As an example of the engine's capabilities, here is a showcase of shooting down explosive projectiles. A couple were shot down close enough to enemies to harm them. Others exploded closer to our party members and took out of the air the projectiles that would otherwise harm them.

A showcase of shooting down explosives. A couple were shot down close enough to enemies to harm them. Others exploded closer to our party members and took out of the air projectiles that would otherwise harm them.

This was a semi-automatic stealthy speedrun of the escape scenario of the sample game that comes with the engine. The enemy gang has a huge numerical and equipment superiority. Our team loots the area on auto-pilot until the first foe is spotted. Then they scout out enemy positions. Then hero 1 draws enemies and unfortunately enemy fire as well, which is when he valiantly shoots down explosives to avoid the worst damage. Then heroine 2 sneaks behind enemy lines to reach the remaining treasure. That accomplished, the captain signals retreat and leaves for the next area (the zoo).


LambdaHack is a Haskell game engine library for ASCII roguelike games of arbitrary theme, size and complexity, with optional tactical squad combat. It's packaged together with a little example dungeon crawler in fantasy setting that can be tried out in the browser. (lambdahack.github.io --- It runs fastest on Chrome. Keyboard commands and savefiles are supported only on recent enough versions of browsers. Mouse should work everywhere.)

To use the engine, you need to specify the content to be procedurally generated. You specify what the game world is made of (entities, their relations, physics and lore) and the engine builds the world and runs it. The library lets you compile a ready-to-play game binary, using either the supplied or a custom-made main loop. Several frontends are available (SDL2 is the default for desktop and there is a JavaScript browser frontend) and many other generic engine components are easily overridden, but the fundamental source of flexibility lies in the strict and type-safe separation of code from the content and of clients (human and AI-controlled) from the server.

Please see the changelog file for recent improvements and the issue tracker for short-term plans. Long term goals include multiplayer tactical squad combat, in-game content creation, auto-balancing and persistent content modification based on player behaviour. Contributions are welcome.

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Allure of the Stars

Allure of the Stars

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Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad game in full 16-color 7-bit ASCII.

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RT @BendotK: I switched my genart stack to haskell/cairo a few days ago. Here's what changed: - Deterministic random generation… T.co

Apr 12 2018

RT @andrevdm: #Haskell roguelike (http://www.andrevdm.com/posts/2018-04-02-haskell-rogue-like.html). I just posted a fairly lengthy series of posts covering the fundamen… T.co

Apr 11 2018

Flying explosives are shot down. Some harm enemies. Others take out of the air the projectiles that would wound fri… T.co

Feb 16 2018

RT @felipepepe: IT IS DONE! After four years of work, the CRPG Book Project is finally finished! A 100% free ebook with 528 pages,… T.co

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trying out explosives and firecrackers in nearby cave, with friends: I.imgur.com #screenshotsaturdayT.co

Jan 20 2018

RT @andrewdoull: Please follow my wellactuallyroguelikes Steam group T.co

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v0.7.1.0 surprises with new sentences of English by @Peritract, Windows installer that automagically shortcuts to d… T.co

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RT @ascifiroguelike: Xenomarine is now available on Steam Early Access - please RT! Store.steampowered.com #indiedev #scifi #roguelike T.co

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v0.7.0.0 is out! Shrewdly tweaked gameplay, new API for game creators, polished codebase for contributors. Allure f… T.co

Dec 9 2017

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