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[[quoteright:355:https://static.tvtropes.org/pmwiki/pub/images/9d55f721600b8f33dc1be2e7ff178d9f.jpg]]

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[[quoteright:355:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/9d55f721600b8f33dc1be2e7ff178d9f.jpg]]







!! [=HyperRogue=] contains examples of:

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\n!! [=HyperRogue=] !![=HyperRogue=] contains examples of:
of:



* {{Tilesweeper}}: The Minefield, a land based on Minesweeper where the player is told how many mines are adjacent to any given tile and must reach treasures without stepping on mines.



* YetAnotherStupidDeath: No matter how well the game is going, you're still a OneHitPointWonder, and it's all too easy to get killed if you stop paying attention.

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* YetAnotherStupidDeath: No matter how well the game is going, you're still a OneHitPointWonder, and it's all too easy to get killed if you stop paying attention.attention.
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* PuzzleBoss: Every enemy in the game, arguably. But in particular the Hedgehog Warriors, Pikemen, and Flail Guards, which [[DamnYouMuscleMemory cannot be attacked directly]] and are killed by moving across adjacent tiles.

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* PuzzleBoss: Every enemy in the game, arguably. since you have to figure out how to get to them, But in particular the Hedgehog Warriors, Pikemen, and Flail Guards, which [[DamnYouMuscleMemory cannot be attacked directly]] and are killed by moving across adjacent tiles.
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You explore an infinite world with 66 different lands, each with its own enemies, treasures, and power-ups. The goal of the game is to find, and unlock one of the Orbs of Yendor, but you're free to ignore the main quest, and go for a high score instead.

to:

You explore an infinite world with 66 different lands, each with its own enemies, treasures, and power-ups. The goal of the game is to find, find and unlock one of the Orbs of Yendor, but you're free to ignore the main quest, quest and go for a high score instead.
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Improved the grammar in certain areas at the beginning.


** And of course, [[Franchise/CthulhuMythos R'yleh]], with its infinitely nested Temples of C'thulhu.
** Hyperbolic space has completely contraintuitive (for us) relations between linear size and area. For example: if you consider that an edge of the game's tiles is around 1 m long, then a circle of radius mere 91.6 m will have greater area than ''Earth''. And yet, any two points will be less than 200 m apart. And with radius of 152 m, you will surpass the surface area of Earth-orbit Dyson Sphere (2.8 x 10^17 km2). A circle with radius 1 km would then have an absolutely insane area of 1,65 x 10^140 (!!) km2.

to:

** And of course, [[Franchise/CthulhuMythos R'yleh]], R'Lyeh]], with its infinitely nested Temples of C'thulhu.
** Hyperbolic space has completely contraintuitive unintuitive (for us) relations between linear size and area. For example: if you consider that an edge of the game's tiles is around 1 m meter long, then a circle of whose radius mere is merely 91.6 m meters will have greater area than ''Earth''. And yet, any two points will be less than 200 m apart. And with If it had a radius of 152 m, you will it would surpass the surface area of Earth-orbit Dyson Sphere (2.8 x 10^17 km2). a sphere with the radius of Earth's orbit! A circle with radius 1 km would then have an absolutely insane area of 1,65 1.65 x 10^140 (!!) km2.
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** The description of Demon Sharks says that they are demons from Hell that fell into the water. Sure enough, if a demon follows you across...

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** The description of Demon Sharks says that they are demons from Hell that fell into the water. Sure enough, if a demon follows you across...into the water, they transform.
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You explore an infinite world with 47 different lands (44 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find, and unlock one of the Orbs of Yendor, but you're free to ignore the main quest, and go for a high score instead.

to:

You explore an infinite world with 47 66 different lands (44 in the free version), lands, each with its own enemies, treasures, and power-ups. The goal of the game is to find, and unlock one of the Orbs of Yendor, but you're free to ignore the main quest, and go for a high score instead.
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* Infinite: The mutant ivy in the clearing. The mutant ivy is an infinitely large monster who's center is infinitely far away. You aren't supposed to actually defeat, just try and take some of its apples.

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* Infinite: {{Infinite}}: The mutant ivy in the clearing. The mutant ivy is an infinitely large monster who's center is infinitely far away. You aren't supposed to actually defeat, just try and take some of its apples.
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* HumansAretheRealMonsters: If you look at the player's description, it says "This monster has come from another world, presumably to steal our treasures." This is fairly accurate, considering that monster are docile unless they see the player.

