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A roguelike game inspired by the literature of Jorge Borges, Umberto Eco & Neal Stephenson, and the games Europa Universalis and Dark Souls. URR aims to explore several philosophical and sociological issues that both arose during the sixteenth and seventeenth century (when the game is approximately set), and in the present day, whilst almost being a deep, complex and highly challenging roguelike. It explores questions of philosophical idealism, cryptography, linguistics and the writing and formation of the historical record, and will challenge players to hopefully think in ways and about themes that are rarely touched upon by games.

Post news Report RSS Ultima Ratio Regum 0.7 released!

The last worldbuilding release is out! Thousands of algorithmic buildings, and generation of everything from tables & chairs to altars & sarcophagi.

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After a mere four months of development, I am proud to announce the release of Ultima Ratio Regum 0.7! This release procedurally generates the interiors of every single building in the world – from cathedrals and mansions to slum housing and shops, and everything in-between – and the graphics for a vast range of items and features within those, ranging from ordinary chairs and tables to rare altars and underground sarcophagi.

You can download it here, and read more detail about the release notes below.

This is the last worldbuilding release!
From this point onwards I’ll be pushing onto gameplay, starting with NPCs in 0.8. This release now establishes URR as one of the most detailed procedural worlds ever rendered – and one unparalleled in procedural cultural, aesthetic and religious detail – and marks the end of generating the immense world over which the player’s “quest” will play out.

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Highlights:

- Procedural generation of cathedrals and religious buildings, distinct for each religion but consist across iterations.
- Generation of religious altars, religious reliquaries, and incense holders.
- Crypts now generate beneath graveyards in monarchies, and underneath cathedrals in theocracies.
- City centers how have all interiors generated for embassies, courts, galleries, mercenary guilds and mints.
- Generation of large family mansions in upper-class housing districts, for both dominant and “ascending” noble houses.
- Generation of middle-class housing and lower-class housing, as well as slum housing outside city walls.
- Taverns, arenas, jails and slave quarters spawn in lower-class districts in nations with the appropriate policies (taverns, however, are universal).
- Military hospitals, Officers’ Quarters, Stables, Barracks and Armouries can be explored in feudal military districts.
- Shops and warehouses can be explored in market districts, although they do of course currently lack any items!
- Banks spawn in middle-class districts.
- Parliamentary buildings spawn in city centers of democratic nations.
- Farmhouses can be explored in the farms outside cities and towns.
- All buildings in hunter-gatherer nations now generate – longhouses, chieftain huts, and general houses – although they remain currently sparse.
- In fortresses, the player can now explore barracks, housing, and most importantly the oasis-like citadels at their centers.
- Altars for all religions now generate, aesthetically varied according to the archetypes and beliefs of each religion.
- Cathedrals and lesser religious buildings contain procedurally-generated reliquaries, incense holders, ornate vases, and much more, each distinct to a given religion.
- Everyday items like chairs, tables and beds also generate, with shapes and wood types distinct to each nation.
- Several buildings now contain candle stands which offer external sources of lighting that can be seen, even if the tiles between you and them cannot.
- Crypts are filled with sarcophagi, each with a unique generated image, within which is buried a figure from the world’s history.
- Save files are no longer in a single monolithic file, but now spread out so that no matter how many map grids may have been generated in a given playthrough, saving/loading speed never slows down.
- Various bug fixes, improvements, optimizations, etc, and a whole host of under-the-hood things implemented in preparation for 0.8.

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Guest
Guest - - 689,323 comments

*nosebleed*

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

Agreed!

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drthompson001
drthompson001 - - 67 comments

Sadly will be unable to enjoy for a week but... *squeels with excitement and awe* As always, fantastic work, keep it up! Seriously fantastic concept fro. The get go. Really exciting and fascinating to watching your progress..site.ply outstanding.

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

Hahaha, thanks! Very glad you like it. Let me know what you think once you get a chance to look around the game world!

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Vladiskov
Vladiskov - - 384 comments

i cant wait for the npc and the cheats (?)

Nah just joking (im waiting just for the npc's :D!)

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

They're coming!!

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l30sh00t
l30sh00t - - 5 comments

Beautiful work. There are really no words to express how extraordinaire this game is. Quick question, would you be adding tile sets, or keep the same graphics style? No real preference, just wanted to know.
Good luck and good job. :)

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UltimaRatioRegum Author
UltimaRatioRegum - - 307 comments

Thanks! Nope, no tilesets! I wouldn't have gone to this much effort to create awesome ASCII graphics if I was going to offer a tileset option as well :)

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CYON4D
CYON4D - - 276 comments

I tried to play the new version but got an "list index out of range" error right after I moved my character a few tiles.

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