Countless adventurers before you have descended this torch-lit staircase, seeking the promised riches below. As you reach the bottom and step into the wide cavern, the doors behind you seal with a powerful magic...
Welcome to the Dungeons of Doom!
Brogue is a single-player strategy game set in the halls of a mysterious and randomly-generated dungeon. The objective is simple enough -- retrieve the fabled Amulet of Yendor from the 26th level -- but the dungeon is riddled with danger. Horrifying creatures and devious, trap-ridden terrain await. Yet it is also riddled with weapons, potions, and artifacts of forgotten power. Survival demands strength and cunning in equal measure as you descend, making the most of what the dungeon gives you. You will make sacrifices, narrow escapes, and maybe even some friends along the way -- but will you be one of the lucky few to return alive?"
This app offers:
Brogue Classic - Brian Walker's original vision and where it all started.
Brogue CE - A community effort that fixes bugs and crashes and focuses on QoL.
Brogue SE - A new variant by yours truly with original items, monsters, and mechanics
"...on the iPad, Brogue is an even more incredible feat than it is on the Mac: there aren’t a lot of roguelikes that can jump from a keyboard to a touch-based interface without coming off worse for wear. It’s every bit as good on the iPad as it is on the Mac." - Cult of Mac
"[...] it manages to make use of its ASCII visuals to create some truly impressive-looking environments [...] it’s high fantasy to the core; filled with kobolds, goblins, wands, spell scrolls, and more." - 148Apps
"It's a bit weird and clunky, but yeah, it's still Brogue" - Roguelike Radio
mais
I’ve been developing a traditional roguelike for several years now, and Brogue has always been my biggest source of inspiration. The changes with SE have really made the game that much better as well.I have some questions and suggestions for you:Can the dpad be moved? I see an option to restore its default position but can’t figure out how to move it.When throwing an item for the first time, the cursor snaps to the nearest target, and seems to require a second tap on the target to confirm the action. It can be tricky to successfully tap the same tile twice, especially on iPhone. Can a confirm button be added near the cancel button for this instead?When navigating menus, can the dpad be used to scroll through the menu (mostly for inventory navigation). Center tap could be used to select or confirm the current cursor position. Any plans to include the rapid variants of brogue?Finally, a suggestion from my own experience. I’ve found that using short swipe gestures for movement control is vastly more comfortable and accurate than dpad or tap to move on smaller screens. ‘Baba Is You’ also uses this control scheme for tile based movement. Also, the app page links to a 404 GitHub page. Otherwise I would add these as suggestions if they are being accepted.
Resposta do desenvolvedor Great suggestions. Thank you. I’ll work them in for the next release. The d-pad can be moved using a two finger gesture, I’ll clarify that too. Thanks again!
I’ve been developing a traditional roguelike for several years now, and Brogue has always been my biggest source of inspiration. The changes with SE have really made the game that much better as well.I have some questions and suggestions for you:Can the dpad be moved? I see an option to restore its default position but can’t figure out how to move it.When throwing an item for the first time, the cursor snaps to the nearest target, and seems to require a second tap on the target to confirm the action. It can be tricky to successfully tap the same tile twice, especially on iPhone. Can a confirm button be added near the cancel button for this instead?When navigating menus, can the dpad be used to scroll through the menu (mostly for inventory navigation). Center tap could be used to select or confirm the current cursor position. Any plans to include the rapid variants of brogue?Finally, a suggestion from my own experience. I’ve found that using short swipe gestures for movement control is vastly more comfortable and accurate than dpad or tap to move on smaller screens. ‘Baba Is You’ also uses this control scheme for tile based movement. Also, the app page links to a 404 GitHub page. Otherwise I would add these as suggestions if they are being accepted.
Great suggestions. Thank you. I’ll work them in for the next release. The d-pad can be moved using a two finger gesture, I’ll clarify that too. Thanks again!
This is it. Why else are there so many people raving on and on about a game that seems so boring when you look at the screenshots? That's a good question. Because they've likely been playing this game loyally for years...and will continue to do so. Like me. So if you want to explore an antiquated, turn-based, emotionally fraught, chess-like, engaging, perfectly beautiful, endlessly confounding, old-school / new-school, refreshingly exciting....yeah, enough said.... I can say nothing more to change your mind.You're either gonna download, or you won't. God help you and yours....
This is it. Why else are there so many people raving on and on about a game that seems so boring when you look at the screenshots? That's a good question. Because they've likely been playing this game loyally for years...and will continue to do so. Like me. So if you want to explore an antiquated, turn-based, emotionally fraught, chess-like, engaging, perfectly beautiful, endlessly confounding, old-school / new-school, refreshingly exciting....yeah, enough said.... I can say nothing more to change your mind.You're either gonna download, or you won't. God help you and yours....
