or else derived from, from Mesopotamian mythology, and don’t seem to change from game to game.

Naqbu right now is a very young game, so any of this could change, but right now it plays like a very simplified Moria, with only ten levels and without its vaguely Tolkienesque theming. Like Moria, above the dungeon is a small town with various amenities, and also like Moria each level of the dungeon is regenerated when you enter it. A couple of its enemies even make cameo appearances, like the white worms of the early levels.

Each level of the dungeon has a name. This is the first level, the Reed Marsh.

While Naqbu (mostly) uses ASCII characters for its graphics, it isn’t a terminal game. It uses a terminal-like appearance as an aesthetic choice, which is also an approach used by some versions of Dwarf Fortress and Caves of Qud. Naqbu then applies a layer of extra glitz on top of that, which reminded me a lot of the terminal emulator cool-retro-term. Magic items produce character-based animations around you when used, and some dungeon levels have display gimmicks. This is sometimes a little distracting; an effect I encountered later in the game offset the player symbol a few pixels to the right, and so made it a bit difficult to figure out just where they were standing. A few monsters have screen-warping effects around them that also make it hard to target them with attacks sometimes. (A few of the screenshots included here are a bit distorted because of them.)

Dungeon level three, the “Seven Gates.”

Moria-likes vs Hack-likes

Being a Moria-like, Naqbu is a tactical game about fighting monsters. In Moria-likes, such as UMoria and Angband, even though they have some item identification such as in Rogue, the creatures that live in the dungeon are the chief obstacle of the game. The alternative are Hack-likes, where it’s more like the dungeon itself is your true enemy, and the monsters that live in it, while a big part of the challenge, are just one aspect of it. Naqbu doesn’t even have traps in its current form, and only a few kinds of bad item.

When you find a better weapon or suit of armor, you automatically switch to it.

Naqbu has a lot of little comfort features. When you find a piece of equipment in the dungeon that’s better than what you’re currently using, the game will equip it to you automatically. That’s possible because none of the weapons or armor have any special functions at the moment, and there are no cursed items. There’s not much question whether one item is better than another, since it mostly comes down to numbers. Equipment power thus is largely the result of how much exploring you’ve done, and how deep. You can find scrolls of enchant weapon and enchant armor, and there is some minor strategy around whether you use them immediately or to wait until you’ve found a really good item, but with the game’s current difficulty I didn’t have any problems winning it on my first try even using them as soon as I found them.

Naqbu uses a Moria-like item identification system, which seems kind of like it plays lip service to Rogue’s challenging identification. There are a small number of bad items that give the ID system some teeth, there’s only three kinds of bad potions and just one bad scroll. All of the bad potions can’t be sold in the town shops, a pretty obvious tell that they’re useless. None of the bad items inflict any permanent harm on you either, so it’s a matter of saving potions until you have three with prices of 0, using one of each of them on the town level to identify them, then you’ll never be fooled by them again for the rest of the game. There aren’t a lot of different kinds of magic items anyway, making it a simple matter to learn what they all are, despite the complete lack of identify scrolls in the game.

Dungeon level 5.

The Dice Are In Charge

There’s a phenomenon in roguelikes where, after a certain point, it’s like the random number generator plays your character, where it determines your character’s strength more than your playing strategy does. All the best equipment is found in the dungeon, and how much you can boost them depends on how many enchant scrolls you find. For the most part it’s obvious how to make use of these items. There are no real decisions to be made there.

Rogue had some interesting risk/reward aspects with its items. There were monsters and traps that could decay your weapons and armor, but leather armor couldn’t be rusted, meaning every scroll of enchant armor that went into one was permanent, but otherwise it was the weakest armor.

You could wear a ring of maintain armor, but those were rare, and also increased your hunger rate slightly. You had a hard choice to make: did you hope to find strong banded mail or plate mail and put all of your enchant armor scrolls into them then try to preserve it, or did you pile them all into leather armor? What happens if you put on cursed armor then? Enchant armor scrolls will uncurse it, but you’ll then still have mostly-bad armor with a single plus added. Alternatively you could hope to find a scroll of remove curse, then switch to a suit that’s a better home for that plus.

