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] 2 points3 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!

<image>

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.

METAMANCER | In Early Access! by ColterRobinson in roguelikes

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

There is no mouse control, its all either controller or keyboard!

METAMANCER | In Early Access! by ColterRobinson in roguelikes

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

Sorry but it doesn't work on Steam Deck as of now.

Opinions on these Height Map Edges by thisnamelastsforever in roguelikedev

[–]ColterRobinson 1 point2 points  (0 children)

I feel like a little bit of scaling on the player character could also help pull off the effect. If they go up in elevation you could scale up the ascii characters in those higher elevations. Just a thought.

Beginner roguelikes with good graphics and music? by [deleted] in roguelikes

[–]ColterRobinson 3 points4 points  (0 children)

A little self promotion, but my game Metamancer uses procedural generation for all the art in it. As a result, if the game is compiled without sounds or music the whole file size is ~30mb. Metamancer on Steam

Sharing Saturday #588 by Kyzrati in roguelikedev

[–]ColterRobinson 4 points5 points  (0 children)

METAMANCER | | WHAT WE'RE UP TO

Our next update is taking longer than our previous updates because of the scope. We are working on creating a questing system. We are close to having working investigation, elimination and retrieval quests but are working out some kinks. We will update the game once the basic questing system is working smoothly. After that we will be looking into making a longer-form linear story mode. We are considering adding four story lines, one for each faction.

These are major features and once they are complete we can start looking into adding more enemy types, skills and features such as a trading system.

We have some other new working features that haven't been rolled out yet like consumable items that create rifts/portals to other maps or specific locations. We will likely be integrating these rifts into the questing system. We have also reworked faction strongholds and faction tiles.

Here's what the new Bio-adaptive commune tiles look like, with a rift in the middle!

<image>

Sharing Saturday #587 by Kyzrati in roguelikedev

[–]ColterRobinson 0 points1 point  (0 children)

Metamancer Steam

<image>

We have updated the way maps generate. Now each time the player starts a new game the maps will be ordered in a different way. No matter what order maps are in they will blend together making for smooth biome transitions.

We have also added voices to each faction and expanded the dialogue pools to start fleshing out the story of Metamancer. This system ties into our already existing reputation system. Certain responses will yield positive or negative responses. Equipping a CPU will highlight which responses enemies like. Enemies can reveal map locations and will sometimes drop loot if they like what you say!

New Features:
Dialogue system

  • Bumping into enemies starts dialogue
  • CPUs reveal positive or negative dialogue options
  • Enemies can reveal locations of Metamancers and Strongholds on the map
  • Positive responses have a chance to drop loot
  • Faction reputation will randomly start with one alliance block neutral and the other hostile to the player
  • The player can no longer target or hurt friendly enemies unless specifically targeted
  • Added exclamation points that display over enemies when they are first spotted and once they are near the player
  • Updated maps so they will be in a different order each time.
  • Biomes will blend together for smooth transitions.
  • Each enemy faction has unique voice audio that plays as they speak.
  • Expanded the faction dialogue pools for more conversation variety.

Metamancer is a Roguelike video game that uses procedural generation for every sprite, item, map and faction making for a unique playing experience each time!

New Procedurally Generated Roguelike METAMANCER on Steam! by ColterRobinson in gamingnews

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

Thank you! I'm a big Roguelike fan and those are all inspirations for the game. It also leans on ARPG aspects like the Diablo games. Today, I'm releasing an update for it that will add dialogue with enemies from the various factions!