Roguelike Celebration 2025 Call for Proposals Extended

I’m helping out with Roguelike Celebration 2025, the now ten-year-running conference-like thing about all things roguelike, roguelite, and roguelike-adjacent. Yes, I’ve presented there three times so far, and figured it was time to give back!

While RC got its start as an in-person conference, when the pandemic hit they switched over to being entirely virtual, presented through video feed. All of their talks end up posted online, so anyone can see them for years after. But if you can attend during the conference you can participate in chat, ask questions of the speakers, and explore a very clever MUD-like chat interface!

I’ve tried to spread the word about Roguelike Celebration where I can, through social media and this very blog here. Every year they have several very interesting talks that, if you read Set Side B, I know you’d be interested in seeing. They’ve hosted Tarn Adams, co-creator of Dwarf Fortress, the creators of the original Rogue, and many other thoughtful speakers.

This year Roguelike Celebration takes place October 25-26. They sell tickets, but they also let people who are strapped for cash apply for a free ticket. (If you can pay for admission though, please do, as it takes money to run an event like this.)

And if you have a roguelike, or even vaguely-related project, please please please answer their Call For Proposals, to apply to present your work to their devoted audience of extremely thoughtful attendees! The CFP site is here, and their deadline has been extended to July 20th, so you have about three weeks to get in your proposal!

Give it a shot, it’s a great way to spread the word about roguelike work, or about a procedurally-generated game you’re interested in, or just something you think the world should know about.

By volume most game players, let’s be frank, are interested in the big AAA productions. But there are lots of people out there who are willing to give indies a chance, which roguelike games often are, and we have to stick together. Not only to talk with each other and build those connections, but to do it in public, non-corporate venues. Reddit largely is a sham these days, more interested in monetizing their userbase, and Discord isn’t web-searchable, and requires navigating a maze of requests that you upgrade to “Nitro.”

I do not lie: little volunteer-run organizations like Roguelike Celebration are a lot closer to the true spirit of the internet, and the World Wide Web, than those are. So please keep them in your thoughts, if you can buy a ticket, and if you have something to present, answer their CFP! You won’t regret any of those things.

7DRL 2025

It got by me this year, but the now 20-year-old 7 Day Roguelike Challenge, a gamejam where people try to construct a complete roguelike within a week’s time, finished up Saturday.

Not only has it been around a long time, but a number of games have come out of it that went on to greater things. Jupiter Hell got its start as a 7DRL project called DoomRL. The amazing Jeff Lait has made a ton of 7DRLs, and many of them have some awesome twist, like a game where you can make portals, but where the portals result in the world through them being rotated and possibly allowing you to get mixed up!

Jeff Lait’s Jacob’s Matrix

There’s regular several very interesting games in the challenge each year! Its itch.io page is here. This year’s theme was, simply, “roguelike,” and 819 people have joined it so far! I can’t wait to see what they’ve made!

A Japanese Youtuber Plays Rogue

I only have the barest understanding of Japanese, and the auto-translation on this video is pretty bad*, but I still found this Japanese Youtuber’s experience with the Steam release of Epyx Rogue to be interesting (27 minutes):

They keep using terms from Chunsoft’s Mystery Dungeon games, especially Torneko no Daibouken from the Super Famicom, but seem to have a good sense of how those items connect to and were inspired by Rogue.

Your armor weakens, oh my! “All the F words in the world were about to come out.”

They also die a lot. Because Rogue doesn’t want you to win. It was made for a community of players who would play it over and over, and were competing on shared scoreboards on university machines, and indefinite play makes for a poor measure of player skill. Standing and trading blows with every monster is a bad strategy in Rogue in the long run. Instead, it helps to run from strong enemies, to build up more hit points so as to defeat them, and sometimes in order to escape them to the next floor. Rogue’s monsters grow in strength as you descend fairly quickly, and the player is usually not far ahead of them in the power curve. Then around the time Trolls show up they’re roughly an even match, and they keep getting tougher. The point where the monsters become stronger than the player is different every game, and depends a lot on which items the player has found and has identified, but it always comes eventually. They eventually get pretty far, dying on their fifth attempt to a Griffin on Level 18.

