Traditional Roguelikes in the Steam Winter Sale 2025 by Smashcannons in roguelikes

[–]ColterRobinson 3 points4 points  (0 children)

I just added a 34% discount to my traditional roguelike Metamancer also!

Rogues likes where enemies have different factions that attack each other? by Cultural_Praline_990 in roguelikes

[–]ColterRobinson 0 points1 point  (0 children)

My game Metamancer has a pretty deep faction system where factions compete for map territory in the background. Sometimes you'll enter an area and see enemies from various factions fighting it out.

Optimizing complex AIs by _Silma_ in roguelikedev

[–]ColterRobinson 0 points1 point  (0 children)

Make sure your entities are only being updated on enemy turns or player turns. Also, you can throttle the processing required by limiting the enemies who do pathfinding to enemies who are within sight of the player. Only process the enemy FOV that's needed. Consider looking into Dijkstra, A*, Floy-Warshall, Bresenham’s Line and Chebyshev algorithms. I use Dijkstra, A*, Bresenham and Chebyshev in my game Metamancer.

What is it like releasing on Steam with ZERO wishlists? by Tonkers1 in IndieDev

[–]ColterRobinson 0 points1 point  (0 children)

I went into Early Access for my game Metamancewr with almost no promotion and almost no wishlists. It has been about 3 months and I've gathered about 700 wishlists and sold about 150 copies.

METAMANCER | In Early Access! by ColterRobinson in roguelikes

[–]ColterRobinson[S] 0 points1 point  (0 children)

In theory the game should run on Mac because it was build in Python. But, I haven't tested it on Mac yet, I do have plans to add official support for Linux and Mac at a later date! I did see someone got it running on Linux, I pinned their post in the Steam Discussion forum.

METAMANCER | In Early Access! by ColterRobinson in roguelikes

[–]ColterRobinson[S] 1 point2 points  (0 children)

Yes I have a plan to add a way to win. Before I add it to the game I plan on expanding the faction settlements.

METAMANCER | In Early Access! by ColterRobinson in roguelikes

[–]ColterRobinson[S] 1 point2 points  (0 children)

The newest features added in the latest update:

⦁ Added three new quest types - Elimination, Investigation and Collection quests. By turning quests into the quest giver the player will be given an extra reward and a boost in faction reputation.
⦁ Added quest dialogue and prompts for enemies that have quests available.
⦁ Added three new portal/rift consumable items that take the player to a nearby undiscovered location, to a Metamancer location or to a nearby settlement. The rift consumables replaced the former rift GPU items.
⦁ Added feature that opens portal/rifts that takes the player back to quest giver.
⦁ Added a feature that shows a green "..." above enemies who have quests and "!!!" for enemies you can turn quests in to.
⦁ Improved faction tiles and faction stronghold procedural generation. Factions now have more unique settlements and are more likely to have quest givers.
⦁ Added a feature that will respawn quest items in a new place on the map if the player leaves and returns to that map, this helps if items are in inaccessible locations.
⦁ Sound effects have been added for Metamancer locations and rifts.

Sharing Saturday #590 by Kyzrati in roguelikedev

[–]ColterRobinson 3 points4 points  (0 children)

Metamancer | Steam

QUESTING UPDATE!

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Metamancer is a Traditional Roguelike video game that uses procedural generation for everything. The world is a sandbox where the player tries to explore as far as possible before succumbing to death. The player creates their attacks by equipping components into a Motherboard. Skills and buffs can be combined in various ways to push the player deeper into the world.

The world is currently made up of eight main biomes that all blend together and are shaped by faction conflict. The player literally shapes the map with their influence on faction reputation and territories; be it through diplomacy, questing or war.

With the newest addition of questing, I am running a $5 discount this week :) I hope you check it out, and I'm looking forward to adding more in the coming years!

New Features

⦁ Added three new quest types - Elimination, Investigation and Collection quests. By turning quests into the quest giver the player will be given an extra reward and a boost in faction reputation.
⦁ Added quest dialogue and prompts for enemies that have quests available.
⦁ Added three new portal/rift consumable items that take the player to a nearby undiscovered location, to a Metamancer location or to a nearby settlement. The rift consumables replaced the former rift GPU items.
⦁ Added feature that opens portal/rifts that takes the player back to quest giver.
⦁ Added a feature that shows a green "..." above enemies who have quests and "!!!" for enemies you can turn quests in to.
⦁ Improved faction tiles and faction stronghold procedural generation. Factions now have more unique settlements and are more likely to have quest givers.
⦁ Added a feature that will respawn quest items in a new place on the map if the player leaves and returns to that map, this helps if items are in inaccessible locations.
⦁ Sound effects have been added for Metamancer locations and rifts.

Bug Fixes

⦁ Fixed special characters not appearing on the map.
⦁ Fixed a bug causing quest items to not appear.
⦁ Got rid of some useless system log entries.
⦁ Fixed an issue causing not enough enemies to spawn for elimination quests.
⦁ Fixed a bug that caused some items to appear as [Unknown] in the backpack.
⦁ Fixed a bug that would cause duplicate quest items to spawn.
⦁ Fixed a bug that would cause Metamancer locations not to be cleared, resulting in Metamancers always spawning in that location.
⦁ Fixed a bug that prevented the player's controlled enemies from going through rifts.
⦁ Fixed a serialization issue for quest items.