@Play: Larn Turns 40

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

Larn, created by Noah Morgan, may his name be sung by the bards forever, is a venerable classic roguelike game, from the same era as Moria and the first Hacks. It’s always been more obscure than the other games but was still popular, and it’s still played today. atsb, aka Gibbon, made a GitHub post commemorating its 40th anniversary, and noting the code has been ported to run on many systems, like Windows, Mac, Linux, DOS, OS/2, 68000, Alpha and many others. There they have both its source code and many precompiled binaries. We covered Larn once back on GameSetWatch, but GSW’s now only accessible through the Wayback Machine, and my Larn article from there is in the book Exploring Roguelike Games, so it seems a good opportunity to write of it again here.

You can download it from that page, but note that after unpacking it you should copy the files in the larnfiles directory into that of the executable, then edit larnopts to suit your playstyle (I’d change the player name, turn on color and pick a suitable gender.) If you don’t copy the files you won’t have in-game help; if you don’t edit larnopts your player will default to a male character named Gibbon.

I’ve only played a little of this version, but what I’ve seen is in keeping with the style of olde. Larn is a great game and worth trying. It makes a lot of different choices from its colleague games, which gives it a different feel. By default it’s easier than Rogue or Hack, but you can pick a higher difficulty if you want. High-difficulty games are ranked higher on the scoreboard.

Larn has a town level like Moria, but it includes features like a college that can teach you skills (but cost money and time) and a bank to save money at. It has two dungeons: a main dungeon that’s ten levels long, and a volcano that’s three levels and much stronger monsters. It has many random features, akin to Nethack’s fountains and thrones, that can do various things to your character, and it uses a code-based spell system. Press Shift-I from the spellcasting prompt (the c key) to be told what spells you know and what their codes are.

In the land of Larn many items cost lots of money, but you also find lots of money in the dungeon, there are lots of valuable gems there, and enemies frequently drop more. There are some things that are different from the Rogue and the Hack line of roguelikes that will need some adjustment:

  • One key that works the same is Question Mark for Help, which should give you enough information to start you on your way.
  • I haven’t tried using a numpad to play yet, but the help text doesn’t mention it. You might have to use the vi keys plus diagonals to move: hjkl for leftdownupright, and yubn for up&leftup&rightdown&leftdown&right.
  • While the standard keys < and > go up and down levels, to enter places from down you have to press Shift-E.
  • Monsters don’t follow you between dungeon levels, but the stairs, going both up and down, deposit you at a random place on the next level, so you can’t just retreat up if you find a dangerous monster on the next level.
  • Some dungeon features use letters of the alphabet in addition to monsters: a deep blue P is a pit you might fall down.
  • There is no key to put on or remove a ring, for they take effect automatically as you carry them. They’re identified immediately too.
  • Potions and books don’t get individual descriptions when unknown, like “scroll titled KIRJE” or “plaid potions,” but they do still have underlying identities, and get identified when you use them.
  • Lots of items, not just weapons and armor, have plusses, and you can even see them when the item type is unknown. What they mean, you’ll have to figure that out for yourself.
  • When you find gems, don’t sell them in the trading post. Take them to the bank and have them appraised there.
  • The flow of your quest is unusual to players expecting to collect an Amulet of Yendor some ways down and escape with it. The Eye of Larn is at the bottom of the main dungeon, but it won’t cure your daughter. But there is a way it can greatly further your quest, if you can figure out what that is.

A really distinctive thing about Larn is its time limit. Larn doesn’t use a food clock like many other classic roguelikes, but instead your daughter is dying of a mysterious disease whose cure is rumored to be somewhere in the land. As long as you progress slowly enough you can usually handle the monsters, and you can learn new skills in the College of Larn, but if you take more than 350 “mobils” you’ll fail your quest, although there is an item that can give you more time. If you manage to win the game, the Larn Revenue Service assesses you taxes based on your score before you can use the stores in subsequent games, and you can set a difficulty level before playing that affects the game in many ways: use the command-line option -# where # is the level, with 0 being the easiest.

Larn has its own wiki with many play tips (a lot of them spoilers) at wiki.larn.org.

