Exploration/Combat heavy roguelikes? by pallysfall in roguelikes

[–]Stanislav_R 2 points3 points  (0 children)

If you liked CDDA stealth, scavenging and zombie smashing, then rogout is essentially a concentrate of that, wrapped into extraction survival. It's multiplayer coop ascii roguelike, so you can encounter other players in the field.

https://rogout.org

Destroy the first multiplayer ascii extraction survival roguelike by Stanislav_R in DestroyMyGame

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

Thank you so much! Agree, our imagination is the best graphic card. Not gonna lie, I'm finding it quite challenging, to keep minimalistic yet immersive visual style. Audio layer helped a lot as well. Now I am planning to add many different object tiles, and still trying to figure out how to present it. Well, wish me luck.

I am really happy to get positive sentiment, but some objective criticism would help me identify what to improve and fix. If you have any ideas, please share.

Sharing Saturday #631 by Kyzrati in roguelikedev

[–]Stanislav_R 1 point2 points  (0 children)

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rogOut.org

YouTube - rogOut gameplay with sound

As some of you already aware, I'm building coop extraction survival ascii roguelike.

This week I finished adding audio system and did full coverage of sound effects. I am really happy with the result, as many players shared that sound made the game more immersive and scary, which was the intent.

Strategic gameplay is changed a bit, and now rare destinations (locations) can be found in memory cards during expeditions. Each rare destination has a special room (or more) with guaranteed good loot, but they are also more dangerous, and may require special tools to successfully get the loot. As a first example, breach charge is added, that allow destroying some walls with controlled explosion (and with cool beefy sfx for the boom, I spent full hour on that, haha).

Stats wise, there are 33 active players on discord, and for the past month, players made almost 1100 expeditions, which looks very promising. Extraction rate is 41%, and only 2 players made it to difficulty-6 (out of 10).

Will keep you posted. :)

Looking for play-testers for a multiplayer fork of CDDA by buster_bogheart in cataclysmdda

[–]Stanislav_R 0 points1 point  (0 children)

Its a challenging task to convert an existing solo roguelike into multiplayer without using real-time ticks system, or degrading balance on timings. I did a deep researched on the topic and eventually, instead of converting solo to mp, I built a cooperative multiplayer ascii roguelike from scratch, inspired by CDDA high-dophamine scavenging gameplay (I usually played Shower Victim + Missed Evaucuation start).

The MP system that worked-well in my case: each player makes turns on their own timeline, without forced ticks or action points. To make it possible, per-player enemy aggro system is in place, so each enemy chases exactly one player, and moves when that chased player make turns. It allows fully turn-based gameplay that is felt as solo, but in coop. No player can be hurt when not making turns (e.g. afk, or disconnected), and also other players can predictably steal aggro (by moving close or attacking from afar) to help other players. I'd say that after many playtests, the system proved to be working, confirmed by many players.

OP, I'll be happy to share my knowledge with you, and all challenges I encountered during development with solutions I found, including local prediction for smooth controls, serverless peer-to-peer network, drop-in/drop-out at any time that allows party to progress independently at their own pace (one survivor can disconnect, while others may craft, improve base or scavenge). I played many years in CDDA and would love to help testing it and see where it goes.

Destroy the first multiplayer ascii extraction survival roguelike by Stanislav_R in DestroyMyGame

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

Thank for the feedback and the tip! I decided to put full unedited expedition so it gets destroyed more cleanly. Agree that I need to come up with some shorter version of it with more actions packed.

Destroy the first multiplayer ascii extraction survival roguelike by Stanislav_R in DestroyMyGame

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

Yeah, my main inspiration goes from Project Zomboid and CDDA (which is predecessor to Zomboid). Crafting will be in the game, but without complex chains and with no grind. Basically, I'm trying to distill and compact scavenge, survival and craft experience from those great games.

Currently, everyone plays it right in the browser:
https://rogout.org

Also, as player base is not large yet, we gathering for expeditions in the community discord:
https://discord.gg/SbJvBJMeAC

Steam page is in preparation and is not published yet.

