Ultima Ratio Regum is a middle-ground between roguelikes, RPGs and strategy games. It has no fantasy elements and seeks instead to be closer to a realistic history simulator, and a strategy/4x game which just happens to be in ASCII. Combat is rare and deadly - whilst these mechanics are modeled in detail, exploration, trade and diplomacy factors will have just as much effort put into them.

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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.

Procedural trees and bug fixes

Procedural trees and bug fixes

Nov 16, 2013 2 comments

Procedurally-generated tree graphics, a ton of small fixes, and big improvements to saving/loading.

Terrain optimization and multiple ziggurats

Terrain optimization and multiple ziggurats

Oct 26, 2013 0 comments

In which load times are hacked down, and extra sub-dungeons are added.

Creating Ultima Ratio Regum's languages

Creating Ultima Ratio Regum's languages

Oct 12, 2013 4 comments

How to create a (reasonably) convincing fictional language...

External Lightning and Throwing

External Lightning and Throwing

Sep 28, 2013 7 comments

URR now features multiple lighting sources and the ability to throw objects (especially torches, which light the path ahead).

Procedural graphics, items, external lightning, and bottles of blood.

Procedural graphics, items, external lightning, and bottles of blood.

Sep 14, 2013 2 comments

A huge update about procedural graphics, various items, inventory systems, external lighting, and more.

Procedural Puzzle/Riddle Generation (Part II)

Procedural Puzzle/Riddle Generation (Part II)

Sep 1, 2013 0 comments

A long and detailed retrospective about how the game generates its own puzzles (Part 2 of 2).

Procedural Puzzle/Riddle Generation (Part I)

Procedural Puzzle/Riddle Generation (Part I)

Aug 24, 2013 0 comments

A long and detailed retrospective about how the game generates its own puzzles (Part 1 of 2).

Ultima Ratio Regum v0.3.1 released!

Ultima Ratio Regum v0.3.1 released!

Aug 11, 2013 0 comments

Version 0.3.1 released with over a dozen bugfixes and tweaks. Onwards to 0.4!

Coding in multiple viewing angles

Coding in multiple viewing angles

Aug 10, 2013 0 comments

A discussion of how to prevent the player reading inscriptions and clues through walls!

Ultima Ratio Regum v0.3 RELEASED!

Ultima Ratio Regum v0.3 RELEASED!

Aug 3, 2013 3 comments

After seven months of development, URR 0.3 is released, and brings with it some actual gameplay!

Contiguous maps, load-time reduction, and +50% "actual" play area!

Contiguous maps, load-time reduction, and +50% "actual" play area!

Jul 29, 2013 0 comments

In which I discuss my reasons for separating map grids, the reduction in load times, and the extra gameplay space this generates.