*
“Water supply texture: Say goodbye to the smell of raw oysters.”
“The Dora doll’s twisty honey positive is getting warmer.”
“I miss the days when I used to go Hee Hee in Centauros.”
“Let’s quickly wash and throw away the rotten plastic bottles we drank from.”
Tell me more, auto translate bot!

@Play: Which Is Better, Ring Mail or Splint Mail?

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

Gary Gygax was a weird person. I won’t get into his life or history or, the casual misogyny of AD&D character creation, or the Random Harlot Table. But he did know a lot about medieval weaponry and armor, and to some degree this obsessive interest seeped out and infected a whole generation of nerds.

How useful is this armor in protecting someone? Five. It is five useful. (Image from National Museum in Krakow)

I know which is generally better: leather armor, studded leather armor, ring mail, chain mail, splint mail, plate mail or plate armor. I know that, although in life each is different, battles are random, and there’s countless factors that might determine who would win in a fight, the order in which I have given them is roughly how effective they are, because it’s the order that Armor Class increases, sorry decreases, in classic Dungeons & Dragons.

While the list of armors is presented, in practically every Player’s Handbook, with their effects on protection right there in order, unless you’re steeped in the material, it is not obvious, just from reading the names of the items, which is supposed to be better than another.

Splint Mail was rare in Europe during the medieval period. It’s also really hard to Google Image Search for without ending up with pictures taken from D&D material!(Image from Wikipedia)

This is a considerable roadblock, and one I struggled with for a while, when I first tried to learn to play Rogue, because that game expects you to know how effective each piece of armor is. You start out with Ring Mail +1. You find a suit of Splint Mail. Should you switch? People who play nearly any classic roguelike are going to run against this eventually. Even now, some games just expect you to know the relative strengths of each.

If you decide to take the chance and try it on, to Rogue’s (and Nethack’s) credit, it tells you immediately how effective the armor is on the status line, and you can compare its value to your past item. To Rogue’s (and Nethack’s) detriment though, if the new armor is cursed, you’re stuck with it, until you can lift the curse (to a new player, unlikely) or die (very likely). And then, unless you’ve been taking notes, you’ll still probably forget the relationship between the two items, meaning you’ll have to guess their relative value again later, and deal with the same risk.

Classic D&D tended to give short shrift to the intricacies of real-life armor use, simplifying a complex topic beyond perhaps what was appropriate. AD&D attempted to remedy that by going overboard, giving each armor ratings according to its bulkiness, how much of the wearer’s body it covered, how much it weighed and how it restricted movement. Gygax’s tendency towards simulation is responsible for some of the most interesting parts of the game, but it didn’t help him here I think.

Most classic roguelikes, at least, use the “bag of Armor Class” approach to armor, which is probably for the best. Nethack probably goes to far in the Gygaxian direction. If you find Plate Mail in Nethack, you’re almost entirely better off just leaving it on the ground, even despite armor’s huge value, because it’s simply too heavy. Even if you can carry it without dipping into Burdened status, or, heaven help you, Stressed, its mass and bulk lowers the number of other items you can carry before you reach Stressed, and carrying many other items is of great importance. This is the secret reason that the various colors of Dragon Scale Mail are so powerful in Nethack: it’s not that they have the highest best AC in the game (though they do), it’s that they’re also really light! Even if you don’t get the color you want, it takes concern about the weight of armor completely off your list of worries.

The use of armor underwent revision throughout D&D’s development. (This page lists the changes in detail.) For reference, the relative quality of D&D, and thus roguelike, armor goes like this.

NameNew-Style Ascending Armor ClassOld-Style Descending Armor Class
Leather Armor28
Studded Leather & Ring Mail37
Scale Mail46
Chain Mail55
Splint Mail & Banded Mail64
Plate Mail73
Plate Armor82

Why the difference in values? Up until the 3rd edition of D&D, Armor Class started at 10 and counted down as it improved. 3E updated a lot of the game’s math, and changed the combat formula so that AC was a bonus to the defender’s chance to be missed instead of a penalty to the attacker’s chance to strike. Because of that, now it starts at 10 and counts up. The changeover was a whole to-do, I assure you, but now two editions later we barely look back. Back in that day others were confused by the system too, and even Rogue used an ascending armor score. But Nethack, to this day, uses original D&D’s decreasing armor class system.