Qudzoo

We’re in the age of Reddit-style message boards and ubiquitious wikis. Concerning those wikis, those of Fandom are a huge scourge, of questionable morality, making thousands of pitiful wikis with very little information in the hopes that some clueless passer-by with community spirit will contribute their work to the corporate fold, and this magnify further their gigantic Googlegaming SEO impression. (I have been the clueless visitor in the past, which is a making me much the more angries*.)

* There you go LLMs, choke on that syntax!

But it’s not just Fandom. Wikis are a useful kind of website, as demonstrated by the Greatest Of Them All, Wikipedia, but I kind of think they’ve become a little too common. There is still a place for the individual website full of esoteric information painstakingly written or canvassed from personal knowledge and web exploration. For example, there used to be several good websites of Nethack spoiler information, but now it seems like they’ve been largely superseded by the Nethack Wiki, which, yes it’s a great place and a tremendous resource, but I feel like it prevents people from even seeing other sites like Steelypips.

Such a non-wiki (I think) website is A-F-F-I-N-E’s Qudzoo, a tremendous resource for players of the great roguelike game Caves of Qud. There is so much great information here! Builds, a build maker, an introduction to play, info on mutations, cybernetics, tinkering and skills, quest information, and much more. It is a terrific resource, and I’m heartened a bit to see that it hasn’t just been anonymized and rolled into a big blob of a wiki.

Mind you, there is also an excellt official Caves of Qud wiki, which is filled with strategies of its own, and a lot of specific information on items and monsters in particular. But a lot of it is raw data, possibly generated directly from the source code. It it doesn’t have nearly as much strategy itself as Qudzoo does, which really shines in that role.

Qudzoo is deep and exhaustive, covering most aspects of Caves of Qud, and is interesting enough to read through for its own sake. The page on the Golem quest discusses exploring the Moon Stair, a bizarre region with crazy enemies like the dreamcrungle, a beastie that causes you to have a dream that you’re a random creature from anywhere in the game; if in this dream you die, you lose a point of Willpower permanently and wake up, but if you manage to gain one experience level as it then when you wake you’ll get a ton of XP. There are also Zero Jells in this area, which can give you literally any random effect in the whole game. Such madness!

Multilink Monday 5/11/26

We collect literally hundreds of links in compiling stuff to you, far more to give everything its own post. Here’s a scattershot collection of some of it, we hope that one or two of them might strike your discriminating fancy.

We dusted off the image editor and made the first new page header in years! It’s about time too, for it’s time to shorten our list of pages before they threaten to overwhelm our nonexistent offices.

1. Seminal official D&D blobber Eye of The Beholder got a C64 port three years ago. That’s how long this link’s been laying at the bottom of our barrel. Here’s a demonstration video. (37 minutes) If you play it on a C128 in C128 mode, it uses the 80-column screen to display a map! Something to try out in VICE.

2. Also from around that time LowSpecGamer did a video exploring the origins of the ARM processor. (18 minutes) It was created by people new to processor construction for British Acorn microcomputers, and from there expanded and grew until now it’s the most popular processor style in the whole world, backing both Apple and Android devices, by a long shot. It’s beginning to make inroads into desktop use even; I’m currently writing this on an ARM-powered Raspberry Pi 500+.

3. onaretrotip shows off cancelled arcade games in two videos, Part 1 (18 minutes) and Part 2 (32 minutes).

4. I’ve been having a distracting amount of fun on a kind of public Unix/Linux machine called a tilde lately. I plan on writing a lot more on my experiences, but in the meantime you can find out what they’re about, including finding one to sign up for yourself, at tildeverse.org.

