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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Fortresses, Conversations, and Bugfixes

Fortresses, Conversations, and Bugfixes

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Lots of progress on conversations, fortresses, fixing bugs, and other small changes!

NPCs, Playtesting, Speech and Dialects

NPCs, Playtesting, Speech and Dialects

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A massive update as we finally approach the release of 0.8 - lots of bug-fixes, the conversation window, how dialects will work, and more!

The Final AI Update for URR 0.8

The Final AI Update for URR 0.8

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The final major AI update for the new version of URR, now a year in development. Castles, bug-fixes, and more!

Castles and Bugs

Castles and Bugs

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We're within a week of the URR 0.8 interim playtesting release, after a full year's work, and here is a big update on castle AI and NPCs!

The Hopefully Penultimate AI Update for 0.8

The Hopefully Penultimate AI Update for 0.8

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Another AI update with major progress on castles and those who occupy them, other developments, and bug fixes!

The Antepenultimate AI Update for URR 0.8

The Antepenultimate AI Update for URR 0.8

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Another AI update - farmers, innkeeps, monks, and a huge host of bugs fixed!

More AI, of course!

More AI, of course!

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Possibly the penultimate AI update for Ultima Ratio Regum 0.8!

Further AI Progress on Ultima Ratio Regum

Further AI Progress on Ultima Ratio Regum

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Lots of new AI work on mercenaries, guards, servants, and more!

Lots of new AI progress!

Lots of new AI progress!

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Loads of new NPC classes are now behaving properly! Merchants, priests, guards, archivists...

More AI progress!

More AI progress!

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Lots of new AI progress is made in preparation for the biggest release ever!

Scheduling Almost Finished!

Scheduling Almost Finished!

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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

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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

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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

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

Procedural Castle Generation

Procedural Castle Generation

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

Democracy, Castes, Sigils, Bugfixing

Democracy, Castes, Sigils, Bugfixing

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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

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

Making Ideology Physical

Making Ideology Physical

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

Important NPCs V

Important NPCs V

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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

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

Important NPCs III

Important NPCs III

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

Important NPCs II

Important NPCs II

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

Removing the Encyclopedia

Removing the Encyclopedia

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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

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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

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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

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Major further progress on NPC generation and scheduling!

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

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

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

Inside Behaviour, Housing Districts, Prayer Mats

Inside Behaviour, Housing Districts, Prayer Mats

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

Interior NPC Behaviour, Towns, Fortresses

Interior NPC Behaviour, Towns, Fortresses

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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)

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