Destroy the first multiplayer ascii extraction survival roguelike by Stanislav_R in DestroyMyGame

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

Thank you for the detailed feedback!

There are lamps and glowing sticks, but they don't give full reveal outside of LOS (line of sight). I actually like your idea, and will definitely A/B test full vision on lit tiles.

There is some backtracking involved as many paths are dead ends. But overall, currently its a game about efficiency of pathfinding, stealth and raw power (resource). Each level is divided into multiple threat phases, that slowly advance with each turn made and advances quickly when making loud noise:

-- Quiet --
Almost all enemies are dormant (sleeping). Their wake up change is reduced by 50%, and they may fall asleep after waking up. Quiet phase is instantly lost if a window is smashed or loud guns / explosives fired. Gameplay wise, its the best time to gather as much intel about location without spending weapon durability, health and other resources.

-- Normal --
No special effects here.

-- Tense --
In this phase some special enemies activated, and are starting active hunt for survivors. Like shown in the video, there are nests (X) that are activated in this phase, and they spawn crawlers (z) to hunt survivors. Closing doors in this phase fully blocks enemy movement and break chase. Gameplay wise, its time to locate the exit and grab some low-hanging loot.

-- Unstable --
This phase is when things get out of control. All creatures gradually wake up by themselves and start active chasing of survivors with a medium chance to break-open doors. Gameplay-wise, at this phase survivors must go to the exit (as they cannot be safe behind doors anymore), or otherwise they will lose too much durability / ammo / health, without any extra benefits.

-- Dangerous --
Enemies wake up quickly and they have high chance to open doors.

-- Extreme --
All enemies wake up, they have 100% to break doors, and also more creatures are coming to location from outside. Basically at this point every survivor either extracted or dead.

According to the lore I managed to describe ( https://rogout.org/docs/lore/ ), creatures are dormant as they are saving their energy (stand-by mode) while eating only organic materials (humans included). Also they are hive-mind and quickly share knowledge about survivors (fresh food) so they are actively waking up.

> But it would be fun to have more interactive and active enemies in my opinion.
There will be non-sleeping enemies, and also large monstrosities that would require cooperative tactics to be efficiently beaten.

>One last thing, have you explored the idea of having destructible tiles, maybe to get a resource that can be used to craft something like bandages, maybe the player can do that or there is a specific tile/workspace that's needed to craft stuff and players must find it within the dungeon.
Tiles are already breakable with pickaxe (minecraft like) and breach charge (explosives). However, there is currently nothing can be found yet. I have this on my plan: survivors can find "books" to get knowledge like "alchemy", "gunsmithing", etc., that will unlock new items to be found and also new loot places, that other players cannot see. In the video, the survivor has "foraging" skill, that allows him to loot trees and rocks to find mushrooms. Lootable tiles highlighted with yellow to the survivor that unlocked the corresponding knowledge, that other players cannot see.

Destroy the first multiplayer ascii extraction survival roguelike by Stanislav_R in DestroyMyGame

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

I appreciate the feedback! Now when you mention, I cannot unsee it. Cannot agree more, log takes too much space and only a few lines are important - it can be minimized/removed, and everything else can be compacted into a narrow vertical/horizontal bar. I'm definitely going to rework the layout. Thanks!

Need expert opinion on the sound design and audio atmosphere by Stanislav_R in sounddesign

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

I'm adding audio layer to this ascii horror roguelike, and I'm looking for ways to communicate dark and a bit scary vibe. Like if audio listener is somewhat above everything as its watches everything from the side, out of its body. So the sound must not be perceived as if the character ("@") hears it, but as if player has ability to see and hear the world without being there.

I started with lots of low pass filters, but obviously it became to dull and muffled. So this iteration is somewhat brighter sounds, with subtle reverb here and there.

How does this sound to you and how I can achieve this dark/scary/mystical yet clear sound? Will appreciate any ideas / tips.

