You can download the base ToME for free from their site, FYI: https://te4.org/downloadCogemeister wrote: ↑ April 23rd, 2024, 06:04Ah, I’ve also been looking into Tome as it seems super in depth. I didn’t realize caves of qud was still in early access like project zomboid lol.rusty_shackleford wrote: ↑ April 23rd, 2024, 05:15Decent game but I can't recommend giving money to the developers, so just pirate it.Cogemeister wrote: ↑ April 23rd, 2024, 05:09Is Tales of Qud any good? I saw Sseth’s video on it, and also saw how uptight and thin skinned the devs are.
Development also slowed down significantly the further into politics the devs got. It's still unfinished nearly a decade after entering early access.
Do you Roguelike?
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Any of you played this?
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Memories of Lemuria
Memories of Lemuria is a rogue-like game centred on firearms combat, realistic ballistics simulation, gunsmithing and squad tactics. Lead your team through six unique stages, battling soldiers, aliens, monsters and more to defeat the extraterrestrial occultist forces! Collect and build dozens of different fire arms with hundreds of parts, each with unique and realistic effects.


Guns
EquipmentGuns are made up of weapon parts. Each weapon part has unique properties which influence how the gun behaves. A guns component parts can be viewed from the inspect menu. Weapons can be disassembled into their component parts through
the interaction menu. Weapons and their parts can be found in different conditions. Accuracy condition indicates the condition of the parts as it pertains to accuracy of the weapon, for example condition of the bore. Guns with a worse accuracy condition will be less accurate in combat. Function condition indicates the condition of the parts as it pertains to the cycling of the action and jamming. Guns with a worse functional condition will be more prone to jamming. Gun parts can be repaired through the use of weapon part repair kits, which can be found throughout the map and are dropped by enemies. To create a gun from parts, enter the crafting menu by pressing (C).
Skills govern performance when using certain weapon types, including accuracy, recoil control, reloading speed, and equip speed. Skills can be trained by using the associated weapon type. The weapons type is influenced by its parts, and can be viewed by inspecting it. You can see your proficiency with different weapon types by using the skill menu, which is accessed by pressing (Z).
CombatItems including weapons, armour and magazines can be equipped from the inventory (I). Equipped weapons and armour can be viewed and interacted with through the equipment menu (E). Weapons can be equipped to the primary or secondary slots. This allows the player to quickly change weapons during combat, as it costs less AP to switch between primary and secondary weapons than to equip a weapon from the inventory.
You can interact with your held weapon by pressing (Q). Through this menu, you can reload firearms and perform other actions, including changing its current fire mode, i.e. from semi-automatic to fully automatic. The ammunition count of the currently equipped weapon can be seen at the bottom right hand side of the screen.
The player has a limited amount of small, medium and large magazine equipment slots in their magazine load out. To reload a magazine-fed gun, an appropriate magazine must be equipped to the magazine load out, which can be viewed by pressing (R). Magazines can be reloaded by interacting with them. Tip: loading bullets into a magazine can take many turns, it is best to load magazines while outside of combat and outside of squad mode.
- SQUAD MODE -
You can use this mode to attack enemies. You can select enemies to attack either by pressing the space key by left clicking on a target. You can then change which limb is being targeted by pressing the alt key, and attack by pressing the return key. On the bottom left of the screen, you can see how much AP (action points) the player has. Action points represent the remaining amount of time the player has to complete actions within that turn. Since one turn equates to one second, 1 AP = 1/100th of a second. As such, 100 AP = 1 turn. Different actions take different amounts of time, and therefore AP, to complete. You can also move multiple players at once in squad mode by left clicking to select players, and selecting a destination in a seen area by pressing the right mouse button. Press any wait keys and the players will move towards the selected location. In this mode, multiple selected player characters can attack a single enemy by enabling the 'selected players attack' option by pressing [X].
- ATTACK STYLES -
You can change your attack style by pressing (S). The players attack style alters the AP cost of ranged attacks as well as weapon accuracy with firearms. In the 'Precise' attack style, attacks cost additional AP but are more accurate, best suited for longer range engagements. In the 'Close Quarters' attack style, attacks cost less AP but are less accurate. 'Measured' serves as a compromise between the two.