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* HumansAretheRealMonsters: HumansAreTheRealMonsters: If you look at the player's description, it says "This monster has come from another world, presumably to steal our treasures." This is fairly accurate, considering that monster are docile unless they see the player.
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Added a trope

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* HumansAretheRealMonsters: If you look at the player's description, it says "This monster has come from another world, presumably to steal our treasures." This is fairly accurate, considering that monster are docile unless they see the player.
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The palace enemies have more than one hit point and tend to get stunned, for example. Not sure how many more examples there are.


* OneHitPointWonder: The player, and all the monsters that aren't [[InvincibleMinorMinion invincible]].

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* OneHitPointWonder: The player, and all most of the monsters that aren't [[InvincibleMinorMinion invincible]].
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** The world itself is infinite too, and has many infinitely large regions (duh!).
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* Infinite: The mutant ivy in the clearing. The mutant ivy is an infinitely large monster who's center is infinitely far away. You aren't supposed to actually defeat, just try and take some of its apples.

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The Dev Team Thinks Of Everything is now called Developers Foresight. Some examples were misuse, in my opinion: it's common sense that things like that are programmed.


* TheDevTeamThinksOfEverything: There are lots of unexpected reactions from luring monsters into other Lands.

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* TheDevTeamThinksOfEverything: DamselInDistress: A Princess is held prisoner in the Palace and there is a sidequest to find and rescue her. (Female [=PCs=] will rescue a Prince instead.)
* DevelopersForesight:
There are lots of unexpected reactions from luring monsters into other Lands.



** Flying or incorporeal enemies don't trigger the {{Temporary Platform}}s in the Land of Eternal Motion.
** Anything that creates fire will ignite flammable materials in the Vineyard and the Dry Forest.



* DamselInDistress: A Princess is held prisoner in the Palace and there is a sidequest to find and rescue her. (Female [=PCs=] will rescue a Prince instead.)
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** Hyperbolic space has completely contraintuitive (for us) relations between linear size and area. For example: if you consider that an edge of the game's tiles is around 1 m long, then a circle of radius mere 91.6 m will have greater area than ''Earth''. And yet, any two points will be less than 200 m apart. And with radius of 152 m, you will surpass the surface area of Earth-orbit Dyson Sphere (2.8 x 10^17 km2). Circle with radius 1 km would then have an absolutely insane area of 1,65 x 10^140 (!!) km2.

to:

** Hyperbolic space has completely contraintuitive (for us) relations between linear size and area. For example: if you consider that an edge of the game's tiles is around 1 m long, then a circle of radius mere 91.6 m will have greater area than ''Earth''. And yet, any two points will be less than 200 m apart. And with radius of 152 m, you will surpass the surface area of Earth-orbit Dyson Sphere (2.8 x 10^17 km2). Circle A circle with radius 1 km would then have an absolutely insane area of 1,65 x 10^140 (!!) km2.



* CrazyJealousGuy: If you manage to save two Princes, they will murder each other until only one is left.

to:

* CrazyJealousGuy: If you manage to save two Princes, they will ''also'' murder each other until only one is left.



** Flying or incorporeal enemies don't trigger the {{TemporaryPlatform}}s in the Land of Eternal Motion.

to:

** Flying or incorporeal enemies don't trigger the {{TemporaryPlatform}}s {{Temporary Platform}}s in the Land of Eternal Motion.



** Most monsters trigger explosions in the Minefield when they step on a mine. Birds, however don't, as they fly. But if you kill a bird and it happens to be on a mine, the fall of its dead body will set it off. On the other hand, Ghosts also won't trigger mines, but if you kill them, there's no corporeal body to fall, so the mine won't be set off.
* DamselInDistress: A Princess is held prisoner in the Palace and there is a sidequest to find and rescue her. (Female PCs will rescue a Prince instead.)

to:

** Most monsters trigger explosions in the Minefield when they step on a mine. Birds, however however, don't, as they fly. But if you kill a bird and it happens to be on a mine, the fall of its dead body will set it off. On the other hand, Ghosts also won't trigger mines, but if you kill them, there's no corporeal body to fall, so the mine won't be set off.
* DamselInDistress: A Princess is held prisoner in the Palace and there is a sidequest to find and rescue her. (Female PCs [=PCs=] will rescue a Prince instead.)