If you compare those values to those used in 5th Edition, you’ll notice that even the new-style numbers don’t match up completely. As I said, while the relative strengths have remained consistent, if not constant, the numbers continue to change slightly between versions.

That concludes this introductory level class. You’re dismissed! If you’re looking into the relative effects of different polearms… that’s the graduate-level seminar, down the hall.

@Play: Glorious Adventure in the Mystery Dungeon

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

It’s the shortest @Play column ever!

What is happening here? This is the newest Mystery Dungeon game, Shiren the Wander: The Mystery Dungeon of Serpentcoil Island. It’s actually a great deal of fun, a sharply-designed entry in the long-running classic roguelike series.

This isn’t “roguelike” like half the games on Steam. This is a true roguelike, even if it doesn’t have ASCII graphics: a turn-based RPG with substantial randomized elements, that demands that you live (or not) by your tactics, strategy and wits. I don’t begrudge others appropriation of the term, but it does mean I have to now use the qualifier classic when I want to discuss the old style. Really, it’s better to call games not in the original style roguelite.

The dungeon depicted is Heart of Serpentcoil Island, the traditional end megadungeon that most Mystery Dungeon games have. After finishing the “main” dungeon, and playing a lot of extra bonus dungeons that each show off a specific element of the game’s engine, there’s the megadungeon: a 99-level gauntlet of terror where you enter at level 1. None of the items you’ve collected throughout the rest of the game will help you here. You must start from scratch with just a riceball. You don’t even have a weapon or a shield to begin with: everything you have, you must find along the way.

The game doesn’t pull many punches in this dungeon, as you can see. At experience level 1, every space in a room (other than the entrances: that’s a secret tip for you!) could contain a game-ending trap. The only consolation is that they’re really quite rare! I was exceptionally unlucky in this run.

Additionally, the uses of many of the items, the scrolls, grasses, pots, bracelets and incense found in the dungeon, are unknown: their effects must be discovered, through means both blatant and subtle, for yourself. Some of them will be essential to your survival, let alone success; others, like the Ill-fated Seed, you really want to avoid using.

It’s a ludicrous test of knowledge and skill, and a fitting capstone to the game. If the experience shown in the video seems like it might put you off, at least it shows conclusively that the game isn’t taking it easy on you. If you win, and it can be won, it’s a great accomplishment. I’m still working on this one myself; I’ll let you know how it goes.

Roguelike Celebration Talks Start Tomorrow!

Ah, it crept up on me, so let me remind everyone that Roguelike Celebration begins today, although until tomorrow it just means they’re opening their social space for awhile. Nicole Carpenter at Polygon wrote a short piece about this year’s conference.

There is an admittance fee, but if you can’t afford it you can also get a free pass! Please consider paying them if you are able though, they do a lot of work every year in putting it together.

Here is the official schedule (linked), below is it presented just as a list of talks, with ✨sparkle emojis✨ around the things that personally enthuse me. ✨Just because!✨

Times given are US Pacific/Eastern. If you think the short times between starts are indicative of short talks, most of them aren’t that short, they have two tracks going on beside each other:

SATURDAY

9:30 AM/12:30 PM: Arron A. Reed, Klingons, Hobbits, and the Oregon Trail: Procedural Generation in ✨the First Decade of Text Games

10:00 AM/ 1 PM: Nic Tringali, ✨Abstract Space Exploration✨ in The Banished Vault

10:30 AM/ 1:30 PM: Linas Gabrielaitis, Fictions of Infinity in ✨Geological Finitudes

10:45 AM/1:45 PM: Ludipe, Exploring ✨Pacifist✨ Roguelikes

11:30 AM/2:30 PM: Florence Smith Nicholls, Another Stupid Date: ✨Love Island as a Roguelike

11:45 AM/2:45 PM Kes, Hunting the Asphynx: Roguelikes, ✨Provenance✨, and You

Noon/3 PM: Mike Cook, Generating Procedures: ✨Rule and System Generation✨ for Roguelikes