I’m not gonna say anything anyone else hasn’t already said, so I won’t. My only complaint is that the “suspend game” feature currently doesn’t work, so fixing that would pretty much make the game perfect in my mind.
I’m not gonna say anything anyone else hasn’t already said, so I won’t. My only complaint is that the “suspend game” feature currently doesn’t work, so fixing that would pretty much make the game perfect in my mind.
Edit: since the latest update I have been unable to throw items which rendered the game unplayable.*****At the first glance, this game doesn't seem like much but oh boy don't judge the book by cover here! This game is a lot of fun and extremely addictive. A must-have for dungeon crawl fans. My biggest complaint is sometimes it doesn't delete a game when I die so whenever I go to "open game" it's listed but doesn't load when I click on it. I'd like to be able to delete those games. Despite this, I'm giving the game full 5 stars cuz it's so awesome!
Resposta do desenvolvedor Sorry about that. An update should be available shortly (1.3.3) that fixes this issue. In the interim double tapping the throw button works consistently. Thanks for playing and reviewing!
Edit: since the latest update I have been unable to throw items which rendered the game unplayable.*****At the first glance, this game doesn't seem like much but oh boy don't judge the book by cover here! This game is a lot of fun and extremely addictive. A must-have for dungeon crawl fans. My biggest complaint is sometimes it doesn't delete a game when I die so whenever I go to "open game" it's listed but doesn't load when I click on it. I'd like to be able to delete those games. Despite this, I'm giving the game full 5 stars cuz it's so awesome!
Sorry about that. An update should be available shortly (1.3.3) that fixes this issue. In the interim double tapping the throw button works consistently. Thanks for playing and reviewing!
* Swipe to move
* Direction arrows for inventory selection
1.7.10 há 3 dias
* Rest with one ear open: resting now wakes you the instant you hear a hostile creature closing in — but only once per creature, so pressing on is a gamble.
* Distant fighting no longer jolts you awake every turn, and sound carries more distinctly through closed doors.
* Curses sharpened: cursed runics now start at a clean +0 (no penalty tax), and purifying cursed armor costs one fewer scroll.
* Smoother pinch-zoom camera on iPhone, plus quieter empty-bottle captures
* Fixes issue where vault items might include a negative enchantment
1.7.9 29 de ago.
* Keyboard labels are back and mapped to your layout of choice.
* Fixes explosion immunity timing.
1.7.8 19 de jul.
* Mud and bog slow you down — Slogging through the mire now costs extra movement, for you and monsters alike. Fighting is unaffected — you can swing at full speed, you just can't maneuver — and anything flying or levitating floats over it. Lure fast enemies in, but mind that you're slowed there too. A fleeing bog monster loses its home-turf advantage in the mire.
* Poison, at a glance — Poisoned creatures — you included — now show a sickly green tint and a pulsing skull, so you can read the affliction across the room.
* Traps hint at their surroundings — Confusion traps now sometimes sit amid a soft patch of glowing fungus, joining fire-traps-in-grass and caustic-traps-in-bones.
* A color-coded star bursts over you the moment a passive item event lands, and its log line shares the color so you learn the cue: gold for something identified, red for a curse revealed on equip, green for a cursed runic purified, cyan for a spent staff or charm coming back to life.
Fixes:
* High-end protection works again — Protection charms and staffs above +18 no longer overflow and behave erratically.
* Beached sea monsters let go — A kraken or eel knocked onto dry land now releases its grip and stops attacking instead of pinning you from the shore
* Bloodwort clouds soothe faster — Standing in a bloodwort healing cloud now drains soft afflictions twice as fast (it never fully cures them — the cloud fades quickly).
* Altars of Divination, reliable — The divination room now always places all four altars, the altar reveals hidden runics exactly like a scroll of identify, and frost-shoved creatures slide along their path instead of teleporting.
1.7.7 15 de jul.
Brogue SE
• Divination shrines now always offer all four altars, and — like a scroll of identify — reveal a weapon or armor's runic.
• Frozen creatures now animate their slide across the floor when shoved instead of teleporting.
• Bloodwort's healing vapors clear (most) ailments twice as fast.
• Fixed krakens and eels attacking while beached out of water.
• Fixed protection charms and staffs above +18 losing their shield.
iPhone
• Description and info panels are now fully opaque when zoomed, for cleaner reading.
• Fixed the on-screen magnifier occasionally showing the wrong rows.
