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

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

2014 Retrospective

2014 Retrospective

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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

News 6 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!

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

A sample bugfix

A sample bugfix

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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

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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!*

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It's happening. The hype is real. A year of full-time URR development!

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).

Barracks, Crypts, Stables, Parliaments

Barracks, Crypts, Stables, Parliaments

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

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!

Choosing a homeland (policies)

Choosing a homeland (policies)

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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

News 4 comments

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

Cities, towns, and roads!

Cities, towns, and roads!

News 4 comments

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

City Centers - a drastic improvement

City Centers - a drastic improvement

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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?

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In which I generate family trees, finish off details about civilizations, and find myself moving rapidly towards release!

Clothing, Characters, Inventory, Faces, Genetics, etc

Clothing, Characters, Inventory, Faces, Genetics, etc

News 6 comments

A massive URRpdate this week on clothing and characters, on genetics, field of view, and lots of other goodness.

Coding in multiple viewing angles

Coding in multiple viewing angles

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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!

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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

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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

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

Crowd Mechanics and Pathfinding (Part 1/2)

Crowd Mechanics and Pathfinding (Part 1/2)

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Big update on pathfinding, handling NPCs, looking at NPCs, moving around the map, crowd mechanics, other goodness!

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...

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.

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...

Development Goals 0.2.1 onwards

Development Goals 0.2.1 onwards

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

Early August URRpdate

Early August URRpdate

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

Early procedural ANSI clothing generation

Early procedural ANSI clothing generation

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Getting started on generating clothing styles for each nation!

End of July Summary

End of July Summary

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

External Lightning and Throwing

External Lightning and Throwing

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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!

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