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NOTE NOTE NOTE: There is a real Wiki now here. This site will only be used for source-code hosting and development.
An experiment at creating a new and fresh roguelike, called Diggr. What makes diggr different: - Diggr attempts to make impossible all forms of scumming. (A first in the roguelike world, I believe. :))
- Diggr is not at all based on AD&D in any way. All game mechanics are invented from scratch, keeping strictly in mind this list of requirements!
- Diggr should play fast. Hours and hours of boring bouts of hacking and slashing are not welcome here!
- Diggr attempts to continue the in the strategic gameplay style of Nethack. (Nethack is the best video game evar.) Like Nethack, diggr should be a complex, evil game with a steep learning curve. Roguelikes that play themselves on autopilot are not fun!
- Diggr should have a sense of humor. Diggr should also avoid common fantasy tropes and cliches.
- Diggr avoids 'flavor' for flavor's sake. All items and monsters should have a different and unique impact on gameplay, and not be just renamed clones of effectively the same monster and item.
- (This one is controversial) Spoilers are fun. A game that needs 'spoilers' is a game that has depth. Diggr should be a game where the mechanics and strategies are not obvious and low-hanging fruit.
See Guide for some more details, and an FAQ. (Also, the alphabet soup and monster field guide.) Like any self-respecting roguelike, Diggr also has a Sufficiently Ridiculous Backstory.
Please do visit the online highscore table and wiki.
I've set up a community site for discussion here: http://diggr.reddit.com Feel free to post complaints, suggestions and flames there. Also, see some screenshots of the game here: Screenshots
See here for information on running the game from source code. I've provided Windows and Linux packages. Macs should be supported, too, but your only option at the moment is running from the source code.
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