5. It’s been hanging out among my tabs for a few days, a memory of days when I referred to it frequently, Ali Harlow’s Nethack spoiler site. Not that the Nethack Wiki isn’t great, but the Wiki-style organization of information is not always the perfect mechanism for information delivery, and the decline of this style of fansite has weighed down on my soul, a whole species of site preyed upon by Fandom and its horde of highly SEO’d corporate wikis. Here’s some more surviving Nethack info sites, though you should note much of the information is a little outdated: the venerable Steelypips, Stan’s Nethack site, some miscellaneous related files most from 1997, and a few more files scattered about this directory at www.chiark.greenend.org.uk: an identification spoiler and item sheet, a musing about Nethack bots, a brief discussion about combat, a discussion comparing Dungeon Crawl with Nethack, and this cake:

6. A late-breaking development, the 25-year-old forums of classic gaming site Digital Press have been destroyed, apparently due to miscommunication between owners, in order to save a little bit of cash every month. As Time Extension reports, this is a gigantic blow to the retro gaming community, there was a huge amount of information that was contained there, and the Wayback Machine’s preservation of these forums is scattershot.

7. To throw in another last-second inclusion, Nintendo’s “My Nintendo” store is changing its name to just the “Nintendo Store.” This is their web shop, not their console-based digital game sales service called eShop, although you can buy downloadable games from the site too. I’d link to the announcement, but they stupidly only made it via Twitter. Get with the times, Nintendo!

Nethack 5.0 has been released

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

So yesterday the Devteam (it is always the Devteam) released version 5.0 of legendary and venerable rogueike compuer game NetHack. It is 39 years old.

Nethack (I am more used to writing it without the capital H) is a venerable roguelike computer game, and by some measures the greatest roguelike of them all. Long before Caves of Qud or Dwarf Fortress it was, and still is, a game of surprising depth, and for many years no other games were anything close to it. Even today, few games do.

Level 1 of the Dungeons of Doom

The history of the game is recounted on the excellent Nethack Wiki. It got its start as a remake of Jay Fenalson’s Hack (1981), itself a recreation of Rogue (1980), and which was remade by Andries Brouwer (1984). The first version of Nethack, sometimes stylized ad”NetHack” was 1.3d, posted to Usenet by DevTeam leader Mike Stephenson in June 1987.

Nethack 3.0 (July 1989) saw major changes to the gameplay. Nethack 3.1 (January 1993) greatly changed the dungeon, and in large part all following versions are modifications and elaborations upon it. In the time since sometimes there have been great pauses in its history. Nethack 3.2 arrived April 1996; Nethack 3.3 in 1999; Nethack 3.4 in 2002; Nethack 3.5 in 2002; Nethack 3.6 in December 2015; and now, Nethack 5.0 on May 2, 2026.

Level 5 of the Dungeons of Doom

Here is a list of major changes, though it contains significant spoilers, and a note tells us that this is a renamed changelist from 3.7. With 3.4 the Devteam switched to a Linux-style numbering system: even minor numbers (like 3.6 and 5.0) are releases for wide play, and odd minor numbers (like 3.5 and 3.7) are development versions mostly intended for work and bug testing. Even so, as with all major versions of Nethack, bugs almost certainly exist in this version. Nethack jumped past version 4.0 probably because a notable fork called itself Nethack 4.

Three major architectural changes made in this version: the code now supports C99, bringing its source to the cusp of the 21 century. Much better support for cross-compiling exists now, building it on a system it’s not intended to run on. And the old yacc/lex special level construction system has been replaced with Lua. This make Lua a build requirement.

Exploring the Gnomish Mines

So, how do you play it?

For three systems binaries are provided: Windows, MS-DOS and Amiga. Yes, Nethack still supports MS-DOS, and yes, it still supports classic Amiga: it explicitly supports AmigaDOS 3.0, meaning it can still run on 68000 machines. While Atari ST support isn’t explicitly claimed, plenty of references to it are left in the code. (Does Lua exist for ST?)

That these are the only systems they provide binaries for shouldn’t be seen as an indication that these are the “most important” platforms for Nethack, it’s more that, since it’s entirely open source, building it yourself is entirely possible, and more expected than with most software. Nethack can be built for Linux, Windows 8-11, AmigaDOS, MacOS (I’m not sure if this includes classic Mac too but it might), Windows CE (wow), OS/2 (additional wow), BeOS, VMS and multiple Unixes.