Dungeon level 7.

Potions of raise strength drunk when at maximum strength raised that maximum, but rattlesnakes could drain strength and you might not ever find a potion of restore strength to get you back up to maximum. And all of these items had to be identified to know when to best use them. If it’s easy to identify items, then it becomes a lot more obvious what the optimum moves are. That’s what I mean by the random number generator playing the character: if you find an improvement item, you just use it right away, because there’s no reason not to. Hard item choices make the challenging combat more interesting by giving a player a way to blunt the monsters’ claws and teeth, but it’s not something that’s a real part of Naqbu.

It’s true that identification helps you know what to keep and what to drop, but there isn’t much drawback in using the bad items anyway. They certainly won’t harm your player’s long-term state, like Hack’s scroll of destroy armor or potion of sickness can. In practice, you use all the potion and scroll types once, and from then on you just never pick up the bad ones. In my run of Naqbu, I knew all the bad items by dungeon level two, so there was no strategy to it at all.

All of this is usually true of Moria-style games anyway. Because the dungeon levels can be regenerated endlessly, there is no real limit to the number of state-improving items that can be generated. This means that, at some point, the design expects the player to have spent time improving their state up to maximum or close to it. This is a reason why I tend to prefer Hack-likes, which generally don’t let players generate endless items, and tend to become broken when they do, as with Nethack’s exploit (now fixed I think) of farming black puddings. I’m not sure what can be done to reconcile this, but maybe Naqbu’s creator Jason Steuber can think of something? Or maybe he doesn’t see it as an issue that needs to be solved, I’d say that’s valid, but more on that further down.

Metagame Elements

Maybe Naqbu’s most interesting features come from its inheritance system. As you play and build up gold, you can improve your house to store more items, and expand your pack to carry more. Your house persists between lives: later characters will be able to take advantage both of stored items and its increased size. There’s also a bank where you can save money between lives, and even pays you interest for money saved, a notably Larn-like feature. A new character also inherits a percentage of earned experience points from

Now I should note that I won my first game of Naqbu, so I can’t say if any of these features work. I’m taking the game’s word for it, and making some assumptions about them too. As it stands now the game is too easy for these features to matter for that much. Now, it’s a good thing that you don’t have to use them to win, it’s possible to go too far in that direction, which is a problem I had with Rogue Legacy.

Building a Better Dungeon

Right now Naqbu is unbalanced in the player’s favor. It’s really too easy. It’s possible to die, yes, but with proper care and timely item use the game is very winnable. Please don’t take me as some kind of final authority in roguelike design, but I have played a lot of them. I think what Naqbu could use is a general tuneup, a lot of different game systems tightened up a bit.

Naqbu has scrolls of recall, which teleport you back to town after a delay of around 20 turns, and for 3,000 gold you can build an obelisk at your house that will teleport you down to the deepest level you’ve been to. That eliminates a lot of traipsing through the same dungeon levels, which is important when the monsters on the early levels are no longer a significant challenge. But nothing prevents you from doing it anyway if you need to restore your stocks of items. The dungeon levels are rebuilt every time you reenter one, complete with a new stock of items to find, so it’s an endless source of supplies. There are shops on the town level, but it’s unlikely that you’ll need them much beyond the first couple of levels.

Stacks and stacks of items.

Items don’t have weight themselves, it seems: you can carry multiple suits of armor to sell in town without issue. Naqbu has Moria-style inventory limits. That means items of the same type automatically get pulled together into stacks, and carry limits are by slot, so you can have as many potions of a type in a stack as you can scrounge up. By around dungeon level 8 I had a stack of like 40 cure light wounds potions, and a not-insignificant number of stronger types. I also had a big stack of short-range teleport scrolls for getting out of scrums, and a few potions of speed, an underrated resource in many games, to tip combat odds in my favor. There are some nicely challenging monsters in the deeper dungeons, but by the time you reach them you have so many help items from exploring the earlier levels that you’re never in much danger.

