Ultima Ratio Regum is a middle-ground between roguelikes, RPGs and strategy games. It has no fantasy elements and seeks instead to be closer to a realistic history simulator, and a strategy/4x game which just happens to be in ASCII. Combat is rare and deadly - whilst these mechanics are modeled in detail, exploration, trade and diplomacy factors will have just as much effort put into them.
An update on what exactly 0.3 will include, another procedural graphic, and some information on puzzles.
A first look at some of the artwork in ziggurats, and a procedurally generated creation myth!
In which Ultima Ratio Regum finally starts working on some actual gameplay, beginning with overgrown tropical ziggurats...
Details of the religious icon generation system in Ultima Ratio Regum, and some info about future updates.
A demonstration of the territory generation, and what world maps look like at the start of the game.
The first progress update towards 0.3.x, and some procedural flags.
Bugfixes, resources map, exporting to .png, and a bunch of other smaller additions.
After last Monday's 0.2.0 release, a look at the future of Ultima Ratio Regum.
After four months of hard work, I bring you a new version, complete with two colossal secrets.
A screenshot of the new in-game guidebook, and a release date in the very near future!
Trees are redone to take up multiple squares, and trees and land are shaded according to season and time of day.
In which Ultima Ratio Regum's maps undergo a much needed overhaul, and vast amounts of work are done towards the next release.
Four more of the twelve medieval skill trees - Archery, Stealth, Armor and Survival.
Skill tree mechanics, Medieval-era progress, and a general update.
After 15 months of one-man development, Ultima Ratio Regum's first alpha is live!
On the addition of a host of new options to Ultima Ratio Regum world generation, and impending release!
Two new features in Ultima Ratio Regum - stealth, and 'view types' to see friends/foes, directions, species, etc. Read on!
On the technical options in Ultima Ratio Regum, and accommodation for different computer setups.
A shot of a new kind of creature, and an animation displaying every stage of world generation!
New screenshots of many new features, improvements of old ones, and a general look at the game's development.
In which the old, weird world maps are destroyed, and something far better takes their place.
A look at the snazzy new procedurally-generated terrain features in Ultima Ratio Regum.
Addition of a sidebar to Ultima Ratio Regum; displaying your location, nearby territory, troop force, mercenaries, and other useful stuff...
'Strategy roguelike' Ultima Ratio Regum now comes with polar regions, and all the threats that lurk within...
The introduction of the z axis, and the new importance of height, hills, cliffs, and falling to your death.
A look at a generated Ultima Ratio Regum worldmap; a bit about how it's made; and what comes next.
An overview of the recent changes to Ultima Ratio Regum's worldmap - a massive increase in size, complexity, and variety.
New screenshots, and the ability to have your say on the central focus the alpha will have.
How to gouge a Cyclops's eye; chop off a Hydra's third head; or take off all of a Giant Spider's legs.
Overworld generation - grassland, desert, ruins, camps, swamps, and lurking Hydra...