Hardcore Systemic Roguelike - Simulation Dungeon Crawler

February 12, 2026
216
Not published, cannot be accessed
Prompt

Design a hardcore roguelike inspired by classic simulation-heavy systems. Core: - Turn-based, grid-based, fully deterministic per seed - Deep systemic interactions between items, environment, and enemies Systems: - Items interact with terrain, status, and each other - Many solutions per problem, most undocumented - Failure is expected and instructive Design goal: - Emergent gameplay over explicit rules - Mastery through system understanding, not optimization

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