If I were to try to improve Naqbu, I would tighten up each of its game systems a little bit. Maybe limit item stacking a bit. Implement a better state improvement system, where the choices aren’t all obvious. Add traps. Lessen the item generation so the player has an incentive to use the shops on the town level. Add some more kinds of items, so the player will have to choose between what to carry, and to make identification harder. Make equipment power more from intrinsic properties than just increasing their numeric power. Give more early-game monsters interesting properties besides just hitting you.

Maybe some of these problems I identify are from my own dissatisfaction with Moria-style design, but Moria makes up for it by having a lot of really mean monsters too. I think there’s room for Naqbu to make an identity for itself, not by making the monsters harder, but by making itself a bit more Hack-like and getting its challenge there, making it harder to build the player’s state.

It’s possible that’s my own biases speaking. There are lots of people who prefer Moria-style play, but if Naqbu wants to remain on that route, I think the monsters will have to get harder to make up for it. Naqbu currently limits player experience level to 25, which I reached by dungeon level 9. When you can’t grow the player character through experience any longer, there is a lot less incentive to explore the dungeon, and the focus on the game moves almost entirely to gaining more items, and if you have enough items to win by that point there’s really nothing else left to do. There is no more improvement in state left to gain.

I notice that there are no duplicates on this list. I don’t know if a single player can have more than one entry on the scoreboard.

Naqbu maintains a universal score list. At the moment there are only fifteen players on it, and five of them are winners. This proves pretty handily that the game isn’t very difficult. My own game is currently 4th place on the list as I write this.

I feel like there’s more I could say, but it’s almost 5 AM as I write this, and it’s already really lengthy. I threw it together quickly and obsessively. I wanted to get something out there, not just to contribute my opinions to the author while the design is still malleable, but also to get the news about the game out quickly. I think it’s a shame that there’s only been 15 players of Naqbu so far. I think all of its problems are due to the fact that the game’s only a couple of days or so old as of this writing, and that it has lots of potential. I have so many things to keep a watch for that I find it hard to make promises, but I’ll try to set aside a little sliver of my overtaxed brain to check on Naqbu’s progress in the coming weeks.

Naqbu (by Luke Steuber, web, $0, no AI use)

Inverted Difficulty Design

For this critical thought, there are plenty of games that feature inverted difficulty — starting very hard to becoming easy, and I (Josh Bycer) wanted to talk about why this often leads to frustration and imbalanced design.

Indie Showcase Collection for 9/24/26

Here is another week of indie games I’ve (Josh Bycer) had a chance to check out for my shorts series.

Gamefinds: Violarium

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

(EDIT: I put the wrong banner on this post on first publishing! It’s fixed now.)

Violarium is another of that prolific genre of puzzle game, the grid- and turn-based series of progressively-harder problems where you learn the rules as you go, and new complications turn up periodically, until suddenly they’re all done and you’re looking at the credits.

At the beginning

Often this style of game takes the form of a block-pusher, but not this time. Each puzzle here is made of a number of dice blocks, their pips representing digits up to six. You must trigger each of the blocks in order: the 1, the 2, the 3 and then the 4 (and the 5 and 6 too, if they’re present). Each must be triggered once, and not more than once, or they all reset and you have to start it over.

You trigger a block partly by standing next to it, but that’s not the only requirement. Your facing matters too, but your character can only face left or right, and can’t turn in place unless you move into a wall. You can also trigger dice by moving next to them vertically, but the rules are subtly different. I’ll leave it up to you to figure out how they’re different, but as you might expect, by the end you’ll have to have completely mastered the implications of this system, and some other devices too, before your purple pixel person can retire to his petite pixel pad.

Slightly later

Of note: I have noticed that the combination of Linux (and Wayland?), Vivaldi and this game is a bit unstable, I figure maybe due to the Unity browser runtime. That’s just a guess, but the game screen continually freezes up for me when running in that browser. I’ve not tried it in Chrome, but Firefox is okay, so try using that.