* EquipmentBasedProgression: The only way to get stronger is to collect various magical Orbs. And their effects are temporary, too., so it's more like No Progression.

to:

* EquipmentBasedProgression: The only way to get stronger is to collect various magical Orbs. And their effects are temporary, too., too, so it's more like No Progression.



** Sandworms, Cthulu's Tentacles and Rock Snakes can't be attacked, but they'll die if they're lured into a corner with nowhere to go.
** Greater Demons can't be attacked, but when you LevelUp they become easily-slain Lesser Demons.

to:

** Sandworms, Cthulu's Tentacles Tentacles, and Rock Snakes can't be attacked, but they'll die if they're lured into a corner with nowhere to go.
** Greater Demons can't be attacked, but when you LevelUp LevelUp, they become easily-slain Lesser Demons.



* GoldenSnitch: Originally the Orbs of Yendor gave 1000 points each. Every other treasure gives 1 point, and you'll usually have just over 100 by the time you unlock the Orbs. Eventually the Orbs were changed to give 50 points, so that they weren't such a game-breaker on high score runs.
* HubLevel: The Crossroads. Unusually, it doesn't teleport you to distant lands - hyperbolic geometry lets it get away with just having a lot of borders.

to:

* GoldenSnitch: Originally the Orbs of Yendor gave 1000 points each. Every other treasure gives 1 point, and you'll usually have just over 100 by the time you unlock the Orbs. Eventually Eventually, the Orbs were changed to give 50 points, so that they weren't such a game-breaker on high score runs.
* HubLevel: The Crossroads. Unusually, it doesn't teleport you to distant lands - -- hyperbolic geometry lets it get away with just having a lot of borders.



* OneHitpointWonder: The player, and all the monsters that aren't [[InvincibleMinorMinion invincible]].

to:

* OneHitpointWonder: OneHitPointWonder: The player, and all the monsters that aren't [[InvincibleMinorMinion invincible]].



* StalkedByTheBell: If you wait for long enough in one place - usually because you're surrounded on all sides by walls, or enemies that can't move enough to actually kill you - the game will spawn armies of ghosts to force a Game Over.

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* StalkedByTheBell: If you wait for long enough in one place - -- usually because you're surrounded on all sides by walls, or enemies that can't move enough to actually kill you - -- the game will spawn armies of ghosts to force a Game Over.GameOver.



* TwentyBearAsses: Collecting ten of any treasure will allow magic orbs to spawn in that area. Some lands also require you to collect specific treasures before they'll unlock - to get to Hell, you need to collect ten treasures in each of nine different lands.

to:

* TwentyBearAsses: Collecting ten of any treasure will allow magic orbs to spawn in that area. Some lands also require you to collect specific treasures before they'll unlock - -- to get to Hell, you need to collect ten treasures in each of nine different lands.



** Version 7.0 also adds Shoot-'em-up mode, where you have ranged attack, your movement (and movement of monsters) no longer needs to follow the grid, and the game plays in real-time, with most mechanics kept unchanged.

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** Version 7.0 also adds Shoot-'em-up mode, where you have a ranged attack, your movement (and movement of monsters) no longer needs to follow the grid, and the game plays in real-time, with most mechanics kept unchanged.
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* JungleJapes: The Jungle. [[ThatOneLevel Disproportionately difficult considering that it's unlocked from the beginning.]]

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* JungleJapes: The Jungle. [[ThatOneLevel Disproportionately difficult considering It's filled with Ivies that it's unlocked from the beginning.]]constantly extend, possibly attacking you, but destroying an Ivy's core will destroy all vines attached to it as well.

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moved to YMMV


* BreatherLevel: Any land where you haven't collected any treasure yet will spawn few or no enemies.
** The Crossroads is always this, since there's no treasure to collect until you unlock Hyperstones (which takes a long time), and it provides easy access to wherever you want to go next.



* ClingyJealousGirl / CrazyJealousGuy: If you manage to save two Princes/Princesses, they will murder each other until only one is left.

to:

* ClingyJealousGirl / ClingyJealousGirl: If you manage to save two Princesses, they will murder each other until only one is left.
*
CrazyJealousGuy: If you manage to save two Princes/Princesses, Princes, they will murder each other until only one is left.