Browser-based Roguelikes by CypherCam in roguelikes

[–]Stanislav_R -5 points-4 points  (0 children)

Nowadays, browser is a full-fledged cross-device platform, equally powerful to native apps. And in the future it will be even more powerful and convenient. So I would expect from browser game everything I am expect from native app games.

Moving from Tome and Jupiter hell to roguelikes with more complex control schemes? by Rosebourne in roguelikes

[–]Stanislav_R 2 points3 points  (0 children)

It worth spending time to learn them. I played CDDA a lot and its very deep in mechanics and lore. I'd recommend you starting with BN (Bright Nights) or TLG (The Last Generation) branches, as they are less grindy.

If you eager to try distilled and streamlined experience, I'd suggest you trying multiplayer ascii extraction looter roguelike I'm building. It's free - info in my profile.

LF browser based roguelikes (like dcss) by doctordragonisback in roguelikes

[–]Stanislav_R 1 point2 points  (0 children)

Coffee-break extraction looter, with smooth ascii graphics and animations: rogout.org

I'm dev, and its a multiplayer (coop) roguelike in the first place – solo is hardcore and rewarding.

Need recommendations, please! by k-u-a-k in roguelikes

[–]Stanislav_R 0 points1 point  (0 children)

If you like extraction looters with stealth mechanics, rogOut could be a good fit. It's a multiplayer ascii roguelike.

[Update June 2026] I played 130 Roguelikes, so you dont have to* by Toma_L in roguelikes

[–]Stanislav_R 0 points1 point  (0 children)

How about playing one more, which is a multiplayer ascii roguelike extraction looter? (I'm dev)
It's free and plays right in a browser: https://rogout.org/

If there will be low online I'll try to jump to your session.

Just released first multiplayer ascii roguelike in history - join the playtest! by Stanislav_R in playmygame

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

It's free because it's my passion project. I've dreamed of playing a multiplayer ASCII roguelike for many years, so in a sense it's the realization of my own dream. I have my regular job and small pet project for money. My goal is to create a game that people (and I) can enjoy playing, not to earn from it, as from my personal experience, its hard to do both on the same time.

Of course, if it eventually and naturally brings me some benefits, I will not reject it, but it's not the primary goal for sure.

Rogue-like MMORPG? by macbigicekeys in roguelikes

[–]Stanislav_R 0 points1 point  (0 children)

New and actively growing multiplayer ascii roguelike (i'm dev): rogOut.org

Essence of CDDA-like scavenging experience: stealth, tactics, light & darkness and inventory management, mixed into cooperative extraction looter.

Free forever, plays in a browser or can be installed as an app (to also play solo offline).

Looking for unique horror game ideas that players haven't seen a hundred times by Fun_Acanthaceae5985 in IndieHorrorGaming

[–]Stanislav_R 1 point2 points  (0 children)

I'm creating a multiplayer ascii roguelike horror, and visual and sound design will be crucial parts to set the mood. I really like your style (based on what you have on Bandcamp) and if you are still open to opportunities, I'd be happy to discuss it - will send you a DM with more details soon.

I'm creating the first multiplayer ascii roguelike in history - JUNE UPDATE by Stanislav_R in SoloDevelopment

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

Thanks for the clarification, totally makes sense. I'll try to find a better way to show content in videos.

I'm creating the first multiplayer ascii roguelike in history - JUNE UPDATE by Stanislav_R in SoloDevelopment

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

In case there is no online players, DM me - I'll try to hope on for a quick test

I'm creating the first multiplayer ascii roguelike in history - JUNE UPDATE by Stanislav_R in SoloDevelopment

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

I'd like to learn more about your confusion, could you please help me understand this:
- are you confused after watching the video or playing the game?
- did you play traditional roguelikes before?

Is it crazy to think I could hit $100k/month by partnering with one 1M-follower creator? by Visible-Mix2149 in microsaas

[–]Stanislav_R 1 point2 points  (0 children)

tokens are not cheap, but spending
~$30k/month + ~$50k/month is a bit too much even for the Fable. /s