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.
After 15 months of one-man development, Ultima Ratio Regum's first alpha is live!
Posted by UltimaRatioRegum on Jul 9th, 2012
The time has come. A year and three months of work has come to fruition (at least, in its first alpha version) today.
Alpha 0.1.0 can now be downloaded HERE! (In fact, 0.1.1, now, and 0.1.2 is coming Tuesday evening)
After a lot of bug hunting, there are very few remaining, and even fewer that actually cause a full crash rather than just the game functioning peculiarly. If it crashes, please email me at mark at this domain (or post in comments) with the bug info; I’d like to get a few fixes out pretty quickly.
In the mean time, be sure to check out everything; world generation, saving maps; be sure to use the ‘Look’ function (‘L’) to examine everything, as there’s a fair bit of detail. You can equip, drop, pickup, wander around the world, go climbing, swimming, and encounter a bunch of foul creatures. If you die and restart, there may be a bug or two there, so you might want to just reload the program in that case. Also, trying to close the program while you’re in the early menus is a bit buggy; you need to have a world generated, or choose the ‘Quit’ option in the main menu to exit. The ‘contributors’ list on the acknowledgements page lists those who have donated (some other reward may come later, apart from acknowledgement and my eternal gratitude; who knows?!); the guidebook page will soon be expanded to a full game manual, but for now just lists keys; chunks of the map load and save, but you cannot yet save a full character; wolves appear in packs, while Cyclopes/Dragons will be on their own, or export the map and see what worlds you can generate…
Anyway, enough rambling.
Enjoy; there’s far more info on the download page about the current features. I hope, for a first alpha, it’s not half bad – do let me know what you think. You can read more on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly on Mondays, Facebook a few times a week, and the Twitter roughly daily. If you find a bug, let me know!