* GoddamnedBats: Eagles, native to the Jungle and Mirror Land. They move two steps for every one you take, and although they can't attack on the same turn as moving, they can very easily surround you if there's another enemy nearby. To add insult to injury, they can fly over holes in the Land of Eternal Motion, invariably sentencing you to a Game Over if you don't leave quickly.
** Also, Ghosts in Graveyard. They are faster than you because they can move in straight lines and you cannot (since heptagonal tiles are inaccessible). If you are adjacent to two Ghosts, you can't do nothing but run away on a predetermined path until you either luck out and get out of Graveyard or run into another monster and lose (which is far more likely). This was eventually changed so Ghosts wouldn't move next to each other in order to make it easier.



* SurpriseDifficulty: Because of hyperbolic geometry, the quests that sound very simple are the hardest. The last part of the Yendor Quest requires you to simply walk back the way you came - utterly impossible unless you marked the path in some way. The Grail quest is even harder: Walk to the centre of a large circle.
** [[InvertedTrope Inversely]], if you anger a swarm of Hyperbugs you'll find yourself facing as many as fifty enemies at once... all attacking from the same direction, so you can simply kill one after the other with no danger of being surrounded.
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You explore an infinite world with 34 different lands (32 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find, and unlock one of the Orbs of Yendor, but you're free to ignore the main quest, and go for a high score instead.

to:

You explore an infinite world with 34 47 different lands (32 (44 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find, and unlock one of the Orbs of Yendor, but you're free to ignore the main quest, and go for a high score instead.

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** Hyperbolic space has completely contraintuitive (for us) relations between linear size and area. For example: if you consider that an edge of the game's tiles is around 1 m long, then a circle of radius mere 91.6 m will have greater area than ''Earth''. And yet, any two points will be less than 200 m apart. And with radius of 152 m, you will surpass the surface area of Earth-orbit Dyson Sphere (2.8 x 10^17 km2). Circle with radius 1 km would then have an absolutely insane area of 1,65 x 10^140 (!!) km2.



** The Shadow appears occasionally in the Graveyard, and simply can't be killed. It doesn't seem all that interested in you, though - if you move away from it, it eventually wanders off.

to:

** The Shadow appears occasionally in the Graveyard, and simply can't be killed. It However, it doesn't seem all that interested in you, though - if you move away from it, directly towards you -- instead it eventually wanders off.retraces your steps.



** [[Franchise/CthulhuMythos R'yleh, home of the Cult of C'thulu.]]

to:

** [[Franchise/CthulhuMythos R'yleh, R'Lyeh, home of the Cult of C'thulu.C'thulhu.]]
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None


You can buy it on {{Steam}} [[http://store.steampowered.com/app/342610 here,]] or get the free version [[http://www.roguetemple.com/z/hyper/download.php here.]] The free version is complete, but it's updated less frequently.

to:

You can buy it on {{Steam}} UsefulNotes/{{Steam}} [[http://store.steampowered.com/app/342610 here,]] or get the free version [[http://www.roguetemple.com/z/hyper/download.php here.]] The free version is complete, but it's updated less frequently.
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''[=HyperRogue=]'', by Zeno Rogue, is a {{roguelike}} game about an adventurer in a non-Euclidean world. Originally released under the name ''Hyperbolic Rogue'' in 2011, it was updated to ''Hyperbolic Rogue II'' for the 2012 SevenDayRoguelike competition. ''Hyperbolic Rogue III'' was based on that code, and eventually re-named to ''[=HyperRogue=]'' for the Steam release.

You explore an infinite world with 34 different lands (32 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find and unlock one of the Orbs of Yendor, but you're free to ignore the main quest and go for a high score instead.

The game is set on a hyperbolic plane, which has a lot of strange geometric properties. A regular grid of hexagons and heptagons, triangles whose angles add up to less than 180 degrees, straight lines that seem to curve away from you, infinitely large circles. Returning to the same place twice is very unusual. The creator was inspired by [[Creator/MCEscher M. C. Escher]]'s hyperbolic tilings for some of the graphics.

All enemies can kill you in one hit, but most of them also die in one hit, so combat becomes a series of puzzles not unlike [[VideoGame/DeadlyRoomsOfDeath Deadly Rooms of Death]]. You can only be killed if a monster backs you into a corner, or if several monsters surround you.