Violarium ($0, by EasyYogi on itch.io)

Indie Showcase Collection 9/17/26

Here is the latest collection of indie games I (Josh Bycer) covered through Game-Wisdom. Please reach out if you would like me to look at your game.

Gamefinds: Entropy

We love it when we find weird and unique indie games to tell you all about! Our alien friends to the left herald these occasions.

Unexpectedly today SquareEnix not only announced but released a remake of the first Mystery Dungeon game, plus the first of the new Rifftrax Experiment episodes of Mystery Science Theater 3000 hit theaters, so it’s been a full day on top of recovering from DragonCon.

But I just noticed that Roger Dodger over on Metafilter posted a link to a daily cryptogram puzzle, and that seems like the kind of thing all of you may enjoy, maybe long enough to tide you over to tomorrow.

Cryptograms are a pretty old concept, taking the old idea of a Caesar cypher, a code where each letter throughout a message is replaced with a different letter consistently throughout the whole code, and making it into a puzzle. Although true Caesar cyphers shift the letters down the alpha instead of arbitrarily as in most cryptograms. By default punctuation and spaces are revealed from the start, but if you like your puzzles extra hard you can disable even these helps.

If you want a few tips?

  • Single letters are probably A, or once in a while I.
  • Every word is bound to have at least one A, E, I, O, U or possibly Y.
  • The most common three-letter word is, of course, THE.
  • There are only so many two-letter words likely to appear in a puzzle like this.
  • Double letters are great for narrowing things down. Also be on the lookout for possible plurals.

The Indie Showcase Collection for 7/7/26

This is the collection of the indie games I’ve (Josh Bycer) done shorts to cover over the week.

An Online Place Called Samhan

The internet has been around in one form or other since the 1960s, but we can date the creation of the first web browser to Christmas Day, 1990. But there have been other services upon the internet, and although people don’t mention this nearly as often as they once did, they deserve to be recognized separately. The internet is not the Web.

Some of these services, which actually began off the internet itself, as features on private networks, are MUDs, or “Multi-User Dungeons,” the first form of what are now called MMORPGs. And one type of these is the graphical MUD, where you don’t have just a parser and a text crawl telling you your surroundings and what’s happening, but you can see your character and what lies around them.

To my knowledge the first graphical MUD is not a settled question. Here are a few early MUDs and MUD-like worlds: Habitat, Club Caribe, Isle of Kesmai, Neverwinter Nights (the AOL version). Before all of these though there were the multiplayer dungeons on ancient PLATO systems, which were frequently presented graphically. Some later graphical worlds include Worldsaway, The Palace, Ultima Online, the oft-forgotten Sims Online, Runescape, Legends of Kesmai, Everquest, Second Life, World of Warcraft (of course), Conan Exiles, Glitch, and a slew of other titles. Now I think it’s safe to say there have been more forgotten online graphical worlds than remembered. Some of these forgotten games were even popular. Who remembers Asheron’s Call? Dark Age of Camelot? City of Heroes? The answer: a cadre of former members who retain fond memories of it, even after Capitalism demanded that the world they once lived in sink beneath the cold waves.

One of these worlds was, and still is, called Nexus.tk. While Nexus continues to survive through the years, a while ago a number of players splintered off from it and started a new game along its lines, Chronicles of Samhan, which is now open for a “soft launch.” A friend-of-the-blog, the worthy Statue, is interested is involved in its running, and they care very deeply about it, and if they care, we care too. Here is a screenshot:

It has purposely pixel art-ish graphics, a tile-based game world, monsters to fight, items to earn and levels to gain. Right now there aren’t many players, but that itself is a point of interest, a way to get in early and gain wealth and stature when the competition is low. I know that Chronicles of Samhan is run on a shoestring budget, completely on the backs and out of the wallets of a handful of hobbyists. They are unlikely to go corporate and enshittify it to hell, and these days that’s another point in its favor.

There have been many of these worlds, hundreds of them, and there’ll probably be hundreds more before this Internet grinds to a halt. I think everyone should try a few of them. Joining up is free, so as I often say, why not give it a try?