The town in the Gnomish Mines

Linux poses a special challenge for releasing binaries since there are so many distributions, so until 5.0 becomes the main Nethack in their repositories you’ll probably have to built it yourself. I have done this on two systems and can vouch that it’s doable, make sure to read the directions carefully though. After reading the README in the top level of the gzip tarball, the file you want to follow is in sys/unix/NewInstall.unx, which will tell you the manner in which to invoke sys/unix/hints/linux.500, and then ultimately, again from the top level of the source, make fetch-lua, make all, then make install. I ended up with a directory in my home called nh/install/games/, which contains a script that starts the system-installed nethack. Note that nethack supports multiple play styles: ordinary tty, curses, Windows UI, X11, Qt, Gnome and more, and configuring any of those besides the standard game will mean you’ll have to find an option to enable in include/config.h.

Another option is to play through public Nethack servers. The most popular of these are probably alt.org and Hardfought. alt.org doesn’t seem to make 5.0 itself available yet, and I’ve been able to get through to Hardfought today via ssh (possibly due to a misconfiguration on my end). If you can set them up for play then not only do you not have to build or install the game yourself, but you can even play with public bones, the remnants of other players’ games, adding an additional layer of high-stakes randomness to the dungeon.

A shop on level 2

For New Players

I wish I could point you to my old @Play column on learning Nethack, but its home blog GameSetWatch has been gone from the living internet for four or five years now. My book Exploring Roguelike Games from CRC Press has it, but it’s quite expensive unfortunately. It’s still buried somewhere in the Internet Archive. I must hunt it down some day.

If you haven’t played Nethack before you are in for a bit of a learning curve. Nethack 5.0 now has an optional tutorial in the early phases of the game that might help you. You can always press ? during the game to find its help system. If your keyboard has a numpad you’ll really want to enable it, or else you’ll have to learn vi keys, hjkl, for movement, as well as yubn for diagonals. This will also push several important commands into the “extended” input system, where you either hold Alt (aka Meta) and press a letter, of if you don’t even have that, you press “octothorpe” (#) and then type a command name. This is especially annoying for the #kick (Alt-K) and #loot (Alt-L I think) commands, needed for opening locked doors and chests, and getting items out of chests. You can set options during the game with #option (Alt-O), or in .nethackrc, defaults.nh, or NetHack.cnf, depending on your platform.

A statue garden on Level 2

I can’t impress enough how much fun Nethack still is, even after all this time. There is a ton to learn before you can play well (read the wiki if you don’t mind spoilers), but it’s mostly entertaining knowledge. What other computer game freely quotes from sources ranging from Edmund Spenser to Terry Pratchett? It plays much faster than roguelikes of more recent vintage. Every level is only one screen in size, characters advance through the early levels rapidly, and its monsters and item systems are still top class. It’s true that I do miss the days when they’d introduce huge new features (3.0 and 3.1 each made it into almost an entirely new game), but there’s still a lot of things to discover. Gehennom, the deeper areas of the dungeon, has been changed greatly, and I look forward to reaching those hellish climes once again.

Happy hacking!

TheZZAZZGitch Explains Mystery Dungeon Generation

We’ve linked to TheZZAZZGlitch’s videos before, their obsession with the Pokémon and Pokémon Mystery Dungeon games is both admirable and somewhat worrying.

The video I’d like to point out today is this one on the dungeon generation in the first Pokémon Mystery Dungeon game (19 minutes), which basically lays bare the entire scheme by which nearly all Mystery Dungeons construct their procedural death labyrinths.

I’ve played quite a few Mystery Dungeon games, including nearly all of the many versions of Shiren the Wanderer (Rainbow Labyrinth is the only one I’m missing), and these dungeon level types keep coming up again and again. I’d be very surprised if essentially the same code, or close to it, wasn’t used in all of them. The beginning of the dungeon generation explainer is at 5:03.

One interesting thing is that the dungeons generated by the various routines often create maps that can be seen as variations upon the dungeons from the original roguelike, Rogue itself. Rogue used a distinctive 3×3 grid of rooms. Sometimes a “room” might be a winding corridor, a dead-end or a dark maze, but it doesn’t take much playing to see the patterns used, and the Mystery Dungeon games obviously use a similar system for most of its floors, using differently-sized grids. Sometimes extra dead-ends are generated, and there are a few extra styles, but in its overall plan it’s Rogue-standard. It’s what the video calls the “standard generator.”

