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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A new speed system!

A new speed system!

Jun 3, 2013 4 comments

Ultima Ratio Regum's speed system changes, yet again, but hopefully for the final time.

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!

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.

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!

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!

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.

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...

Development Goals 0.2.1 onwards

Development Goals 0.2.1 onwards

Dec 1, 2012 0 comments

After last Monday's 0.2.0 release, a look at the future of Ultima Ratio Regum.

End of July Summary

End of July Summary

Jul 28, 2013 2 comments

Procedural languages, more graphics and the development of (and triumph over) The List.

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).

Falling through ice and freezing to death in Ultima Ratio Regum!

Falling through ice and freezing to death in Ultima Ratio Regum!

Dec 10, 2011 2 comments

'Strategy roguelike' Ultima Ratio Regum now comes with polar regions, and all the threats that lurk within...

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.

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.

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...

Fonts, resolutions, Dvorak and fullscreens.

Fonts, resolutions, Dvorak and fullscreens.

May 25, 2012 3 comments

On the technical options in Ultima Ratio Regum, and accommodation for different computer setups.

Fortresses!

Fortresses!

Jun 28, 2014 8 comments

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

Gameplay Locations: Ziggurats

Gameplay Locations: Ziggurats

Feb 5, 2013 0 comments

In which Ultima Ratio Regum finally starts working on some actual gameplay, beginning with overgrown tropical ziggurats...

Generated Artwork and Myth inside Ziggurats

Generated Artwork and Myth inside Ziggurats

Feb 19, 2013 3 comments

A first look at some of the artwork in ziggurats, and a procedurally generated creation myth!

Graveyards and grave generation

Graveyards and grave generation

May 3, 2014 4 comments

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

June Progress Update II: Puzzles and Ziggurats

June Progress Update II: Puzzles and Ziggurats

Jun 27, 2013 0 comments

Final update for June - almost all the content for 0.3 is finished, and shortly moving onto bugs and tweaking.

Keys and Slums

Keys and Slums

May 8, 2014 2 comments

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

Large roguelike creatures and animated world generation

Large roguelike creatures and animated world generation

May 11, 2012 5 comments

A shot of a new kind of creature, and an animation displaying every stage of world generation!

Major Ultima Ratio Regum update - screenshots!

Major Ultima Ratio Regum update - screenshots!

Apr 13, 2012 4 comments

New screenshots of many new features, improvements of old ones, and a general look at the game's development.

Major worldgen improvements (two days to release!)

Major worldgen improvements (two days to release!)

Jul 7, 2012 4 comments

On the addition of a host of new options to Ultima Ratio Regum world generation, and impending release!

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!

Medieval-era skill trees 2/3

Medieval-era skill trees 2/3

Sep 28, 2012 0 comments

Four more of the twelve medieval skill trees - Archery, Stealth, Armor and Survival.

New trees, season changes and day/night changes.

New trees, season changes and day/night changes.

Nov 10, 2012 8 comments

Trees are redone to take up multiple squares, and trees and land are shaded according to season and time of day.

Oases, mountains and volcanoes!

Oases, mountains and volcanoes!

Jan 20, 2012 15 comments

A look at the snazzy new procedurally-generated terrain features in Ultima Ratio Regum.

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!