A few images showing off the fairly large regions to explore:

A portion, zoomed out, of the town of Seasong and nearly areas
A portion of the Marvel Mines

Two Original Indie Games To Enjoy

This is a double review of No Players Online and Blippo+ played with review keys. (Editor’s note: I [John Harris] wrote about Blippo+ some time ago.)

00:00 Intro
00:20 No Players Online
3:35 Blippo+

Matthew Haughey’s Review of Big Walk

I must admit that I have yet to play Big Walk, the long-awaited game House House made after their phenomenal hit Untitled Goose Game. UGG hit right as COVID was getting underway, when many people were stuck at home during lockdown, and gave them a brilliantly short but funny experience to obsess over, going as far as the pages of The New Yorker. While it’s impossible for Big Walk to reach those stellar honking heights, it’s gotten universal acclaim from the outlets that have covered it, and may actually have longer legs than the Goose, since it’s not over with in a mere hour.

That I haven’t played Big Walk, I should say, isn’t entirely for my own fault. The biggest thing that limits Big Walk’s adoption is the fact that you must have at least two players on-hand to play it, at all. There is no solo mode, and it’d largely miss the point of the game to try it. Beyond that it’s an even better experience with more people: Big Walk supports up to 12. Most of my friends don’t usually play video games together, and the one that usually does play with others is a FPS enthusiast, and not too into a game fundamentally about communication, and getting lost in a wilderness. Throw in the fact that it’s a game starring weird gourd people, and I imagine he might actually get ill if he tried playing it.

Image from A Whole Lotta Nothing.

Matthw Haughey, founder of Metafilter and owner of the newsletter and blog A Whole Lotta Nothing, has a typically fine piece about the joys of Big Walk. He mentions that the greatest challenge of the game is simply starting it, finding a number of friends who are motivated to try such a quirky experience and can all schedule time to play it together. Fortunately it doesn’t all have to be finished in one session.

I’m itching to try it, maybe some time soon. I’ll be at DragonCon in a week. If any of you are there, maybe we could meet up somewhere and go for a Big Walk?

Indie Games of VCF Southeast 2026

I never did make that post about what I saw at VCF (Vintage Computing Festival) Midwest, even though I still have all my photos. Some time soon!

In VCF Southeast a few weeks ago though, there were a number of hopeful indie developers who had their products on display, and were nice enough to show them off and let people play them, and I figure it would be a shame if I forgot to give them a post here. So here are a few things you might want to check out. Many of these games have been unfairly overlooked by the machine hearts of the internet’s various algorithms, may they rapidly rust into ruin, so please give them a few minutes of your time, and just maybe buy some or all of them.

Polyroll (Steam, Switch) from Spicy Gyro games is a Sonic-style platformer with great level design! It’s currently 70% off, selling for a scant $1.79 on Steam. It’s also on sale on Switch for $2.

They had coloring pages on site for kids to fill in.
A level of Polyroll
A boss enemy in Polyroll; there is a collectable crystal high up in the sky above it, and you must repeatedly bounce off of the boss to get high enough to get it
An earlier level
The map screen lets you replay levels to find missed secrets

Venison County (Steam preview, demo) is an upcoming game from Cutter Oyster, a retro-styled FPS survival game. The game is played in a sequence of waves. The door to the cabin that ends a wave only opens once you’ve defeated the zombie enemies. You can pick up sigils that give you special powers, but each rune also increases the number and ferocity of enemy attacks. Between waves you can choose to discard your sigils, losing the powers but reducing the difficulty. You can also buy weapons and ammo between waves. Of special note, reloading is a little minigame, pressing a button while a bar is in a certain range, that you must manage while running from the zombies. It’s due out in full late 2027.

Promo banner
They put some effort into their table decoration
The rest cabin, where you can purchase new weapons
You have to hack or blast through the door to start the wave
It’s hard to get a good photo while you’re running for your life

Attack of the PETSCII Robots (sale page) wasn’t among the indie games, but I think it counts as one! It’s been for sale for a few years now.


