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Genre: Puzzle, Indie

HyperRogue

HyperRogue 7.3: save the princess, and save the map!

This version adds a new quest, the map editor (the map editor was already there in the last patches, but you can save your maps now), and several other minor improvements.

See more on the blog: http://zenorogue.blogspot.com/2015/08/hyperrogue-73-edit-map-and-save-princess.html

Have fun, and good luck!

HyperRogue 7.2 released!

The highlights are two new lands (Palace and Living Fjord), and the shoot'em up mode can now be played with two players (local coop). Also, keys can be configured in the shmup mode (also for directional movement), and the way of getting to some lands should be clearer now.

See the HyperRogue blog for more details.

Have fun!

HyperRogue 7.1

Version 7.1 of HyperRogue is released!

This version features three new lands: the Ocean where you have to collect ambers from the beach while escaping from nasty birds and tides (which are the first prominent occurence of hyperbolic equidistant curves in HyperRogue) and is also a gateway to other marine adventures, the Whirlpool where movement is allowed only in specific directions, and the Minefield based on a well known computer game.

Also, HyperRogue now has a new main menu which lists all the options, a FAQ written by Fulgur14, and the German translation should come soon. These should make it easier to fully enjoy HyperRogue.

See the screenshots and more details on the HyperRogue blog.

Have fun!

Pirates, rocks, and knives

Ever wanted to know how a game with smooth space and time would work in the hyperbolic plane? Well, I did. But why create a new game when I could just port HyperRogue instead?

The Shoot'em Up mode tries to follow the normal turn-based HyperRogue, but it is not longer turn based, and not longer grid based. Not all features are ported (it would be rather hard to do non-turn-grid-based Living Caves...), and not all of them work exactly the same way (for example, Orbs of Life give you an extra life instead of a friend). Anyway, this is almost a new game :) This is still a bit experimental, so not everything is balanced yet. No achievements yet either, but they should come :)

video: Shoot'em Up mode

http://steamcommunity.com/sharedfiles/filedetails/?id=455055425 Caribbean is a new land, unlocked when you collect 60$$$. The sea is filled with sharks, and islands inhabited by pirates. They take their boats and pursue you...

Islands are horocycles (infinite circles). Great treasures are buried somewhere far from the coast. Luckily, compasses point you towards the center.

http://steamcommunity.com/sharedfiles/filedetails/?id=455056293 Red Rock Valley is another new land, unlocked when you have 60$$$, 10 of which must be Spice. It is a more advanced version of the Desert. Snakes move as fast as you, but they can only move on hexes, not on heptagonal cells. It is possible to kill them with their own tails, which allows you to climb their rocky bodies to get to the treasures.

http://steamcommunity.com/sharedfiles/filedetails/?id=455055708 Crossroads II is an alternate layout of the Crossroads. It is denser and more regular.

Also, Hardcore mode is added, which disables the checkmate rule. No Hardcore achievements are added yet.

See the HyperRogue blog for a detailed changelog!

Also, if you like my games, please vote for Hydra Slayer on Steam Greenlight! http://steamcommunity.com/sharedfiles/filedetails/?id=388713303


HyperRogue 6.6

Some new lands and features are already planned for HyperRogue 7.0, but we need to fix all the remaining issues with HyperRogue 6.x first! :) The new version, HyperRogue 6.6, has the following minor bugfixes:


  • Some bugs related to Mimics (Mirages and Mirror Images) have been fixed: they are now destroyed when they stray too far away, when you teleport, or when they attack an Ivy. (If they were not destroyed in these situations, it could potentially lead to weird behavior.) Also, they no longer change their direction without a reason in the Alchemist Lab.
  • Walls left by killed Vine Beasts are now more visible in the Hive.
  • Shift-clicking on a cell now does nothing if it is impossible to cast a spell from a ranged Orb at the given location.


Also, some technical changes which should not be visible to normal players (unless there are any bugs):

  • I have decided to include the up-to-date source code with HyperRogue. So if you know a bit about programming, and want to know how the new lands in 6.x are implemented, the exact rules, or maybe even create some mods or variants, it is more possible now. Source code is in C++, under GPL. It does not include Steam-specific stuff. When HyperRogue 7.0 comes, the source code for new lands will be included too! :)
  • HyperRogue's log file has been improved a bit. The implementation is much more clean, and it lists achievements gained, and data proving that the scores have been achieved in an official paid version of HyperRogue. This could be potentially used to prevent some forms of cheating by tampering with saved games (although it is possible to cheat anyway, just a bit harder).


