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<!DOCTYPE html>
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<meta name="keywords" content="roguelike, squad, tactical, turnbased, ASCII, browsergame, HTML5, freesoftware, scifi, indiedev, gamedev, Haskell, PCG, replayability" >
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<title>Allure of the Stars</title>
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<h1 id="project_title">Allure of the Stars</h1>
<h2 id="project_tagline">near-future Sci-Fi roguelike and tactical squad combat game</h2>
</header>
</div>
<!-- MAIN CONTENT -->
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<h3>
<a name="desc" class="anchor" href="#play"><span class="octicon octicon-link"></span></a>Play it in the browser!</h3>
===>
<a href="http://allureofthestars.com/play">http://allureofthestars.com/play</a>
<h3>
<a name="features" class="anchor" href="#features"><span class="octicon octicon-link"></span></a>How it differs from classic roguelikes</h3>
<ul>
<li> player manually controls each member of his squad, though often the best
tactics is to scout with only one character (a classic roguelike feel)
and let others guard important areas
<li> the game is turn-based, but with visibly high granularity --- projectiles
fly gradually over time with varying speeds and can be sidestepped
or shot down; less so explosions that are swarms of projectile particles
(turn-based just the same)
<li> time passes and factions pursue their goals on a few levels
simultaneously, while other floors are frozen (but all are persistent)
<li> the same laws of simulated world apply to all factions and all actors,
whether player-controlled or AI-controlled; e.g., the same field of view
calculation, skill checks, equipment limitations, rules for item
and terrain use
<li> combat mechanics is deterministic; randomness comes only from AI
decisions and procedurally generated world
<li> there's (almost) no HP regeneration; attrition ensures all past (silly)
decisions matter; HP of every actor starts at around half max
<li> each character has 10 uniform equipment slots, which fill quickly given
that most melee weapons have cooldowns
<li> each faction has a single shared inventory of unlimited size,
which has a physical location on the map and so can be ransacked
</ul>
<h3>
<a name="feedback" class="anchor" href="#feedback"><span class="octicon octicon-link"></span></a>What players say</h3>
<em>
<blockquote>"So that was a lot of fun, but *I have no idea what's going on*."</blockquote>
<blockquote>"Entertainingly, a coworker looked at my screen (I'm migrating VMs between systems while I play, lots of waiting time) and asked what UNIX tool that was. :-)"</blockquote>
<blockquote>"LOL epic. [..] current flavour of gameplay: 'Excitingly chaotic' ? :-)"</blockquote>
<blockquote>"Do you think its above being a game? 'Cause its not. Its a fairly standard rogue like roguelike."</blockquote>
</em>
<h3>
<a name="vision" class="anchor" href="#vision"><span class="octicon octicon-link"></span></a>The lofty grandiose vision</h3>
This is not a "video game", because there is barely any "video" in it.
Neither does it aspire to be an interactive movie nor even a novel
--- you are not going to be following a script, but discovering and building
a world, a story, a grand survival strategy, a tactical toolbox of your own.
The goal is to engage you in non-verbal daydreaming about adventuring
with a band of trusted friends: you know each other so well you can almost
see through each other's eyes.
<p>
You need no more than an occasional nod, a cry of warning
or a quick gesture to fully share situational awareness,
elect a new pointman and cover his advance.
You fight as one organism, attack, escape, guard each other's back,
explore spaces no human ever saw before and experiment with and appraise
your spoils, sharing and augmenting your scarce supplies in a dark nook
of an abandoned store.
This is an adventure and a world you creatively imagine, you master,
you live through (or die in) and afterwards you tell stories about.
And even if you don't tell, this doesn't make the stories any less true.
<p>
The <a href="https://github.com/AllureOfTheStars/Allure/blob/master/GameDefinition/PLAYING.md">gameplay manual (dev version)</a>
may help when initially developing the personal game-to-brain interface pathway
that supplies game state information. The user interface tries to engage
the brain visual and aural processing centers only marginally and instead
let their full capacity be used by personal imagination for sensory
world-building in a fully original, uncoerced, true-to-dreams way.
Like when reading a book, but with less words and more action.
<p>
The game is written in <a href="http://www.haskell.org/">Haskell</a>
using the <a href="http://github.com/LambdaHack/LambdaHack">LambdaHack</a>
roguelike game engine. See the changelog file for recent improvements
and the issue tracker for short-term plans. Long-term goals
are high replayability and auto-balancing through procedural
content generation and persistent content modification
based on player behaviour.
<p>
Also, developing brain implant game interfaces that bypass the visual cortex.
<p>
Also, making aliens bitterly regret the idea of plotting against Earth.
<h3>
<a name="links" class="anchor" href="#links"><span class="octicon octicon-link"></span></a>Binaries and resources</h3>
<ul>
<li> <a href="https://github.com/AllureOfTheStars/Allure/blob/master/GameDefinition/PLAYING.md">Gameplay manual (development version)</a>
<!-- <li> <a href="https://ci.appveyor.com/project/Mikolaj/allure/build/artifacts">Official binaries of v0.10 won't be available for some more time, but here are development snapshots for Windows</a> -->
<li> <a href="https://github.com/AllureOfTheStars/Allure/releases/latest">Official game binaries for Linux and Windows</a>
<li> <a href="https://discord.gg/87Ghnws">Channel in the Haskell GameDev Discord containing the dev log, brainstorming, role-playing stories, etc. (may contain spoilers!)</a>
<li> <a href="https://matrix.to/#/#lambdahack:mozilla.org">Matrix room bridged to the Discord channel above, accessible without creating an account (may contain spoilers; the other room displayed near the bottom of this page is spoiler-free and focused on players, their life and their feedback)</a>
<li> <a href="https://formulae.brew.sh/formula/allureofthestars">Homebrew formula with Mac OS X binaries</a>
<li> <a href="https://github.com/AllureOfTheStars/Allure/issues">Bug reports</a>
<li> <a href="https://github.com/AllureOfTheStars/Allure/">Source code</a>
<li> <a href="https://github.com/LambdaHack/LambdaHack">Engine source code</a>
<li> <a href="https://hackage.haskell.org/package/LambdaHack">Engine development documentation</a>
<li> <a href="http://www.roguebasin.com/index.php?title=Allure_of_the_Stars">New and old screenshots at RogueBasin</a>
<li>Please spread the word and offer feedback on <a href="https://discord.gg/87Ghnws">Discord</a>, <a href="https://twitter.com/AllureRoguelike">Twitter</a>, <a href="https://man-of-letters.itch.io/allureofthestars">Itch</a>, your local subreddit or forum, the anonymous feedback form at the bottom or directly to the maintainer at <a href="mailto:[email protected]"><EM>[email protected]</EM></a>.
</ul>
<!--
<h3>
<a name="news" class="anchor" href="#news"><span class="octicon octicon-link"></span></a>News</h3>
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<p>
<br>
Please leave some anonymous feedback below or log in to the <a href="https://matrix.to/#/%23comments_allureofthestars.com_about-Allure-of-the-Stars-the-game%3Acactus.chat">matrix game feedback chat room</a>.
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</section>
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Copyright 2015-2021 Mikolaj Konarski</p>
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