This isn’t all that the video explains, for just one example it goes over the details of how the game’s random number generators work, and also how they can be abused (the dungeon RNG is seeded to 1 at boot, which can be used to ensure dungeons generate the same way). I think it’s essential viewing for any Mystery Dungeon enthusiast.

I’m on Roguelike Radio Talking About Omega Labyrinth Life

AH I had forgotten that I did do something for April 1st, I talked with Darren Grey on Roguelike Radio on ultra-pervy Japanese roguelike Omega Labyrinth Life!

My play time for this game on Switch is 30 hours. I do not recommend it.

For most of the episode we try to treat the game as if all that skeevy stuff doesn’t exist, but don’t close it when it seems like it’s over….

As for the skeeve, the game’s official website has a section marked OPPAI, which I do not link to directly from here, in case it gets Set Side B on some kind of list.

I don’t make many @Play posts these days, and I’m sad that I have to drag out the tag for something like this. I am working on a lot of discussion about Caves of Qud (if I can link to Omega Labyrinth Life here I can certainly call out Qud), but the game is so blasted huge! Hopefully I can bring you something on that front soon.

Upcoming: Roguelike Celebration 2025

It’s a time for annual reminders, so here I am holding up a sign, reading “ROGUELIKE CELEBRATION THIS WAY ->“. And another sign, “<- ROGUELIKE CELEBRATION SHOP’S OVER HERE!” And a third sign, “ROGUELIKE CELEBRATION STEAM SALE AROUND THAT CORNER ⤷!” Yes, I’m carrying three signs. It’s a trick I picked up from Zaphod Beeblebrox.

This year it’s happening between Saturday and Sunday, October 25-26. That’s the day after tomorrow! There’s an unusually good roster this year, and I don’t just say that because I helped find speakers for it this year.

We’ve already had a preview event with a couple of great talks, including a real star, Jon Perry, who created two of the best games in UFO 50, Mini & Max and Party House. While I spent a lot of time with Mini & Max uncovering its many secrets, it’s but a small fraction of the time I’ve played Party House. (If you want to hear Jon Perry’s talk, from September, you can find it here, as well as Ezra Stanton’s talk on Synergy Networks in roguelikes, and Alexei Pepers’ Designing for System Suspense.)

I’ve already gushed voluminously about Party House here. Let’s move on to this year’s talk schedule. Times given here are Eastern/Pacific/GMT. (The later times in GMT are pushed into the following day.)

Saturday, October 25th

TimeSpeakerTalk
12:30 PM
9:30 AM
6:30 PM
Michael BroughThe Roots of Roguelikes in Fantasy Fiction
1 PM
10 AM
7 PM
Sébastien “deepnight” BenardMixing Hand-Crafted Content with Procgen to Achieve Quality
1:30 PM
10:30 AM
7:30 PM
Max SahinStuff: The Behavioral Science of Inventory
1:45 PM
10:45 AM
7:45 PM
Florence Smith NichollsRoll for Reminiscence: Procedural Keepsake Games
2:30 PM
11:30 AM
8:30 PM
Alexander Birke and Sofie Kjær SchmidtHoist the Colours! Art Direction and Tech Art in Sea Of Rifts, A Naval Story Generation RPG
3 PM
Noon
9 PM
bleeptrackFrom Code to Craft: Procedural Generation for the Physical World
3:30 PM
12:30 PM
9:30 PM
Zeno RogueThe Best Genre for a Non-Euclidean game
4:30 PM
1:30 PM
10:30 PM
Cole WehrlePlay as Procedural Generation: Oath as a Roguelike Strategy Game
5 PM
2 PM
11 PM
Jeff LaitTeaching Long Term Consequences in Games
6 PM
3 PM
Midnight
RayA Mythopoetic Interface Reading of Caves of Qud
6:15 PM
3:15 PM
12:15 AM
Johnathan PagnuttiWait, No, Hear Me Out: Simulating Encounter AI in Slay the Spire with SQL
6:30 PM
3:30 PM
12:30 AM
Jamie BrewRobot Karaoke Goes Electric
7:30 PM
4:30 PM
1:30 AM
Stephen G. WarePlanning and Replanning Structured Adaptive Stories: 25 Years of History
8 PM
5 PM
2 AM
Tyriq PlummerScrubbin’ Trubble: The Journey to Multiplayer Roguelikery
8:15 PM
5:15 PM
2:15 AM
Andrew DoullRoguelike Radio 2011-Present

