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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Fortresses and Frigates

Fortresses and Frigates

Aug 10, 2014 0 comments

A very brief interim URR update with fortesses, various types of ship, and finishing off upper-class housing districts.

Early August URRpdate

Early August URRpdate

Aug 2, 2014 5 comments

Nomadic desert fortresses, hunter-gatherers, and mysterious standing stones...

Announcing one year of *full-time development!*

Announcing one year of *full-time development!*

Jul 5, 2014 9 comments

It's happening. The hype is real. A year of full-time URR development!

Fortresses!

Fortresses!

Jun 28, 2014 8 comments

The name says it all, really. First glance at nomadic fortresses.

Upper-Class Housing, Banks, and the Panopticon

Upper-Class Housing, Banks, and the Panopticon

Jun 22, 2014 4 comments

Manors and mansions, banks and currencies, and the dreaded Panopticon...

Markets, Farms, Settlements, Towns

Markets, Farms, Settlements, Towns

Jun 15, 2014 2 comments

Procedural generation of market districts, farms are finished, settlement progress, and towns almost complete!

Settlements, Crops and Prisons

Settlements, Crops and Prisons

Jun 8, 2014 2 comments

Some special buildings for city districts, early settlement layout, and some more procedural graphics.

Shops, Housing and Special Buildings

Shops, Housing and Special Buildings

Jun 2, 2014 7 comments

Some more district goodness, some shop signs, lots of screenshots and my conference presentation, for those of you interested!

First look at City Districts

First look at City Districts

May 17, 2014 10 comments

The procedural generation of Ultima Ratio Regum's city districts, starting with lower-class housing.

Keys and Slums

Keys and Slums

May 8, 2014 2 comments

Starting the procedural generation of slums, and generating graphics for keys.

Graveyards and grave generation

Graveyards and grave generation

May 3, 2014 4 comments

The procedural generation of graveyards, and their population with historical figures!

First look at version 0.6

First look at version 0.6

Apr 18, 2014 8 comments

The beginnings of human settlements, starting with farms and feudal towns...

Ultima Ratio Regum v0.5 released!

Ultima Ratio Regum v0.5 released!

Apr 12, 2014 6 comments

Cities, civilizations, histories, settlements, fortresses, noble houses and more!

One week to 0.5 release!

One week to 0.5 release!

Apr 6, 2014 3 comments

Cities, fortresses, settlements, roads, histories, the encyclopedia, noble houses, family trees, and other such goodness.

Procedural History Generation

Procedural History Generation

Mar 30, 2014 4 comments

Generating in-game histories: leaders, settlements, discoveries, disasters, colonies, conflicts and more!

Religions and cults

Religions and cults

Mar 22, 2014 1 comment

Finished 99% of the work on generating in-game religions, and a first look at a cult...

Civilizations, noble houses, and an early 0.5 release?

Civilizations, noble houses, and an early 0.5 release?

Mar 16, 2014 8 comments

In which I generate family trees, finish off details about civilizations, and find myself moving rapidly towards release!

Ultima Ratio Regum city districts!

Ultima Ratio Regum city districts!

Mar 8, 2014 3 comments

Procedural generation of city districts, displaying them, and ordering the districts sensibly.

Families, civilizations, encyclopedias!

Families, civilizations, encyclopedias!

Mar 2, 2014 7 comments

Major development on noble houses, the in-game encyclopedia, and a few other small developments.

UItima Ratio Regum plot, story, and long-term plans!

UItima Ratio Regum plot, story, and long-term plans!

Feb 15, 2014 6 comments

A big entry about the long-term plans of the game, and some questions of the nature of reality.

The Language Problem

The Language Problem

Feb 9, 2014 6 comments

Some ideas for in-game languages in Ultima Ratio Regum.

Procedural Coats of Arms, Part 2

Procedural Coats of Arms, Part 2

Feb 1, 2014 2 comments

The second part of generating procedural coats of arms and house sigils in Ultima Ratio Regum!

Procedural Coats of Arms, Part 1

Procedural Coats of Arms, Part 1

Jan 25, 2014 4 comments

The first part of generating procedural coats of arms and house sigils in Ultima Ratio Regum!

Choosing a homeland (policies)

Choosing a homeland (policies)

Jan 18, 2014 6 comments

A description of how national policies in URR work, and what impact choosing a homeland has on the game.

Cities, towns, and roads!

Cities, towns, and roads!

Jan 11, 2014 4 comments

The early stages of adding civilizations to the URR world map.

Ultima Ratio Regum procedural flag generation

Ultima Ratio Regum procedural flag generation

Jan 4, 2014 8 comments

The first update on the route to URR 0.5 sees some procedural flag generation for different kinds of civilization.

Ultima Ratio Regum v0.4 released!

Ultima Ratio Regum v0.4 released!

Dec 21, 2013 0 comments

After four months of work, v0.4 is released, with traps, limbs, health and more!

One week to 0.4 release!

One week to 0.4 release!

Dec 16, 2013 5 comments

A final item, UI changes, health/limb changes, and one week to release!

URR Healing Items

URR Healing Items

Dec 7, 2013 3 comments

A discussion of the early plans for healing items/mechanics in version 0.4!

Version 0.4 December Update

Version 0.4 December Update

Dec 1, 2013 2 comments

Finishing off throwing, terrain graphics, map exporting and bug hunting.