How the game looks using its tileset:

Leviathan description and message log:
What are you playing as? What's interesting about the game?Zothique wrote: ↑ December 18th, 2024, 02:59Currently playing Caves of ******. I hate to say it, but it's quite interesting.
The character creation possibilities are wild. I'm currently playing as one of the prefabs (crow-man with dual revolvers). Still want to try the Templar addon for maximum racism.Dead wrote: ↑ December 18th, 2024, 03:13What are you playing as? What's interesting about the game?Zothique wrote: ↑ December 18th, 2024, 02:59Currently playing Caves of ******. I hate to say it, but it's quite interesting.
If you run out of light sources past dlvl 21 where most areas are dark, you have to walk adjacent to walls without knowing where you want to go. Doing this rarely results in tactically interesting considerations. You don't find the light spell and enough light-producing consumables on some runs; I minimize lantern use at lower dlvls although using it more would make more interesting tactical options.Dead wrote: ↑ December 18th, 2024, 02:56I'm trying a newer version of Infra Arcana. Within two turns, my character moved one square north, then got hit by the leviathan with nine squares of water, pulled toward the energy vortex and paralyzed; the leviathan summoned a water beast after the paralysis wasted my turn.
How the game looks using its tileset:
Leviathan description and message log:► Show Spoiler
Scarcity of items that produce light in one turn is part of resource management that makes each action consequential. An innate character ability that costs many turns to produce light would reduce the pressure to conserve light-producing consumables without obsoleting them. Most areas have many flammable objects. The player character should be able to produce light with them by spending a number of turns.
Hi guys I'm new here. Recently been interested in Roguelikes (IA, Sil-Q, IVAN), I'm not really all that good at them though, au contraire, I suck *** lol.
Anyone played these? How are they?
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This one looks neat, I might try it, thanks.
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Invoker is a bad class. The Occultist-exclusive trait, Sage, is garbage; Sage doesn't do anything for 75-100 turns AND it requires Meditative, a mediocre trait. Invoker runs out of impactful traits to pick after level 10: you get to choose from Electrically Inclined (bad unless you get the good strange devices and rods), Sage, Expert Marksman (trash), Rugged or traits that are generally less relevant. Invoker tends to depend much more on finding specific items like manuscripts of Light and Pestilence than other classes that have class-exclusive, powerful traits.Lich wrote: ↑ December 19th, 2024, 01:09If you run out of light sources past dlvl 21 where most areas are dark, you have to walk adjacent to walls without knowing where you want to go. Doing this rarely results in tactically interesting considerations. You don't find the light spell and enough light-producing consumables on some runs; I minimize lantern use at lower dlvls although using it more would make more interesting tactical options.Dead wrote: ↑ December 18th, 2024, 02:56I'm trying a newer version of Infra Arcana. Within two turns, my character moved one square north, then got hit by the leviathan with nine squares of water, pulled toward the energy vortex and paralyzed; the leviathan summoned a water beast after the paralysis wasted my turn.
How the game looks using its tileset:
Leviathan description and message log:► Show Spoiler
Scarcity of items that produce light in one turn is part of resource management that makes each action consequential. An innate character ability that costs many turns to produce light would reduce the pressure to conserve light-producing consumables without obsoleting them. Most areas have many flammable objects. The player character should be able to produce light with them by spending a number of turns.
Invoker relies on damaging spells to manage enemies but doesn't have consistent ways to regain spirit quickly enough at dlvls 21+. The spells scale poorly in damage. You often need to alternate between casting Darkbolt and using your gun a couple of times to kill a single enemy. The sounds made while doing this attract more enemies. You usually run out of spirit after dealing with two or three such enemies. So if a non-******** enemy sees you, you are ****** if you don't have Haste or Teleport. You are likely still ****** if you cast Teleport. It's ridiculous that this class is so bad at dealing damage when it "specializes in channeling destructive powers" compared to classes like Ghoul or Flagellant that obliterate enemies at higher levels with much less resource requirements.
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Any of you played this?
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Yes. Right now it's a pretty straightforward roguelike.
