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.

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Scheduling Almost Finished!

Scheduling Almost Finished!

News 2 comments

Another move closer and closer towards the titanic task of all the AI being finished - and also some nice graphics.

Banners and Castles

Banners and Castles

News 4 comments

Banner generation and the upper floors of castles, alongside just a small AI update (although massive work is being done).

Scheduling Progress, Clothing Implementation, Counties, Jails, Harems

Scheduling Progress, Clothing Implementation, Counties, Jails, Harems

News 4 comments

Lots of AI and scheduling improvements, alongside a bunch of snazzy new graphics and generators.

Nomadic Clothing, Tribal Clothing, Class Variation

Nomadic Clothing, Tribal Clothing, Class Variation

News 2 comments

2016's first major URRpdate - finishing off procedural clothing generation in dramatic fashion!

Procedural Castle Generation

Procedural Castle Generation

News 2 comments

Procedural castle generation is finally implemented, and it has turned out extremely well.

Democracy, Castes, Sigils, Bugfixing

Democracy, Castes, Sigils, Bugfixing

News 4 comments

A major change to the governance of democratic in-game nations, further progress on castle generation, a massive update to lesser house sigils, and lots...

New Town detail, lots of bug fixing and improvements

New Town detail, lots of bug fixing and improvements

News 0 comments

Five substantial developments to town and city generation, and a massive wealth of smaller fixes and optimizations.

Making Ideology Physical

Making Ideology Physical

News 10 comments

Major updates to the ideology system, and the physical impacts on the played world of different ideologies...

Important NPCs V

Important NPCs V

News 0 comments

More work on important NPCs (giving them homes, matching them no matter where in the map they are, etc), and major new variation in tows, ad other stuff!

Important NPCs IV

Important NPCs IV

News 4 comments

More work on important NPCs - scheduling, managing, tracking, etc - and some cool maps!

Important NPCs III

Important NPCs III

News 0 comments

NPCs tracked around the world, history and importance of NPCs, delegates for democratic nations, etc!

Important NPCs II

Important NPCs II

News 0 comments

The counting, placing, spawning, and handling of important NPCs continues!

Removing the Encyclopedia

Removing the Encyclopedia

News 4 comments

A major change to URR as we transition from worldbuilding into gameplay - the removal of the Encyclopedia.

Thoughts on "disguise" and "lying" mechanics

Thoughts on "disguise" and "lying" mechanics

News 1 comment

Some ideas for the very near future and the ability to disguise oneself as belonging to a certain culture/religion.

Scheduling, World Travel, NPC Replacement

Scheduling, World Travel, NPC Replacement

News 6 comments

Working on world travel, replacing NPCs, schedules, and what I'm semi-seriously calling "quantum scheduling"...

“Stationary” NPCs – Priests, Guards, Shopkeepers, Jailers, Mercenaries

“Stationary” NPCs – Priests, Guards, Shopkeepers, Jailers, Mercenaries

News 6 comments

Major further progress on NPC generation and scheduling!

Crowds, Slums, Pathfinding, Campfires, Demographics, Priests, etc

Crowds, Slums, Pathfinding, Campfires, Demographics, Priests, etc

News 0 comments

A massive URRpdate with new graphics, NPC systems, mechanics and more.

Inside Behaviour, Housing Districts, Prayer Mats

Inside Behaviour, Housing Districts, Prayer Mats

News 14 comments

Procedural prayer mat generation, more interior NPC behaviour, redone housing district algorithms.

Interior NPC Behaviour, Towns, Fortresses

Interior NPC Behaviour, Towns, Fortresses

News 0 comments

Expanding intelligent NPC pathfinding/decision-making into buildings, and into towns, fortresses, and non-city settlements.

Crowd Mechanics and Pathfinding (Part 2/2)

Crowd Mechanics and Pathfinding (Part 2/2)

News 4 comments

Off-road pathfinding, procedural generation of crowds, NPC demographics, hanging around taverns, admiring gardens, etc...

Crowd Mechanics and Pathfinding (Part 1/2)

Crowd Mechanics and Pathfinding (Part 1/2)

News 6 comments

Big update on pathfinding, handling NPCs, looking at NPCs, moving around the map, crowd mechanics, other goodness!

Clothing, Characters, Inventory, Faces, Genetics, etc

Clothing, Characters, Inventory, Faces, Genetics, etc

News 6 comments

A massive URRpdate this week on clothing and characters, on genetics, field of view, and lots of other goodness.

Procedural Clothing Generation

Procedural Clothing Generation

News 4 comments

A detailed analysis of how URR can procedurally generate ANSI graphics for over a million items of clothing!

Early procedural ANSI clothing generation

Early procedural ANSI clothing generation

News 8 comments

Getting started on generating clothing styles for each nation!

Policies and City Nicknames

Policies and City Nicknames

News 5 comments

A major change to how national ideologies/policies work, and procedurally-generated nicknames for major cities!

Procedural ANSI Face Generation

Procedural ANSI Face Generation

News 5 comments

An overview of the procedural generation system for ANSI faces in URR!

Ultima Ratio Regum 0.7 released!

Ultima Ratio Regum 0.7 released!

News 9 comments

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

Courts and Procedurally-Generated Sarcophagi

Courts and Procedurally-Generated Sarcophagi

News 6 comments

The final URRpdate before 0.7's release: generating tombs, generating courts, hunting bugs.

Mercenaries and Middle-Class Housing

Mercenaries and Middle-Class Housing

News 2 comments

A smaller update this week focusing on generating mercenary guilds and new layouts for middle-class housing districts.

The biggest URRpdate in history?

The biggest URRpdate in history?

News 10 comments

Arenas, mansions, galleries, mints, banks, reliquaries, embassies, khachkars, and more!