Have fun!

HyperRogue 6.5

No new lands or other new big features in this update, but there were several small improvements:

<*> Hyperbugs no longer die on attack. Also, they are more likely to target you if you have collected lots of Royal Jellies. This should make it somewhat harder to achieve very high scores there (I think there is no need to remove any scores, but I can remove your score if you want).
<*> Fire Cultist attack now causes books to burn (not that it matters much...). On the other hand, some orbs are now invulnerable to fire (previously one specific orb did not burn, which was intentional, but it happened in one specific situation, which was misleading).
<*> Sometimes scores were not submitted to the Leaderboards due to connection problems, hopefully it should be more robust now.
<*> The local scoreboard (ESC-t) has been improved: more types of scores can be checked, and you can press 't' to ask for a specific score type easily. Additionally, Miner kills and some Orbs are saved now (they were not saved previously).
<*> Some minor problems with the Euclidean mode have been fixed: Great Walls disappearing when using Orb of Safety on the Crossroads; Orb of Winter graphics; scrolling and rotation (arrows, Page Up, Page Down) are working correctly now.
<*> Using an Orb of Safety in Camelot/Temple no longer causes a crash (it was possible only in the Cheat mode, anyway).
<*> One bug in the Polish translation fixed.

Have fun!

HyperRogue 6.4

HyperRogue 6.4 changes some things about Golems, and introduces several new interface options. Have fun!

<*> Golems (and Knights) now act after enemies, not before them. This has been changed because previously sometimes a move was judged as invalid (i.e., lead to death) even though actually a Golem would kill the responsible enemy first. Additionally, Golems will follow the player again (they just go straight towards the player without any pathfinding, though).

<*> You can now press ESC in the GAME OVER screen to see the circumstances clearly (for example, to take a screenshot of your last epic battle).

<*> For items and monsters, there is a 'high contrast' option which adds a bright border to them. Rather ugly, but effective. You can also press ALT during the game to achieve the same effect.

<*> Since heptagons often give a tactical advantage, there is also an option to display heptagons darker.

<*> Finally, there is an option to require pressing Shift to target the Orbs with ranged powers (Teleport, Trickery, the Mind, and the Dragon).

HyperRogue 6.3

HyperRogue 6.3 brings new Orb types to the new lands (Temple and Camelot). Orb of Dragon allows one to throw fire just like the Cultists, while Orb of Trickery allows the player to place illusions of themselves. Additionally, more monsters now take invisibility/friends/illusions into account.

Also, the Russian translation is ready (and French and German translations are coming). Have fun!

HyperRogue 6.2: circles and horocycles

HyperRogue has been updated with two new lands, Camelot and Temple of Cthulhu! Both are based on circular shapes, contrary to the previous lands, which were bounded by straight lines. Camelot can be found in the Crossroads after finding five Emeralds, and it is a puzzle land where you have to find the center of a circle, while Temple of Cthulhu can be found in R'Lyeh after finding five statues of Cthulhu, and is actually an infinite sequence of infinite circles (horocycles). See the dev blog for the details.

This means that HyperRogue 6.2 has seven more lands than version 5.x, and nine more lands than version 4.x (which was available before HyperRogue was on Steam), which had just eleven lands. Thanks to all the players who have made this possible -- either by posting their ideas and thoughts on the discussion forums, or simply by buying the game -- and have fun exploring all the twenty locations!

Also, if you have not noticed: my other game, Hydra Slayer , is currently on Steam Greenlight. Both games are roguelikes based on mathematical concepts, but in a very different way. If you like HyperRogue and would like to see Hydra Slayer on Steam, consider voting for it! http://steamcommunity.com/sharedfiles/filedetails/?id=388713303

HyperRogue updated with five new lands!

HyperRogue has been updated with five new lands (6.0)! See more features of hyperbolic plane, such as circles, and dense regular patterns of ultraparallel lines. Visit a land where huge armies of bugs of various colors fight battles, and a land full of magical Orbs, where enemies are appropriately powerful too. And most importantly, have fun!

See the HyperRogue blog for details about the new lands.