They fairly recently added some features like faction wars that effect the overland map andeconomy. They also updated some of the skill trees and more are being worked on now. A couple of major new magic systems are supposed to be added in the future.
It's alright, but feels like it still has a way to go before being completed. The main dev communicates regularly and updates are relatively frequent. He also has a youtube channel where he'll post what he's been coding recently.
@rusty_shacklefordAcrux wrote: ↑ December 30th, 2024, 14:06Yes. Right now it's a pretty straightforward roguelike.
They fairly recently added some features like faction wars that effect the overland map andeconomy. They also updated some of the skill trees and more are being worked on now. A couple of major new magic systems are supposed to be added in the future.
It's alright, but feels like it still has a way to go before being completed. The main dev communicates regularly and updates are relatively frequent. He also has a youtube channel where he'll post what he's been coding recently.
- The dev just happened to make an update today on the next plans and a link to the roadmap.
https://doorsoftrithius.com/roadmap/What's Coming in 2025?
We've got some big boy plans, including:
Skill Trees: four new weapons types, and new skill trees for all existing weapons.
New Faction: Magic-wielding cultists along with their dungeons.
Towns Update: New dynamic quests, town layouts, and NPCs.
The roadmap is packed, you should check it out!
For more detail on the coming skill trees, see the latest DevBlog:
Winter Sale & Pricing Update
If you've been holding out, now's your chance. The winter sale is live until January 2nd and this might be the lowest price ever, as we're planning a price increase in 2025 to reflect the expanded content and features.
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https://tangaria.com/
https://tangaria.com/about/
Looks neat, I might give it a go next time I want to play a roguelike.
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Its getting similar to the Survival garbage we seem to be getting on a weekly basis nowadays.
i mean... just play rimworld, its both genres made into perfection almost, doesn't even had the annoying grid-like movement which i personally despise.
These are outside the definition of "roguelike".
If you're referring to Terminus: Zombie Survivors it really shouldn't be pitched or branded as a roguelike, it's a survival game. Survival elements go hand in hand with most roguelikes, but people tend to tag or brand any kind of game with permadeath or survival mechanics as roguelikes these days.vurt wrote: ↑ January 3rd, 2025, 21:44I'm buying them from time to time, i think most of them are overrated as hell, the last one i tried was door of thritius, before that some new zombie one which i think had overwhelmingly positive, it was awful.
Its getting similar to the Survival garbage we seem to be getting on a weekly basis nowadays.
i mean... just play rimworld, its both genres made into perfection almost, doesn't even had the annoying grid-like movement which i personally despise.
Games are often a mix of many things, this leans into both genres, it is branded as "survival roguelike".Tweed wrote: ↑ January 4th, 2025, 05:28If you're referring to Terminus: Zombie Survivors it really shouldn't be pitched or branded as a roguelike, it's a survival game. Survival elements go hand in hand with most roguelikes, but people tend to tag or brand any kind of game with permadeath or survival mechanics as roguelikes these days.vurt wrote: ↑ January 3rd, 2025, 21:44I'm buying them from time to time, i think most of them are overrated as hell, the last one i tried was door of thritius, before that some new zombie one which i think had overwhelmingly positive, it was awful.
Its getting similar to the Survival garbage we seem to be getting on a weekly basis nowadays.
i mean... just play rimworld, its both genres made into perfection almost, doesn't even had the annoying grid-like movement which i personally despise.
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We could stop making games for 20 years and there'd still be more than enough deckbuilding roguelikes to last a lifetime.
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It literally says roguelike on every one of them.
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Tangerine wrote: ↑ January 4th, 2025, 13:53We could stop making games for 20 years and there'd still be more than enough deckbuilding roguelikes to last a lifetime.
Massive majority of "game developers", indies are no different here, don't want to make "their game", they want to make "a game". They don't seemingly care what it is at all.
I refuse to accept that anyone actually sits down and thinks "Hmm, I want to make a dickbuilding roguelike, it's my passion in life"
Very bizarre, quite honestly. I wonder how many are in it just for the social aspect
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pronoun respecterDecline wrote: ↑ January 4th, 2025, 19:54It literally says roguelike on every one of them.