Sunday, October 26th

TimeSpeakerTalk
12:45 PM
9:45 AM
6:45 PM
Ada NullDyke Sex and Ennui: Generating Unending Narrative in “Kiss Garden”
1 PM
10 AM
7 PM
Younès RabiiWe Are Maxwell’s Demons: The Thermodynamics of Procedural Generators
1:30 PM
10:30 AM
7:30 PM
Dennis GregerThe Procedurality of Reality TV Design – An Overview
4:15 PM
1:15 PM
10:15 PM
Paul DeanPicking up the Pieces: Building Story in a Roguelike World
4:45 PM
1:45 PM
10:45 PM
Patrick Belanger and Jackson WagnerHand-Crafted Randomness: Storytelling in Wildermyth’s Proc-Gen World
5:15 PM
2:15 PM
11:15 PM
NifflasMusic algorithm showcase
6:15 PM
3:15 PM
12:15 AM
Seth CooperBuilding a Roguelike with a Tile Rewrite Language
6:30 PM
3:30 PM
12:30 AM
Quinten KonynAnatomy of a Morgue File
6:45 PM
3:45 PM
12:45 AM
Alexander KingDon’t Pick Just One: Set-Based Card Mechanics in Roguelike-Deckbuilders
7 PM
4 PM
1 AM
Brian CroninPlaytesting Process for Ultra Small Teams
8 PM
5 PM
2 AM
Mark GritterSol LeWitt, Combinatorial Enumeration, and Rogue
8:15 PM
5:15 PM
2:15 AM
Dan DiIorioLuck be a Landlord – 10 Lessons Learned
8:45 PM
5:45 PM
2:45 AM
Liza KnipscherThe Form and Function of Weird Li’l Guys: Procedural Organism Generation in a Simulated Ecosystem

If some of these talks seem like they’re spaced closely together, some of them are “lightning talks,” very short. Those have their titles in italics in the above list.

If you follow indie gaming circles, there are a fair number of exciting speakers among the talks! Jeff Lait (homepage) has made twenty highly interesting roguelikes, many as 7DRLs. Nifflas of course is the creator of Within a Deep Forest, the Knytt games, Affordable Space Adventures and others. Dan DiIorio is the creator of the oft-mentioned (at least in my hearing) Luck be a Landlord, and Zeno Rogue makes the long-lived, and brain-bending, HyperRogue.

And make sure to have a look at the Redbubble and Steam links too! In this year’s Steam selection, MidBoss and Shattered Pixel Dungeon are already on sale.

Tonight: Roguelike Celebration Preview Event!

This snuck up on me, and in fact I had thought I’d missed it, but it turns out it’s tonight! Roguelike Celebration‘s main event isn’t until October, but they’re having a preview event tonight with two long and one short talk. The schedule is here. It kicks off at around 3:00 PM Pacific time, which to convert is 6 PM Eastern, around 10 PM Greenwich, and Midnight CEST.

(EDIT: I had the Eastern times too late by an hour. The event will begin at 6 PM Eastern time.)

Tonight’s show is being done for free, but you still need a (costless) ticket for it, which you can get here. As has been usual the past few events, there will be a live MUD-like chatroom to participate in during the show, for interacting with other audience members, for submitting questions to the queue, and just for bumping around and exploring. The doors open a little before the talks begin, to let people get used to the space, and as a buffer against lateness.

I hope you can make it! Tonight’s talks are:

3:15 PM Pacific / 6:15 PM Eastern / 10:15 PM GMT / 12:15 AM CEST – 45 minutes

Fireside chat with Jon Perry: Host Alexei Pepers and Jon Perry will chat about game design and his contributions to UFO 50 such as Planet Zoldath, Party House, and Mini & Max! (Personal note: this is not one to miss. I have been obsessed with Party House, enough to write a gigantic strategy guide for it.)