1.7.6 10 de jul.
iOS additions:
* Options now has a zoom scaling stepper for menus. By default it's set at 1.3x. This should improve readability and taps.
All platforms:
* Hand off. Have a good game going on your phone but want get comfortable on a bigger screen? Hand off to your iPad or Mac. Good game going on your Mac but need to run? Hand off to your phone and continue the adventure.
-- Previous update
Continuing with our Alphabet(a) theme - "C is for Curses", this release turns cursed gear from a dead end into a decision — a cursed runic now pairs a real, always-on power with its bite — and adds a shrine that will identify your pack, if you dare wake what guards it. Here's what's new:
Cursed Runics, Reworked
* A curse is a bargain, not a trap — A cursed runic now grants a genuine, always-on power alongside its drawback, welded to you until you deal with it. Every downside has a counter you can lean into, so keeping a cursed item can be the smart play.
* Two ways to break the weld — Pour enchant scrolls in to the purify threshold and the drawback burns away while the power stays (weapons at +6, armor at +4); or read remove-curse to pry it off early, drawback and all.
* Maddening, reckless, and clumsy blades — Delirium confounds what you strike but leaves you hallucinating; Recklessness trades the damage you take for the damage you deal; a Clumsy blade fumbles and stuns you — until you purify it into a true executioner's blade.
* Anchor, Smoky, and Acrophobia armor — Anchor steels your defense but drags your step (purify to stand immovable); Smoky armor wraps you in concealing haze at the cost of your own sight (purify for a quiet stealth aura); Acrophobia makes you fearless of pits but dizzy at their edge.
Altars of Divination
* Reveal your unknowns — A new shrine replaces the Altar of Insight, watched over by a looming statue, fully identifies any unidentified item you set on one of its altars — and the first one is always safe.
* Press your luck — Each further item you reveal risks waking the statue's guardian, and the greedier you get the deadlier it is: Take what you dare.
Cleaner Distractions
* Thrown lures buy real time — A monster that goes to investigate a thrown item now lingers over it for a few turns before losing interest, opening a genuine window to slip past.
Quality of Life
* Fire no longer rattles you — Catching fire used to throw you into a brief panic; now that disorientation strikes only monsters. It still burns — but your wits, and your next move, stay yours.
* Study a scroll even while hunted — Sitting down to a meal always lets you puzzle out an unidentified scroll now, even with something on your trail; the old "only when nothing's hunting you" restriction is gone
This release also includes iOS changes:
* Have you ever carefully selected a route to travel only to be interrupted by spotting a rat? A new shortcut lets you continue your journey without plotting the path all over again. By default it's now in the center of the d-pad. When you have no path it acts as a Wait/Rest instead.
* Feeling boxed in? When zoomed in the dungeon is no longer confined to 2/3rds screen. This view now blends into other UI elements giving you better vision.
* d-pad gets out of the way when you're scrubbing through items in the sidebar. Find something you want to engage in, lift your finger for the description. Bonus: Use the new continue route button to run over and engage!
1.7.5 7 de jul.
Continuing with our Alphabet(a) theme - "C is for Curses", this release turns cursed gear from a dead end into a decision — a cursed runic now pairs a real, always-on power with its bite — and adds a shrine that will identify your pack, if you dare wake what guards it. Here's what's new:
Cursed Runics, Reworked
* A curse is a bargain, not a trap — A cursed runic now grants a genuine, always-on power alongside its drawback, welded to you until you deal with it. Every downside has a counter you can lean into, so keeping a cursed item can be the smart play.
* Two ways to break the weld — Pour enchant scrolls in to the purify threshold and the drawback burns away while the power stays (weapons at +6, armor at +4); or read remove-curse to pry it off early, drawback and all.
* Maddening, reckless, and clumsy blades — Delirium confounds what you strike but leaves you hallucinating; Recklessness trades the damage you take for the damage you deal; a Clumsy blade fumbles and stuns you — until you purify it into a true executioner's blade.
* Anchor, Smoky, and Acrophobia armor — Anchor steels your defense but drags your step (purify to stand immovable); Smoky armor wraps you in concealing haze at the cost of your own sight (purify for a quiet stealth aura); Acrophobia makes you fearless of pits but dizzy at their edge.
Altars of Divination
* Reveal your unknowns — A new shrine replaces the Altar of Insight, watched over by a looming statue, fully identifies any unidentified item you set on one of its altars — and the first one is always safe.
* Press your luck — Each further item you reveal risks waking the statue's guardian, and the greedier you get the deadlier it is: Take what you dare.
Cleaner Distractions
* Thrown lures buy real time — A monster that goes to investigate a thrown item now lingers over it for a few turns before losing interest, opening a genuine window to slip past.