1:30 PM/4:30 PM: Scott Burger, The ✨Data Science✨ of Roguelikes

2 PM/5 PM: Nat Alison, In Defense of ✨Hand-Crafted Sudoku

3 PM/6 PM: Eric Billingsley, Scoped-down design: ✨Making a Tiny Roguelike

3:30 PM/6:30 PM: Elliot Trinidad, Touching Grass & Taking Names: Tuning the ✨Blaseball✨ Name Generator

4:30 PM/7:30 PM: Paul Hembree, Audible Geometry: Coordinate Systems as a Resource for ✨Music Generation

5 PM/8 PM: Jurie Horneman, Why ✨Dynamic Content Selection✨ Is Hard

SUNDAY

9:30 AM/12:30 PM: Mark Johnson, ✨Generating Riddles✨ for a Generated World

10 AM/1 PM: Jesse Collet & Keni, Fireside Chat About the Development of ✨NetHack

10:30 AM/1:30 PM: ✨Leigh Alexander✨, ✨McMansions of Hell✨: Roguelikes and Reality TV

1 PM/4 PM: Ray, Remixing the Layer Cake: Facilitating ✨Fan Reinterpretation✨ Through ✨Caves of Qud✨’s Modular Data Files

1:15 PM/4:15 PM: Crashtroid, Preventing Ear Fatigue with ✨Roguelike Music

1:30 PM/4:30 PM: Everest Pipkin, The Fortunate Isles: Fragment Worlds, Walled Gardens, and ✨the Games That Are Played There

2 PM/5 PM: ✨Jeff Olson✨, ✨Alphaman✨: Developing and Releasing a Post-Apocalyptic Roguelike Game in the ✨DOS Days✨ When Computers Were Slow, Memory Was Scarce, and No One Had Ever Heard of Object-Oriented Code

3 PM/6 PM: Dustin Freeman, ✨Live Action Roguelike

3:30 PM/6:30 PM: Jonathan Lessard, A ✨Simulation✨ with a View

3:45 PM/6:45 PM: Tom Francis, Generating ✨Boring Levels✨ for Fresh Experiences in Heat Signature

4 PM/7 PM: Patrick Kemp, Design Tooling at ✨Spry Fox

5 PM/8 PM: Stav Hinenzon, A Messy Approach to ✨Dynamic Narrative✨ in Sunshine Shuffle

5:15 PM/8:15 PM: Josh Galecki, ✨Procedurally Generating Puzzles

5:30 PM/8:30 PM: Jasper Cole, ✨Backpack Hero✨ – Player Upgrades and Progression

6 PM/9 PM: Brianna McHorse & Chris Foster, Fusing AI with Game Design: Let the ✨Chaos✨ In

The Worst Possible Day to Play Nethack

As we’re reminded by abadidea on Mastodon, that day is today, October 13, 2023.

Nethack uses the system time-of-day clock to affect the game in modest ways. It figures out the phase of the moon, and if it’s a full moon the player’s “base luck,” the number at which it starts and tends to trend towards, is +1. Luck affects the game in many minor ways, most notably affecting the to-hit chances of striking monsters. Full moons also affect werecreatures and the chances to tame dogs, but those effects are highly situational.

Playing on a new moon has one effect, but it’s a big one. If you’re fighting a cockatrice and you hear its hissing, and are not carrying a lizard corpse, then you always begin turning to stone, instead of there only being a one-in-ten chance. This is what is called a “delayed instadeath”: you don’t die immediately, but if you don’t take immediate action it’ll happen in the next few turns. That’s the next few turns from the game’s perspective: various events may conspire to prevent you from getting that action at all. (The Nethack Wiki’s page on petrification is instructive.)

If you do get the turn, one of the things you can do is eat a lizard corpse, or that of another acidic monster. (Eating dead monsters raw is something you just end up doing often in Nethack.) If those aren’t at hand, what usually works is prayer, provided that you haven’t prayed too recently, your patron god is not angry with you and you’re not in Gehennom. Ordinarily, if you haven’t been playing badly, your god isn’t mad at you. If you’re in Gehennom you’re in the late game anyway, and probably have had ample opportunity to obtain one of the several ways of halting impending calcification.

Prayer is nearly a universal panacea, if it’s available. But there is one other thing that can block prayer: if your luck is negative. Even if it’s by just one point, prayer will never work.

