A semi-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.

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Blog RSS Feed Report abuse Latest News: Ultima Ratio Regum 0.6 released!

11 comments by UltimaRatioRegum on Dec 13th, 2014

After seven months of development, I am extremely proud to announce the release of Ultima Ratio Regum 0.6!

This release allows you to explore every single settlement you see on the map: every feudal city, hunter-gatherer encampment and nomadic fortress, in addition to the towns and farms dotted through the feudal lands, are free to explore. You can download it here, and read more detail about the release notes below.

This is the sixth of seven planned worldbuilding releases, which will conclude in March with 0.7's creation of the interiors of every single building you see in this release, after which core gameplay will begin with 0.8's NPC generation. Until then, look around the vast world, be sure to ‘l’ook at everything, consult the ‘E’ncyclopedia for information on the planet you’re exploring, and generally get an idea of the scale and complexity of the generated civilizations the game features.

- Explore massive and varied feudal cities (each able to support a population of ~300,000+), each with its own range of districts, architectural styles, and buildings influenced by the political and religious choices of its civilization.

- Discover nomadic fortresses in the desert, enclosed by walls and with an emphasis on strong defence and open-air markets.

- Farms and towns now also generate within the countryside, which in the future will be important stops on your travels, and sources of occasional markets and information.

- Hunter-gatherer civilizations now have settlements, laid out in complex geometric patterns, built from a range of materials, and containing cryptic shrines…

- A huge range of new ‘l’ook graphics for almost everything new in the game, and for a range of items/features/terrains which did not possess graphics in the past.

- Improved world map generation – now includes rare marshland areas, and a significantly overhauled polar biome, now featuring ice as well as snow.

- Introduction of strategic-layer movement around cities, a note on the pricing of city districts, and the unique coinage of each civilization, which will be activated in version 0.9.

- Significant expansion of variety of religion and civilization generation.

- A range of bug-fixes and optimizations on roads, settlement generation, coats of arms, line of sight, generating certain aspects of rivers, and more.
From this point onwards, developing URR will be my full-time occupation for approximately the next twelve months, and I will post in more detail about this next week. Until then, I hope you enjoy exploring this huge world, please report any bugs you might encounter and the crash log (either on this blog post or emailed to mark @ my domain) and here are some screenshots of the kind of variation you’ll find in an average generation.

In the mean time, you can keep up to date on my devlog, Facebook page, or Twitter!

06_1

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06_4

06_2

06_5

06_6

Post comment Comments  (0 - 10 of 121)
Vladiskov
Vladiskov Dec 13 2014, 3:14pm says:

If you ask me, this looks a lot like dwarf fortress's adventure mode XD

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Dec 13 2014, 3:48pm replied:

It is an inspiration, but the two play very differently, and have different objectives - DF is far more simulationist, whilst URR is far more directed and narratological (or, at least, it will be soon!)

+1 vote   reply to comment
Vladiskov
Vladiskov Dec 16 2014, 12:07am replied:

well because for now just looks like a explorative game where you can explore a world and it history o3o... no real gameplay its like a visual novel XD

+1 vote     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Dec 16 2014, 8:05am replied:

That's because it's about 30% through a game of massive scope, and there can't be much gameplay until there's a world to play in!

+1 vote   reply to comment
destroctor51
destroctor51 Nov 1 2014, 11:48am says:

You must know so much about procedural generation =D have you ever written something on the topic, or made something like a tutorial?

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Nov 1 2014, 12:54pm replied:

Thanks! Hmm, I try to give out a bit of information from the updates both here and on my blog, and I'm trying to give more papers on it at conferences. On November the 8th I'm going to be speaking at the "ProcJam" in London on procedural generation, and you should be able to watch along on Twitch or Youtube! Info here, not sure yet where it will be broadcast: Itch.io With that said, I don't think it's likely I'm ever going to do tutorials, I prefer to let people design procedural content in their own way in whatever directions interest them :)

+2 votes   reply to comment
Chalk
Chalk Oct 12 2014, 8:11pm says:

I like the idea, but I'm not a fan of the art style. I feel like this style is extremely overused (especially in roguelikes) and brings nothing to the table except taking the player out of the experience.

0 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Oct 13 2014, 2:55am replied:

Thanks for the honest comment - I don't mean to sound like a braggart, but I think you are being very unfair to "the art style". There is literally no other roguelike (or game) that uses ANSI (or any other kind of graphic!) in any of the ways I do, to procedurally generate artwork, graphics, flags, icons, etc. If you can find me another roguelike that does anything remotely like:

Media.indiedb.com

or

Media.indiedb.com

... then I will agree that it's an "overused" art style! ASCII/ANSI is not a single unified art style any more than "2D" or "3D" could be called single unified art styles, and I am very specifically aiming to push it in directions nobody else has ever done before.

+2 votes   reply to comment
francesco_levati
francesco_levati Sep 1 2014, 2:10pm says:

This is amazing!! this will be a great game, good luck, i will keep an eye on :)

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Sep 1 2014, 3:12pm replied:

Thanks! Things are going to speed up madly in a few months...

+1 vote   reply to comment
Omegakill
Omegakill Sep 3 2014, 9:35am replied:

Any ETA on a demo or download of any kind? Good luck.

+1 vote     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Sep 3 2014, 3:10pm replied:

Thanks! You can always download the latest alpha version here: Ultimaratioregum.co.uk

+1 vote   reply to comment
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Ultima Ratio Regum
Platform
Windows
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UltimaRatioRegum
Engine
Custom Built
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Ultimaratioregum.co.uk
Release Date
TBD
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Roguelike
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Realism
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Single Player
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Latest tweets from @ultimaregum

RT @UoYSociology: York Sociology ranked 1st for Research Excellence ... T.co

9hours 3mins ago

@GridSageGames Ha! Thanks for the heads-up, that is splendid. I think it's the first time there...

Dec 18 2014, 1:59pm

@lamnatos Hmm, I do get your point - I'll think about whether there might be a compromise in there somewhere...

Dec 16 2014, 8:46am

@lamnatos counts as a point of interest might vary across situations!

Dec 16 2014, 8:33am

@lamnatos Ah, noooo, I won't be adding that I'm afraid! Don't want to make it too obvious what you should be looking at, and besides, what

Dec 16 2014, 8:32am

@lamnatos Hmmm, do you mean instead of a)/b)/c) when you're in the 'l'ook function, or something else? I am not a Brogue player!

Dec 16 2014, 8:09am

@lamnatos Ah, crap, sorry about that! Noo, they and other regions will always appear on the world map once they return in the future :)

Dec 16 2014, 8:08am

RT @VideoBrains: Is Sonic shit? Is Mario shit? - asking the important questions at #VideoBrains tonight

Dec 15 2014, 9:40pm

@LogicalDash Very interesting, thanks for getting in touch! Email me at mark @ my domain name, that's by far the best method.

Dec 15 2014, 8:21pm

RT @mtrc: I've written a little postmortem about #PROCJAM - the talks, what I tried to change, and why I think it was good: T.co

Dec 15 2014, 6:52pm

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