You can buy it on {{Steam}} [[http://store.steampowered.com/app/342610 here]], or get the free version [[http://www.roguetemple.com/z/hyper/download.php here]]. The free version is complete, but it's updated less frequently.

to:

''[=HyperRogue=]'', ''[=HyperRogue=],'' by Zeno Rogue, is a {{roguelike}} game game, about an adventurer in a non-Euclidean non Euclidean world. Originally released under the name ''Hyperbolic Rogue'' in 2011, it was updated to ''Hyperbolic Rogue II'' II,'' for the 2012 SevenDayRoguelike Seven Day Roguelike competition. ''Hyperbolic Rogue III'' was based on that code, and eventually re-named to ''[=HyperRogue=]'' for the Steam release.

You explore an infinite world with 34 different lands (32 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find find, and unlock one of the Orbs of Yendor, but you're free to ignore the main quest quest, and go for a high score instead.

The game is set on a hyperbolic plane, which has a lot of strange geometric properties. A regular grid of hexagons and heptagons, triangles whose angles add up to less than 180 degrees, straight lines that seem to curve away from you, infinitely large circles. Returning to the same place twice is very unusual. The creator was inspired by [[Creator/MCEscher M. C. Escher]]'s Creator/MCEscher's hyperbolic tilings for some of the graphics.

All enemies can kill you in one hit, but most of them also die in one hit, so combat becomes a series of puzzles puzzles, not unlike [[VideoGame/DeadlyRoomsOfDeath Deadly Rooms of Death]].VideoGame/DeadlyRoomsOfDeath. You can only be killed if a monster backs you into a corner, or if several monsters surround you.

You can buy it on {{Steam}} [[http://store.steampowered.com/app/342610 here]], here,]] or get the free version [[http://www.roguetemple.com/z/hyper/download.php here]]. here.]] The free version is complete, but it's updated less frequently.

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You explore an infinite world with 28 different lands (20 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find and unlock one of the Orbs of Yendor, but you're free to ignore the main quest and go for a high score instead.

to:

You explore an infinite world with 28 34 different lands (20 (32 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find and unlock one of the Orbs of Yendor, but you're free to ignore the main quest and go for a high score instead.



** There are several different regular patterns that serve as a basis for lands. You can also go to Random Pattern Mode where lands and patterns can be combined in weird ways.



*** One of the random things Knights say when talked to is the exact capacity of their round table. However, a back-of-the-envelope calculation shows that the number of Knights guarding the outer walls is significantly higher.



* ClingyJealousGirl / CrazyJealousGuy: If you manage to save two Princes/Princesses, they will murder each other until only one is left.



** Eagles are the only enemy that doesn't trigger the {{TemporaryPlatform}}s in the Land of Eternal Motion. Since, you know, they fly.

to:

** Eagles are the only enemy that doesn't Flying or incorporeal enemies don't trigger the {{TemporaryPlatform}}s in the Land of Eternal Motion. Since, you know, they fly.Motion.



** Most monsters trigger explosions in the Minefield when they step on a mine. Birds, however don't, as they fly. But if you kill a bird and it happens to be on a mine, the fall of its dead body will set it off.

to:

** Most monsters trigger explosions in the Minefield when they step on a mine. Birds, however don't, as they fly. But if you kill a bird and it happens to be on a mine, the fall of its dead body will set it off. On the other hand, Ghosts also won't trigger mines, but if you kill them, there's no corporeal body to fall, so the mine won't be set off.
* DamselInDistress: A Princess is held prisoner in the Palace and there is a sidequest to find and rescue her. (Female PCs will rescue a Prince instead.)



* EvilChancellor: The Viziers in the Palace.
* GayOption: Standardly, the gender of the Prince/Princess you can rescue from the Palace is opposite of your character's gender. But there is a configuration option that lets you make it the same gender.



** Also, Ghosts in Graveyard. They are faster than you because they can move in straight lines and you cannot (since heptagonal tiles are inaccessible). If you are adjacent to two Ghosts, you can't do nothing but run away on a predetermined path until you either luck out and get out of Graveyard or run into another monster and lose (which is far more likely).

to:

** Also, Ghosts in Graveyard. They are faster than you because they can move in straight lines and you cannot (since heptagonal tiles are inaccessible). If you are adjacent to two Ghosts, you can't do nothing but run away on a predetermined path until you either luck out and get out of Graveyard or run into another monster and lose (which is far more likely). This was eventually changed so Ghosts wouldn't move next to each other in order to make it easier.