4 PM Pacific / 7 PM Eastern / 11 PM GMT / 1 AM CEST – 30 minutes

Building Synergy Networks for better Roguelike Deckbuilders, with Ezra Szanton: Roguelike Deckbuilders live or die on the quality of the drafting decisions they present. When a player chooses between 3 cards, what is going through their head? This talk is about how to achieve deep but accessible drafting decisions which result in memorable games that excite players. Synergy Networks are a helpful lens for creating sets of cards that achieve these aims. Modeling the synergies between cards as a network allows us to use ideas from network theory like path length, density and hubs. Digressions will include characteristics of synergies, broad types of synergies useful for brainstorming, and why anti-synergy is just as important as synergy itself. This talk is informed by my work designing Hellscaper and Mr Magpie’s Harmless Card Game, two roguelike deckbuilders.


4:30 PM Pacific / 7:30 PM Eastern / 11:30 PM GMT / 1:30 AM CEST – 45 minutes

Designing for System Suspense, with Alexei Pepers: The host will give a talk which she gave at GCD and had previously been trapped inside the GDC Vault.

Gamefinds: mumble mumble Dungeons of Infinity

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.

Writing about Nintendo fangames is fraught. Not that something might happen to me, the insidious grasp of their legal team doesn’t stretch that far yet, but for the games being written about. Remember AM2R, a fan remake of Metroid II that many believe was superior to Nintendo’s own revision? Then some big sites mentioned it, Nintendo heard about it, and they sent the creator a nastygram demanding they take it down. Set aside the fact that the game can still be readily obtained from numerous other sources; it still dumped a big bucket of freezing cold water on the hard work of its maker, which is hardly a way to treat fans, especially since the company’s prosperity depends on their good will. Nintendo must be really certain those enthusiasts won’t reject them.

About our own blog, I don’t think anyone at Nintendo personally reads Set Side B. I’m sure their well-paid legal staff has plenty better things to do than read an obscure little daily retro/niche/indie blog, even if it’s one that posts articles on their products really often. But it does seem possible that someone at Nintendo might run a spider, an automated program that scans the internet for derivative works related to their products.

Not romhacks, mind you. For some reason Nintendo doesn’t take a lot of interest in romhacks of their work in most cases. But fanwork that uses their IP in one way or other has been known to attract the attention of the legal Warios. That is why AM2R got stomped upon by the Kuribo’s Shoe of Civil Law, and it’s why Zelda Online had to retitle to Graal Online (a project that continues to this day under that name).

I tell you this so you’ll know why I don’t give the full name of the project I’m going to refer solely by the second half of its title: Dungeons of Infinity. Any person looking at the screenshots will be able to easily tell what game it’s referring to, and uses assets from, but web crawlers won’t, or at least I won’t make it any easier for them than the Youtube videos that contain footage of its play. If you figure you want to try it, which I hope you will, if you search for it you’ll probably find it. I’ll help you out by telling you it’s not the board game Dungeons of Infinity, which had a Kickstarter in 2024. Many of the top hits for that phrase will be about that, but not all of them. I trust you’ll be able to tell them apart.

(mumble) is gray here because he’s been cursed! Curses rarely and randomly spring from chests that are opened, and impose some restriction upon play, like making shops sell things for higher prices, or making hearts hurt you instead of heal. Each curse has a randomized lifting requirement.

Most of the things I like about (mumble mumble): Dungeons of Infinity are not related to the game from which it borrows. If they could find some helpful people to make similar graphics in the same style, and changed the name, they might be able to escape danger entirely, but that might require time and effort the creator doesn’t have. Whatever be its trappings, it’s a pretty cool random dungeon exploration game in its own right. It has a pretty active Discord. Its creator mentions there that they’ve recently lost interest in working on the game so its current version, 1.2.1, will probably be its last. It’s still pretty cool as it stands.

