The only thing growing exponentially in genAI is energy consumption and the volume of executive bullshit ahead of the next funding round.
06.02.2026 17:26 β π 6 π 1 π¬ 0 π 0@epyoncf.bsky.social
Professional roguelike and engine programmer. Indiepocalypse survivor. Founder of ChaosForge. Author of Jupiter Hell, DoomRL, DiabloRL and AliensRL!
The only thing growing exponentially in genAI is energy consumption and the volume of executive bullshit ahead of the next funding round.
06.02.2026 17:26 β π 6 π 1 π¬ 0 π 0Awww! <3
05.02.2026 13:29 β π 2 π 0 π¬ 0 π 0I am so honoured to officially host this week's #TurnBasedThursday on Bluesky!
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INDIE DEVS!
Show off your turn-based games in this thread with the hashtag!
PLAYERS!
Come on in & π¬comment, β€οΈlike, πrepost & β¨wishlist all the great games in the thread!
Thanks for hosting @alphachar.bsky.social !
Jupiter Hell Classic is both a demake of Jupiter Hell as well as a remake of Doom, the Roguelike! Traditional turn-based roguelike action!
store.steampowered.com/app/3126530/...
Just on time for Christmas Eve I've defeated Hircine and finished Morrowind in my quest to complete the Elder Scrolls. I'll take a breather and later head to Oblivion! Merry Christmas π :D
24.12.2025 16:47 β π 10 π 0 π¬ 1 π 0Jupiter Hell Classic 0.8 "Arsenal" is out now!
Item perks, ADV gear with random perks, powerful Relics, clearer UI, reworked status timing, assembly cleanup, balance tweaks, and a new difficulty curve!
#traditional #roguelike
store.steampowered.com/news/app/312...
Elder Scrolls full playthrough status report - finished Tribunal, heading for Bloodmoon!
21.12.2025 17:20 β π 5 π 0 π¬ 0 π 0We promised more mechanical transparency, and we're delivering - even in the most esoteric of places! #JupiterHellClassic
16.12.2025 23:00 β π 13 π 2 π¬ 0 π 0Ouch, right in feels -_-
29.11.2025 10:20 β π 5 π 0 π¬ 0 π 0Vibe coding basically gives the effect of a client constantly requesting new requirements to a project without allocating refactoring time.
25.11.2025 17:41 β π 7 π 0 π¬ 0 π 0The Jupiter Hell Classic equivalent of a chess puzzle: What do you do to save the loot? Does it change depending on class/traits? :P
25.11.2025 10:05 β π 15 π 0 π¬ 0 π 0As a few of you know I'm on a quest to finish the entirety of the main Elder Scrolls series - Morrowind has been completed, the Tribunal expansion is next!
22.11.2025 16:52 β π 5 π 0 π¬ 0 π 0Tenerife, Teide peak (3718m). Really needed some time off!
16.11.2025 20:42 β π 19 π 0 π¬ 1 π 0I am actively searching now for funding for AliensRL to give it the JH quality treatment :P
16.11.2025 18:03 β π 1 π 0 π¬ 2 π 0Add in a very dark fantasy setting, more randomness in environments/missions than your average ARPG, and multiple characters within the same "run"...
15.11.2025 22:13 β π 2 π 0 π¬ 0 π 0So yeah the third idea is the ARPG one - here the permafailure design would have to be more loose as the single character vs game length would be painful. So we keep an in-world explanation of rebirth when attempting 2-3 hour max missions. Death wipes new loot and a part of the new XP.
15.11.2025 22:08 β π 3 π 0 π¬ 1 π 0Indeed, but I think the game would be even better if it would be balanced around that :)
15.11.2025 19:17 β π 0 π 0 π¬ 0 π 0It's the classic Necromunda campaign issue. Failure leads to harder time playing which spirals. To play well this must balance the opposite - classic rubberbanding solution - after failure it should be a bit easier to claw back.
15.11.2025 14:53 β π 2 π 0 π¬ 0 π 0Yes, but the game is not designed for permadeath and is unnecessarily frustrating in many aspects. You can play any game permadeath, but most are less or more frustrating.
15.11.2025 14:47 β π 3 π 0 π¬ 0 π 0Other idea was an XCom-like but with permafailure. No loading previous save files, but lethality would be toned down (think Necromunda out of action + injury).
Dealing with missions gone south, cutting losses, comebacks, long-term injury, etc is an untapped area in XCom-likes.
Visuals think Ishar, combat think M&M 4-5, with DCSS-style richness of random dungeons and JH-style streamlining.
14.11.2025 21:44 β π 5 π 0 π¬ 1 π 0One idea I'm playing around since a long time is merging the classic Dungeon Hack-style 90-degrees rotation dungeon crawler with a traditional DCSS-style roguelike game. Care would have to be taken to make the early game smooth, but I think there's potential.
14.11.2025 21:41 β π 15 π 0 π¬ 1 π 0I need a genre that I'm vaguely familiar with though, BH is farr from it :P
14.11.2025 10:25 β π 0 π 0 π¬ 0 π 0I'd veer to single character myself also.
13.11.2025 22:36 β π 1 π 0 π¬ 0 π 0There isn't much overlap in the design space :P
13.11.2025 22:28 β π 0 π 0 π¬ 1 π 0My original idea was to start with roguelikes and then bring the design ideas to other genres. I see that was done without me already :P. So which merge should I go for first - blobber dungeon crawlers? Action RPGs? Or Xcom-likes?
13.11.2025 22:25 β π 5 π 0 π¬ 5 π 0Jupiter Hell Classic 0.7 "Europa" update is live now, and on sale as part of #ScreamFest2025 !
Turn-based, grid-based traditional roguelike with a strong FPS lineage!
store.steampowered.com/news/app/312...
Tempted to finally start that big roguelike project again.
13.10.2025 22:11 β π 18 π 1 π¬ 2 π 0tldr - Unity :P
13.10.2025 15:29 β π 1 π 0 π¬ 0 π 0Jupiter Hell Classic 0.6 "Callisto" update is live now!
JHC is the fastest turn-based shooter roguelike out there, check it out on Steam (demo available!)
Patch notes for 0.6: store.steampowered.com/news/app/312...