Casey’s Gold (sale page) from Audacity Games is a terrific Atari 2600 game made in the Activision style, sold on cartridge by classic dev Dan Kitchen, brother of Garry Kitchen. I played through a few levels of this and it’s quite a bit deeper than you’d expect from a 2600 game, with secrets hiding in unexpected places. It rewards players willing to experiment, and with good observational skills.

Table banner
Level beginning
Package signed by Dan Kitchen
Casey’s Gold is an action/exploration game set (mostly) atop and within train cars
That bent thing is a boomerang obstacle that you must carefully avoid
Going down inside a train car; there may be hidden exits from these places, but there’s a way to tell when they’re present….
Dan Kitchen himself was on hand to answer questions!

IsoMetro (itch.io, Steam $20) from Grimesoft is a grid-based city building game that will put many people to mind of the classic SimCity 2000. Electronic Arts bought out originating studio Maxis long ago and seems only to care about their properties so long as they’re about individual Sims instead of a whole city of them. IsoMetro certainly looks terrific, although I didn’t get a chance to play on the floor.

They were selling shirts and caps too

Hoverdrive (Steam preview) is about piloting a car through weird neon landscapes with changeable gravity, pulling off impossible stunts as you go. It’s not out yet, but it looks very cool!

Banner

Ad Blocker (Steam $6) is a player-vs-player action-puzzle game that feels a bit like Puzznic. Snogbert (Steam early access $8, free demo) is a platformer with randomized elements. Both are from Justin T. Alexander. I just have photos of the banners here unfortunately.


Nature’s Bidding (itch.io prototype, Steam preview) is a multiplayer battle platformer where you customize your character as you go with good and bad elements. The title comes from a phase before each fight where the players bid money to avoid taking on curses. You lose the money you bid regardless if whether you win or lose; the player with the lowest bid gets the curse. Once cursed, the curse sticks with you throughout the rest of the game, so you can get piled under a whole host of bad effects. And yet you still want to save money after the bidding phase to buy powerups to improve your character. It’s unforgiving, but fun to battle it out with your friends. The fighting feels like some of the minigames in Mario Party.


Business 98 (Steam $5, with a free demo) from Five Foot Games is a “cashier simulator” with an old school Windows look, with elements of roguelike deckbuilders.

Inky in the Alien Aquarium (itch.io, $12) from Pocket Pulp is written for the Gameboy Advance. It’s a challenging block-pushing game where you have to learn the rules as you go, in the spirit of The Witness.

Asta Pool (website, Steam $15) from Cheesy Face Productions has turn-based modes that work like traditional pool, but also real-time levels where you influence the pool balls more directly. It boasts over 40 modes!

Asta Pool

Keepsake Country (Steam preview) is billed as “A Midwestern Stealth Game,” and is still in development.

A few more:

Mouseward (Steam preview with demo, itch.io preview) is a “soulslike collectathon” with non-linear levels, hidden passages and cryptic clues.

Godless Avalon (Steam demo, itch.io demo) is a J-styled sci-fi fantasy/comedy RPG with guns. I don’t think it was playable on-site.

Aethelria Cross-Dimensions (Steam preview) is an upcoming sci-fi fantasy arena shooter (that is, an FPS). It has appealing character art, but I didn’t see it playable on the floor.

And Crypt Sweeper (itch.io name your price), from Pocket Pulp who made the above Inky in the Alien Aquarium, is a real standout, a Gameboy Advance remake of the popular DragonSweeper with some new quirks. (The got permission from DragonSweeper’s creator to remake it, but only if they changed some things, which they did!) It was playable at the show but I got so into playing it that I forgot to take pictures!

There we go, that’s everything I managed to take notes on. My apologizes to anyone I’ve left out. Thanks for coming to VCFSE and showing off your work, and I hope this drives a few eyes your way!

I took more pictures than just these, I’ll make another post later with some of the other great exhibits on display and games that were playable at the show.

The Weekly Indie Shortcase (8/24/26)

This is the weekly collection of indie games I (Josh Bycer) am covering on my indie short showcase series on the Youtube channel.