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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0.7's procedural graphics, and a mysterious altar

0.7's procedural graphics, and a mysterious altar

Jan 11, 2015 6 comments

First URRpdate of 2015! Loads of graphic generation, some aesthetic consistency, and a mysterious altar.

2014 Retrospective

2014 Retrospective

Dec 27, 2014 6 comments

A retrospective of URR in 2014, and some thoughts about what's happening in 2015!

A full URR city, procedurally generated, population ~300,000

A full URR city, procedurally generated, population ~300,000

Dec 4, 2014 5 comments

Info on the upcoming URR cities and what other updates and releases are approaching in the next month!

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.

A sample bugfix

A sample bugfix

Nov 29, 2014 1 comment

A set date for 0.6 release (finally!) and a glimpse into bugfixing practice...

Altars, Vases, Churches, Houses, Taverns, Cathedrals

Altars, Vases, Churches, Houses, Taverns, Cathedrals

Feb 7, 2015 2 comments

A massive update for procedural generation of building interiors, religious altars, and various decorations!

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!

Barracks, Crypts, Stables, Parliaments

Barracks, Crypts, Stables, Parliaments

Feb 22, 2015 4 comments

The procedural generation of crypts, military barracks, military stables, and even parliamentary buildings!

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.

Church Interiors, Heresies, and GONGS

Church Interiors, Heresies, and GONGS

Jan 24, 2015 4 comments

The procedural generation of religious buildings, heretical notions and factional doctrines, and GONGS.

Cities, towns, and roads!

Cities, towns, and roads!

Jan 11, 2014 4 comments

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

City Centers - a drastic improvement

City Centers - a drastic improvement

Oct 26, 2014 4 comments

City Centers are now looking great, and filled with embassies, courts, guilds, gardens, slave markets, parliaments, mints, cathedrals...

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.

Courts and Procedurally-Generated Sarcophagi

Courts and Procedurally-Generated Sarcophagi

Apr 5, 2015 6 comments

The final URRpdate before 0.7's release: generating tombs, generating courts, hunting bugs.

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.

Early August URRpdate

Early August URRpdate

Aug 2, 2014 5 comments

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

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.

Finished Cathedrals, Finished Altars, Planning Crypts

Finished Cathedrals, Finished Altars, Planning Crypts

Feb 14, 2015 4 comments

Procedural generation of 20,000,000+ religious buildings; procedural graphics for religious altars; planning out underground crypts!

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.

Fortress Citadels, Jails, Mansions, Candles, Barrels

Fortress Citadels, Jails, Mansions, Candles, Barrels

Mar 8, 2015 4 comments

Fortress citadels, procedural jail & mansion generation, new graphics, and an invite to this year's Roguelike Conference!

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.

Fortresses finished!

Fortresses finished!

Sep 1, 2014 2 comments

All the fortress generation algorithms are finished, and looking rather snazzy.