The Descent So Far
Urthfall began as a question: what if a roguelike took the dying earth seriously — not as set dressing, but as mechanics? On Urth the "magic" is decayed super-science nobody understands anymore, which maps almost too neatly onto the oldest roguelike puzzle of all: you find a thing, and you do not know what it does until you try it.
This first release, Citadel of Salt, is the foundation.
Where it came from
The engine is a fork of rlikec, a from-scratch C99 roguelike with its own HTTP/WebSocket server, its own crypto (SHA-1/SHA-256/HMAC/PBKDF2 and base64, all written from the RFCs), and a goal-driven bot harness that plays the game through the real key interface to keep the three classes inside a 40–65% win band. No engines, no frameworks, no dependencies beyond libc, pthreads, and ncurses. We kept all of that and rebuilt the content on Urth.
What's in 0.0.1
- Three callings. The Lochage is a city officer who picks a kit at
- A bestiary of Urth. Thirty-one creatures, from the mursids of the
- Systems with teeth. Class skills bought with gold (gold finally has
- Play it anywhere. Solo or four-player co-op, and the browser and SSH
- A Archaic Names toggle. On by default you get Urth's own words; a
the armory — a spadroon and the transparent shield, or a halberd that strikes two tiles away. The Guild-less works from the shadows: a knife in the dark for triple damage, and the dying-earth conceit of lying to the world itself — humans take a disguised guild-less for one of their own, and a false memory can talk a guard down entirely. The Thaumaturge is a seer of the Cumaean's line whose rituals are paid for not in mana but in memory.
middens to man-apes of the mines, notules, zoanthrops, Ascian soldiers who speak only in propaganda, and — at the bottom of the salt mine — the Mnemophage, which eats minds and taunts you in the voices of the dead, guarding the stolen Sapphire of the Sun.
a job); directional throw and a quiver you can fire on a keypress; fast travel; a riskier early game; and an overworld first level — an open green surface dotted with brush you can push into but not see through, hiding ambushes on the way down to the mine mouth.
clients are interchangeable — they join the same games and see each other live. It's live behind TLS at urthfall.net.
switch in the options gives you plain "rat" and "healing potion" names for a more traditional game.
What's next
Identification is the big one — unlabeled phials and pages, learned by use or by a page of naming, with a dying-earth twist where some items are mislabeled until you trust them. After that: a town level and a gold sink, enchantment and Urth-themed weapon brands, a developer wizard mode, and a standalone local build for offline play. The roadmap lives in the repo; this blog will track it.
The mine is open. Bring back the Sapphire.