Quality of Life
* Fire no longer rattles you — Catching fire used to throw you into a brief panic; now that disorientation strikes only monsters. It still burns — but your wits, and your next move, stay yours.
* Study a scroll even while hunted — Sitting down to a meal always lets you puzzle out an unidentified scroll now, even with something on your trail; the old "only when nothing's hunting you" restriction is gone
This release also includes iOS changes:
* Have you ever carefully selected a route to travel only to be interrupted by spotting a rat? A new shortcut lets you continue your journey without plotting the path all over again. By default it's now in the center of the d-pad. When you have no path it acts as a Wait/Rest instead.
* Feeling boxed in? When zoomed in the dungeon is no longer confined to 2/3rds screen. This view now blends into other UI elements giving you better vision.
* d-pad gets out of the way when you're scrubbing through items in the sidebar. Find something you want to engage in, lift your finger for the description. Bonus: Use the new continue route button to run over and engage!
1.7.4 7 de jul.
Release 0.11.0, "B is for Balance", retunes the arsenal: heavy weapons, staffs, and rings all carry sharper trade-offs and clearer status tells let you read the fight at a glance. Here's what's new:
Balance Pass
* Broadsword & war axe, soft-capped — The two late-game staples no longer scale forever: enchanting pays full value only through +10, and each point beyond returns about a quarter of its old kick. Still top-tier, no longer an automatic win.
* War pike, slowed — The pike's strength was always its throughput — reach-2 and a thrust that pierces a whole line — so it now takes twice as long to recover after each attack. Trade tempo for that reach
* Flail, less of a lawnmower — The flail's signature hits on enemies you sweep past while moving now land for half damage, so wading through a crowd isn't free
* Bare-knuckle scaling — Unarmed attacks now grow with your strength, so being cornered by a horde of acid mounds isn't hopeless.
* Staffs come into their own — Lightning and firebolt get a real power bump once enchanted to +5 and beyond, rewarding committing to a single staff or a hybrid heavy weapon and stave approach
* Ring of Transference, reworked — It now drains life from whatever you strike and bleeds a share of your own harmful afflictions onto the target — turning your suffering against your enemy
Smoke & Terrain
* Where there's fire, there's smoke — Burning terrain now breathes a vision-obscuring haze that drifts and thins over time, so a blaze can blind as much as it burns
* Traps suit their surroundings — Fire traps nestle in dry grass, caustic traps among scattered bones — the dungeon hints at what's waiting
* Douse the burning — Fiery creatures are snuffed out by water or frost, so the right element can put out a walking bonfire
Tells & Legibility
* Read the battlefield — A small glyph now blinks over any creature (and you) that's confused, burning, stunned, protected, hasted, or healing, so you can size up the situation
* Clairvoyance reads the floor — On arriving at a new depth, a worn Ring of Clairvoyance senses whether items on the level are helpful or harmful — as many as the ring's enchant level (formerly a lesser Ring of Awareness perk)
* A sharper ear — The noise system is clearer: a pack raises a rallying cry when one of them rouses the others, submerged creatures fall silent, and close threats are easier to hear
1.7.3 30 de jun.
Be sure to check out what's new in Brogue SE in the app!
New in SE this release:
* Subdued color for the player noise ripple.
* Minor terrain generation changes.
Fixes for SE:
* Brought back missing autopilot in the Menu.
* Adjusted Lone Wolf curve and added level indicator.
* Submerged creatures are less noisy in the lower levels of the dungeon.
* Submerged creatures never indicate that they've lost your trail (which they always do when you step out of water).
General Fixes:
* Swipe up on the home indicator now less likely to send your character running across the dungeon.
1.7.2 27 de jun.
* Keyboard and mouse updates for iPad + Magic Keyboard
* Noise generation animations at the end of fast traveling (explore, touch, mouse) now trigger correctly.
1.7.1 23 de jun.
SE Changes:
* Make noise, get noticed — Footsteps, fighting, and the terrain you cross all send sound rippling through the dungeon. It bends around corners and muffles through closed doors, so unseen monsters can now hear you coming and slip away to investigate the racket.
* Every weapon has a voice — A dagger is nearly silent; a war hammer is a clamor. Light armor and wading keep you quiet, while heavy armor and crunching over rubble give you away.
* Hear what you can't see — When something stirs off-screen, a ripple shows roughly where it was, and a \"?\" marks a creature that heard you and is closing in. Stay still and it may pass; bolt and you'll draw a crowd.
* A louder world — Traps click, reward-room cages slam and machinery grinds, stone guardians boom with every step, and an alarm trap's shriek now echoes across the entire floor.