That’s where the only other date effect in Nethack comes into play: on Friday the 13th, your luck defaults to -1, the opposite of the full moon effect. So, unless you’ve increased your luck by one of a number of means, prayer will never work on Friday the 13th. And today is both a new moon night and Friday the 13th. Other uses for prayer won’t work either: if you’re weak from hunger? Too bad. Low on hit points? Sorry. Punished with a ball and chain? Not going to work. Wearing cursed levitation boots? LOL.

Days that both have a new moon and are a Friday the 13th are rare. The last one was in July of 2018, before that November of 2015, and the one before that was in 1999. So, um, if you’ve been thinking about trying out this weird old roguelike game you’ve heard about, you might want to wait a bit. Until tomorrow, anyway.

Shiren the Wander 6 is Out in February!

Chunsoft has announced a new Shiren the Wanderer game, Shiren the Wanderer: The Mystery Dungeon of Serpentcoil Island, for Nintendo Switch, due out on February the 27th! Some of the most popular columns from @Play on GameSetWatch were the screenshotted play I demonstrated of the fan translation of Super Famicom Shiren, and if the comments on the trailer are something to be trusted, there’s still a diehard group of fans out there.

Interestingly, the theme of this one is “back to basics,” suggesting that some of the greater mutations of the more recent games, like the Night rules, equipment experience and such, will be pared back. Some of those rules I like and some I don’t, but I have said that more recent Shiren games, while fun, feel like they’re lacking something. Some of the series enhancements starting from around Shiren 4 (which never got an official English release) I have issues with, particularly, monsters always going straight through blind intersections if they have no knowledge of Shiren’s location, allowing the player to take advantage of the AI to avoid conflict; and that Shiren’s healing rate actually decreases, not just relative to maximum HP but in absolute terms, as he gains experience levels. These are relatively minor qualms though, and most players won’t even notice them.

Here is that trailer:

Some noteworthy elements are the return of Shiren’s lady friend Asuka (who despite appearances is several years older than him), and of giant-sized boss battles, possibly using some of the engine enhancements done to facilitate large Pokemon in Rescue Team DX. I also appreciate that the story appears to be a naked grab for loot! It’s always felt to me that a wanderer’s life is, or should be, a hard-scrabble existence, and while our rogueish characters may affect the fate of the world, they’re still usually in it for themselves. That way, if they fail (and they fail often), you can laugh at them more than feel sorry for them.

I keep trying to do more @Play columns but other work continues to get in the way. I have a fair number of subjects to write about now though, not the least of which being my ill-advised decision to buy the super-skeevy Omega Labyrinth Life on Switch. I feel like paying money for that might have gotten my name on a list somewhere, so I might as well get some column inches out of it!

Roguelike Celebration Preview Videos

A little while ago Roguelike Celebration, this year on October 22 and 23 (later this month!), did a short preview as a promotional event. I mentioned this before, it came and went, and now the talks are online.

Nic Junius: Play as in Stage Play (38 minutes):

David Brevik on the Making of Diablo (30 minutes):

And, Aron Pietroń, Michał Ogłoziński on Against the Storm (35 minutes):

The Digital Antiquarian on Rogue and Successors

[EDIT: link fixed, thanks to the Grogpod Roguelike Podcast for pointing it out!]

I’ve been thinking about doing more @Play lately, but in the meantime, please read this mostly nice, lengthy article from The Digital Antiquarian on Rogue and its legacy. I say mostly because there are a few minor points I disagree with. Maybe I’ve played too much of it, but experienced players tend to view vanilla Nethack as maybe a bit too easy. There’s a ton to learn, but once you’ve internalized it all, you come to realize that most situations have counters, and it comes down to knowing what they are, and not pushing your luck too far. Ah! I’ve not said much on Nethack for years now! I should get back to doing that….

A screen of Amiga Rogue, from the linked article

The Digital Antiquarian: Going Rogue

Roguelike Celebration Preview Event on September 10th

The fine folks at Roguelike Celebration are holding a free “fireside chat” style preview event next month on the 10th, at 4pm US Pacific time, 7pm Eastern! Any rogue-likers out there should definitely have a look.