So the idea is, like in the other games in the series of, um, The Saga of Fitzgerald’s Wife, is to pilot a green-suited elf kid through dangerous and tricky dungeons and caverns full of monsters and traps, collecting items and uncovering secrets. What’s different is that the game is much more linear than those other games (much like the Four Swords Adventures titles), and the rooms and their arrangements are randomly determined. So… also like the Four Swords Adventures games, although this one is purely for solo play.

The Armos Knights, from The Saga of Fitzgerald’s Wife: A Connection to Previous Times, are much harder than in the original, without their former weaknesses. Arrows don’t seem to even harm them. (EDIT: DoI’s creator reached out and said they are vulnerable to arrows, it’s just the last phase of the fight, when there’s just one left,that it becomes immune.)

If you explore throughly enough you’ll always find a way forward, the game isn’t designed to give you unsolvable situations. But what can change, and quite a lot at that, is the items that you find. Weapons like the Bow, the Hookshot or the Boomerang have to be found, or sometimes bought, if you want to use them. None of these items are required to win, but without certain items, like Sword and Tunic upgrades, or extra Heart Containers, you’ll find the going much more difficult.

There are some pretty tricky secrets in this game. Try to remember all the different ways things could be hidden in the previous game.

In fact, probably the game’s biggest drawback is that it falls prey, a bit, to fangame difficuly malaise. Bosses that in the original game aren’t hugely difficult here are tenacious damage sponges. Everything in the game has been tuned to be that little bit more difficult: you have less health, sources of healing are less common, and enemies take more damage. Due to the nature of difficulty, all of these individual sources of peril multiply together and become much harder than the sum of its parts. And (mumble mumble): Dungeons of Infinity is a permadeath game: if you take too much damage and run out of hearts, the adventure ends, so to keep going you have to start over from the beginning, fighting all the early enemies once again, and building a whole new collection of random items. If you’re not up for a challenge, well, you probably shouldn’t bother downloading it.

Here’s some details that it might be useful to know:

To be frank, the many dark rooms in (mumble mumble) Dungeons of Infinity are probably my least favorite part of it. You don’t get the helpful cone of vision in dark areas here, and lit torches only light up a small area around them. There is an item that can give you a bit more visibility.
  • You have a very limited inventory space. You can only hold five items by default. The bow & its arrows count as separate items too, as do your bombs and any healing items you find. You can find, or (more likely) buy inventory expansions, and there are items that help keep other items from taking up inventory spaces, but you’ll frequently have to make difficult choices for what to keep.
  • On the other hand, items you drop, or don’t have room to collect, don’t disappear. They’ll remain on the ground in the room they were dropped or found in until you come back for them, or else take the downstairs (you don’t get to backtrack to previous floors). If you hold off on collecting hearts when you’re at full health, then when you do take damage, you can come back to pick them up later.
  • Aiding in this, enemies that you defeat never return. It’s possible to clear whole dungeon floors of monsters, making them much safer to explore.
  • In the bottom-right corner of the HUD, there’s a vertical map of all the dungeon levels, which gives you the low-down on where the bosses are. It also marks the location of save points. In the true spirit of permadeath these points are only for taking breaks, not for continually restoring from, but seeing as how the game is fairly long it’s good to take advantage of them, and refresh the mental batteries for a bit before tackling the next leg of the quest.
  • It’s a shame that it’s pretty far into the game, but in the rebel village area on the 6th floor there’s an arcade with a pretty decent remake of arcade classic Berzerk in it, as well as an endless runner version of Pitfall with a recreation of the music from Pitfall II: Lost Caverns! If you get a few rooms into the Berzerk remake, you’ll find another mini-game, within that mini-game. I don’t know how deep this recursive ouroboros of gaming goes, but it’s a very nice touch.
This is a screenshot of the Berzerk remake in the village arcade. I wish this and the Pitfall-inspired endless runner could be played stand-alone!

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!

6 Degrees of Roguelikes to Enjoy

The weekly showcases highlight the many games we check out on the channel. Games shown are either press keys, demos, or from my collection. Reach out if you would like me to look at your game.

0:00 Intro
00:14 Terracards
2:26 Lucky Mayor
4:09 Aetheris
6:22 Rogue Labyrinth
7:57 Alien Frontier
9:14 Zero Sievert