KeeperRL

KeeperRL

released on Feb 02, 2015

KeeperRL

released on Feb 02, 2015

KeeperRL is an ambitious dungeon simulator with roguelike and RPG elements. Take the role of an evil wizard and study the methods of black magic. Equip your minions and explore the world, murder innocent villagers and burn their homes. Build your dungeon, lay traps and prepare for an assault of angry heroes.


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It's cute, I like the idea of building a dungeon. Didn't suck me in though

I've always been coming back to this game for some reason. It's a cute, simple colony-builder with a focus on creating a base for you and your minions to reside in and then subsequently raiding others. Repeat ad infinitum until all is dead and you become super powerful.

At its core, it is a perfectly-functional game that has somehow attained a good balance in both roguelike elements and in colony management.

However, it's lacking in both departments all the same to entice someone to play the game in the long-term.

Simple unit AI makes raiding high-level settlements a chore, and a lack of certain types of furniture makes the game hard to recommend for colony designers, because quite a bit of things are lacking, and for those that exist, they're purely on a functional basis.

The game's QoL is lacking. The game knows how to find all items in a stockpile, but the fact that there is no 'inventory' menu is daunting, especially when many mobs hobble their way to your repository to appropriate gear before you can assign them.

Quite frankly this becomes a logistical nightmare at later stages of the game.

The game having permadeath encourages you to finding a secondary character to act as your dungeon navigator. You could use your Keeper, but if you die, the game's gone forever (unless you force-quit by ALT+F4).

The latest update eschews most balancing in terms of snowballing in favor of other settlements upping in the difficulty curve the farther they are from your home settlement. Existence of a z-level feature is undermined by the lack of things to do in your colony.

There are performance issues as you reach 50+ units, and when you breach many, many Z-Levels downward.

Thankfully, mods exist as a good way to change up the gameplay, or augment it.

All my gripes being said, it should be noted that KeeperRL is interesting that it is one among a small list of single-developer games that managed to successfully reach a 1.0 release, so props to Michal for actually managing to do this.

Note that if you decide to mod the game yourself, the license for the tileset the game uses, which is under Oryx Design Labs, requires you to buy a $5.00 USD tileset before you're able to use derivatives on it, non-extensible.

lancem. lancem mais jogos inspirados em Dwarf Fortress.

KeeperRL is in interesting take on a colony builder combined with a roguelike. The colony building is similar to Dwarf Fortress, with some simplifications, but KeeperRL also has an exploration mode that functions more like a roguelike with multiple characters.

KeeperRL looks appealing. I recognize some of the sprites from a common repository, but the style is perfectly fine and they look cohesive and easy to differentiate. Things in this world definitely lean a bit towards being lighthearted and fun, and the art reflects that.

I like the gameplay in KeeperRL, especially the mechanics around exploration. The gameplay loop is building up your army to go out and raid settlements to get better equipment, gold, and experience, which lets you build up your army further.
Building your army is a colony building game of creating a complex where your creatures can train and forge weapons. It works well and differentiates itself somewhat in how creatures work and how you can lay out your buildings. Your wealth, technology level, and buildings determine what monsters you can recruit to be your army.
Defense and assaulting nearby villages with your horde of orcs or zombies is fun and results in gold, experience for your overlord, and new technology. The two control options for this mode are a bit lacking though. Leader mode has your horde act on its own, which is basically useless and Full mode can be a bit tedious, since you are controlling every step of every character.
Exploration and building almost feed into each other in a symbiotic way, but KeeperRL hamstrings itself with how it handles creature experience. To explore (which is motivated by leveling up your overlord and getting more technology) you have to have competitive creatures, which means you have to spend time training them, which isn't difficult or dangerous. You end up just waiting for your creatures to train up so you can do the interesting and fun exploration. More encounters and sourcing creature experience from those probably would solve this problem, but as it stands this portion of the game is a bit tedious and grindy.

I do like KeeperRL and it is certainly trying some interesting things in the genre. It is a cool flavor of both colony sim and roguelike that I will probably return to eventually.