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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0 comments by UltimaRatioRegum on Sep 1st, 2014

In the little bits of time I’ve been able to find to code at the moment, I’ve managed to just about finish off all the different fortress archetypes. There are twelve in total – each nomadic civilization decides on one at worldgen that it will use for their desert encampments, and then each is subsequently generated according to the chosen algorithm. They each also handle rivers going through them in different ways – some loop rivers around them, some have rivers go through them, and there’s a fair bit of code handling the placement of bridges and entrances to ensure that no matter your angle of entering the fortress, and the position of the fortress on/off a river, you can always access the entire thing. Some are large, some are small; most have all their components within the walls, but some have spread out beyond the walls; some are well-defended, some less so. The white %s are placeholders for market stalls which I haven’t yet created the terrain type for, and the large “oval” buildings are barracks, the smaller circular buildings in military districts being buildings where you may find particular NPCs of military value.

Here are some examples. Bear in mind that these images don’t show the changes in height, but rather give you an overall plan of how these areas are laid out. The algorithms shown here are the “Concentric Square”, “Circle Lines”, “Star Fort” and “Cross” variations. They’re tremendous to walk around – even without NPCs (two versions away!) one can already tell what they’ll be like once they’re populated.

Now, for a general update. As regular readers may know, I'm moving towards working on this game full-time for a year, but have to finish my PhD first, which is going well. The first third of it is bordering on submission-ready and I’m now working on the middle third. I’ll be moving house to “start” the full-time development year around the first week of October, give or take, and once I do, we’ll switch back to full and detailed weekly blog updates, regular Facebook/Twitter updates and the rest of it. AND 0.6 WILL BE COMING, as the first step to totally finishing the worldbuilding block within a year of going full-time. Once that officially starts, I might even put up some kind of “one year countdown” on the blog to remind me how many days I have left to finish the worldbuilding. It’s going to be awesome, internet friends. Until next time you can keep up to date on my devblog, Facebook page, or Twitter feed. The devblog is updated weekly on Saturdays (or sometimes Sundays), Facebook a few times a week, and the Twitter roughly daily. Stay tuned... 

Post comment Comments  (90 - 100 of 111)
AFellowStalker Nov 15 2011, 5:45pm says:

Probably missed something, but how modable will this be? Will it be easy to mod?

I really want to make an Avatar: The last airbender mod for some reason.

+1 vote     reply to comment
UltimaRatioRegum Nov 16 2011, 5:20pm replied:

Not sure yet. Probably not going to be easy; it's a very, very low priority for me. We'll see, though :)

+2 votes     reply to comment
AFellowStalker Nov 5 2011, 7:19pm says:

The more I think about the army thing, the more excited I get about it.

+3 votes     reply to comment
UltimaRatioRegum Nov 5 2011, 8:29pm replied:

Cheers :D - it's ultimately a longer term goal, but I want a basic version of independent adventuring, small group adventuring, serving in an army, and army-leading, all in before too long. Then I work on each one, rather than just perfecting one before moving onto the next. Should also give people more to play, since all four will be available in some form from reasonably early on...

+2 votes     reply to comment
AFellowStalker Nov 5 2011, 8:31pm replied:

I just want to be able to stroll into a town and burn **** up with five thousand *** holes following me after I joined the rank of the *** hole army and earned prestige by biting our their leaders eyes and strangling him with my turban like I do to people in DF.

+2 votes     reply to comment
UltimaRatioRegum Nov 5 2011, 8:33pm replied:

That seems... pretty accurate! Though reaching the top of armies by killing those above is going to be interesting. Some creatures will respect the strongest and immediately follow whoever fights their way to the top, while others might be shocked and disgusted by that kind of immorality :)

+2 votes     reply to comment
Bugtrooper Nov 5 2011, 4:28pm says:

Awaiting for release :D

+1 vote     reply to comment
UltimaRatioRegum Nov 5 2011, 7:17pm replied:

Thanks! I'm more concerned about quality than instant release, but I'm definitely looking at some time in the next few months... :)

+2 votes     reply to comment
Threeli Nov 5 2011, 10:08am says:

The term "cooperative adventuring" makes me exude joy. Also, I'll be watching this. Cool stuff.

+2 votes     reply to comment
UltimaRatioRegum Nov 5 2011, 11:31am replied:

Haha, thanks! I'm hoping to get the small-scale adventuring group dynamic working every bit as much as the large-scale military one. It'll probably come earlier, too, since presumably it'll be a heck of a lot easier to get working...

+1 vote     reply to comment
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