* Throw to distract — Hurl an item to lure investigating monsters to where it lands. The catch: the distraction is consumed when they arrive, so every diversion costs you the item.
* The Ring of Awareness now hears, too — Once just a sense for traps, secret doors, and hidden levers, it now also sharpens your ears: you catch unseen creatures stirring nearby, and the more powerful the ring, the farther off — and more reliably — you hear them. (Cursed rings dull your hearing instead.)
* Refined identification — Detect magic and resting now surface the items you still haven't figured out first before fully identifying ones you already know polarity, and a worn Ring of Wisdom learns your armor and rings faster.
Checkout the release notes on the SE title page for more details!
General application QoL across all version:
* Re-zap your last staff — Press "A" (modern keyboard layout) or set it to a quick action button to re-apply the staff you used last, mirroring re-throw.
* OS-proof saves — If iOS kills the app while it's in the background, your run reloads right where you left off.
1.7.0 23 de jun.
* Brogue SE — An experimental fork of BrogueCE with original items, monsters, and mechanics
1.6.1 18 de jun.
Fixes:
* Double tap to throw
* Missing ESC in Classic Brogue when throwing an item
New:
* Modern keyboard layout option for Magic Keyboards (and external). Available in the '?' menu
1.6.0 18 de jun.
* Added CE leader boards
Fixes:
* Re-throw is now available in Classic
* Graphics mode is saved between sessions
1.5.3 11 de jun.
* Pinch to zoom (iPhone)
* Two finger tap to quickly zoom out to see the map, repeat to zoom back in.
* Load Game and View Recording now work (CE)
* High scores are now recorded and shown. (CE)
* Lifetime game stats now track your runs (totals, streaks, best results). (CE)
* Rings now display correctly instead of as a plain circle. (CE)
* Fixed letters getting clipped at the bottom of the cells on iPhone (eg. j, [).
* New title-screen Options menu (gear, lower-left): turn haptics on/off, switch the magnifier to the right side for left-handed play, and reset the controls' position.
* The on-screen controls now remember where you move them, even after closing menus or relaunching.
* New "re-throw at last monster" shortcut you can assign to a button. (CE)
* Throwing is easier to aim — the Esc button moves out of the way and the touch magnifier now helps you aim.
* New haptic feedback — a light tap when you take damage, stronger when you're badly hurt, and a strong buzz on death.
* Easier-to-tap bottom buttons (iPhone) — Explore, Rest, Search, Menu, and Inventory are far less fiddly, with fewer accidental map taps
* Play in both landscape orientations (iPhone)
* Single-tap Explore (BrogueCE) — works on the first tap now to match Classic
* Magnifier hides the d-pad when active
* Re-throw acts like throw when conditions to re-throw are not met.
1.5.2 9 de jun.
iPhone Updates:
* Added shortcut buttons on island/notch devices. Long press to change the key bind.
* Added shortcut to center of d-pad. Long press to change the key bind.
- Thanks to silentrocco for the control feedback
* Save and replay file management
* Fixed crash when using Aggravate Monsters scroll
* Support for Brogue Community Edition
1.5.0 5 de jun.
* iPhone support.
* iPhone: Allow Menu/Inventory touch -> drag -> highlight follow -> release to select highlighted item.
* Home indicator is less intrusive and gestures are deferred
* Explore button tap no longer misfiring
1.4.1 2 de jun.
* Updated keyboard handling
* Fixed leaderboards
1.4.0 1 de jun.
Fixes touch events.
Home indicator on iPad Pro models no longer gets in the way.
1.3.4 04/03/2020
* Fixes 'Throw' item not always registering (and requiring a double tap).
1.3.3 13/10/2018
* Draggable directional controls.
* Better text input.
* Updated fonts/glyphs.
1.3.2 09/10/2018
Core Brogue 1.7.5!
Fixes:
* Game Center not launching.
* Seed button not responding.
* iOS 9 crashing on launch.
1.3.1 01/10/2018
* Updating to core Brogue version 1.7.5
* Performance Updates
1.3.0 27/09/2018
* Increases font size for the old and young alike.
1.2.4 24/09/2016
* Updated for iOS 10 unicode missing glyphs.
* Fixed bug where dismissing directional controls would cause a sticky key issue making impossible to move the character.
* Fixed external keyboard 'enter' key not working as intended.
* Keyboard detection still needs some work. First launch may mistakenly detect a keyboard. Terminating the application and running again will remove keyboard highlighting in the menus.
1.2.3 17/09/2016
* Swipe to move
* Direction arrows for inventory selection
mais
Versão 1.7.10 há 3 dias
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