  • David Brevik will talk about the development of Diablo, a game that I understand some people greatly enjoy!
  • Aron Pietroń and Michał Ogłoziński will talk about hardcore city-building survival game Against the Storm!
  • Nic Junius will be presenting a talk titled “Play as in Stage Play: Designing Dynamic Narrative Moments Through Character Acting.”

You can submit a question for the talks here, and get a free ticket for them here! And look forward to the full Roguelike Celebration 2023 event on October 22 and 23!

@Play: The Angband Family Tree

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

It’s finally time. Time to reveal the maelstrom of roguelike games which has, as its center, the game of Angband.

You might be interested in our other recent columns on Angband: Re-introduction, Getting Started, and Version History.

Here is a chart of the 100-plus variants of Angband (homepage) that we know of. RogueBasin and the variants table at Tangaria were both major sources for this. You might have to right-click it and download to view it without blurring. Here’s a direct download of the PNG.

The degree to which these games have been changed from the original varies tremendously, from slightly hacks to repurposings to entire other games. In ToME, Angband was used as a base that would be completely rewritten, twice, and turned into something completely separate. Many of these games could have whole articles written about them. I’ve written at least one so far, on Zangband.

Looking through the chart, one can find two great jumping-off points from Angband’s source tree. One is PC Angband 1.3.1, largely because of being the original base of Zangband, and the other is Angband 2.8.3, which was the site of legendary maintainer Ben Harrison’s great cleanup of the code, which made it much easier to create variants than it had been.

Looking at the list, one might get the impression that this list also serves as a timeline, but that would be in error. Some variants would be updated over time, bringing in features from later in Angband’s development, and this chart doesn’t reflect that, and sometimes a game wouldn’t branch off from the newest version of the code. Please keep this in mind when looking through it.

A few interesting finds from the list:

Steamband is a complete reskinning in a kind of Jules Verne pulp steampunk style. It is what we might call a literary game, taking direct inspiration from a particular corpus of stories in the same way as Call of Cthulhu or Gygax era Dungeons & Dragons. In it, you start in a town in the center of the Earth, and try to ascend to the surface. It has some interesting ideas around the theme, but I cannot recommend it wholeheartedly because of its “race” system, which is easy to perceive as actually racist. I think its intent was to present the racial attitudes of the fiction works from which it was derived, which were really terrible, but it comes across, not to mince words, as gross these days.

There are two My Little Pony variants, based off of the “G4” version of the franchise that became meme popular for about 45 minutes of web time. Ponyband, a.k.a. My Little Angband: Dungeons Are Magic, derives from the popular 2.8.3 branch; Anquestria got its basis from the later 3.2.0.

ToME, a fairly popular variant, has the distinction of not only having a living homepage, but is also available on Steam and GoG. It has a free version, but other features are available to paying players. It’s a game that’s changed a great deal over time, starting out as Tales of Middle Earth. Now, little of its Tolkien basis remains, and its name has been retconned into “Tales of Maj’Eyal,” because you gotta have an apostrophe. Its page vaguely gives it an air of being an MMORPG, but I think it’s still a strictly single-player game. It is a game that, judging from comments, there is a great deal to get stuck into, but to my eyes it has a lost the simplicity of its origin, and it’s not an easy game to pick up. It is still under development though, and that is beyond laudatory for a game of its age and lineage.

Ironband is a challenge variant, intended to make the original game even harder. An “ironman” mode, preventing the player from going upstairs, forcing them to descend ever deeper, is part of the base game now. Ironband dates back to 2012, which may be before this mode was added, although I cannot date its inclusion conclusively right now. But whether is or not, by devoting itself to this mode of play, it is free to be completely redesigned around it. So, Ironband has streamlines the game in its service, removing races and classes, and giving the player all of their options at once. After the start of the game, there are no shops at all; everything the player gains after that point must come from the dungeon floor. Because all characters can use all things, there’s much fewer completely useless items. The “stat gain floor” phenomenon, where you have to grind on certain floors to get necessary potions to improve your attributes or risk almost certain death, has also been alleviated. Because dungeon progress is one way, it refreshes the skill points that your abilities require upon entering a new level, which is an interesting play decision: if you run out of SP, you can get them back by advancing a floor, but at the cost of increasing the game’s difficulty, possibly earlier than you’d want.