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You explore an infinite world with 20 different lands (18 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find and unlock one of the Orbs of Yendor, but you're free to ignore the main quest and go for a high score instead.

to:

You explore an infinite world with 20 28 different lands (18 (20 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find and unlock one of the Orbs of Yendor, but you're free to ignore the main quest and go for a high score instead.


Added DiffLines:

** Most monsters trigger explosions in the Minefield when they step on a mine. Birds, however don't, as they fly. But if you kill a bird and it happens to be on a mine, the fall of its dead body will set it off.


Added DiffLines:

** The Minefield is inspired by the classic Minesweeper and plays much like it.

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Changed: 27

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You explore an infinite world with 18 different lands (13 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find and unlock one of the Orbs of Yendor, but you're free to ignore the main quest and go for a high score instead.

to:

You explore an infinite world with 18 20 different lands (13 (18 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find and unlock one of the Orbs of Yendor, but you're free to ignore the main quest and go for a high score instead.



** Sandworms and Cthulu's Tentacles can't be attacked, but they'll die if they're lured into a corner with nowhere to go.

to:

** Sandworms and Sandworms, Cthulu's Tentacles and Rock Snakes can't be attacked, but they'll die if they're lured into a corner with nowhere to go.


Added DiffLines:

** Version 7.0 also adds Shoot-'em-up mode, where you have ranged attack, your movement (and movement of monsters) no longer needs to follow the grid, and the game plays in real-time, with most mechanics kept unchanged.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Also, Ghosts in Graveyard. They are faster than you because they can move in straight lines and you cannot (since heptagonal tiles are inaccessible). If you are adjacent to two Ghosts, you can't do nothing but run away on a predetermined path until you either luck out and get out of Graveyard or run into another monster and lose (which is far more likely).

Added: 148

Changed: 1

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** And of course, [[Franchise/CthulhuMythos R'yleh]], with its infinitely nested Temples of C'thulu.

to:

** And of course, [[Franchise/CthulhuMythos R'yleh]], with its infinitely nested Temples of C'thulu.C'thulhu.
* AndYourRewardIsClothes: The reward for collecting the Holy Grail is becoming one of the Knights of the Round Table, getting you a spiffy new cape.

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* AntiFrustrationFeatures: The game will prevent you from walking into an enemy's attack radius, or otherwise doing anything that would instantly get you killed. You only lose the game when [[{{Unwinnable}} all your options would instantly get you killed]].



* ButThouMust: The game will prevent you from walking into an enemy's attack radius, or otherwise doing anything that would instantly get you killed. You only lose the game when [[{{Unwinnable}} all your options would instantly get you killed]].
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* WhatCouldHaveBeen: Euclidean Mode shows how the game would play on a regular hexagonal grid, with none of the hyperbolic weirdness. This changes several things, making various parts of the game easier or harder and some areas completely unplayable.

to:

* WhatCouldHaveBeen: UnexpectedGameplayChange: Euclidean Mode shows how the game would play on a regular hexagonal grid, with none of the hyperbolic weirdness. This changes several things, making various parts of the game easier or harder and some areas completely unplayable.
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[[quoteright:933:http://static.tvtropes.org/pmwiki/pub/images/9d55f721600b8f33dc1be2e7ff178d9f.jpg]]

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[[quoteright:933:http://static.[[quoteright:355:http://static.tvtropes.org/pmwiki/pub/images/9d55f721600b8f33dc1be2e7ff178d9f.jpg]]
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Added DiffLines:

[[quoteright:933:http://static.tvtropes.org/pmwiki/pub/images/9d55f721600b8f33dc1be2e7ff178d9f.jpg]]

''[=HyperRogue=]'', by Zeno Rogue, is a {{roguelike}} game about an adventurer in a non-Euclidean world. Originally released under the name ''Hyperbolic Rogue'' in 2011, it was updated to ''Hyperbolic Rogue II'' for the 2012 SevenDayRoguelike competition. ''Hyperbolic Rogue III'' was based on that code, and eventually re-named to ''[=HyperRogue=]'' for the Steam release.

You explore an infinite world with 18 different lands (13 in the free version), each with its own enemies, treasures, and power-ups. The goal of the game is to find and unlock one of the Orbs of Yendor, but you're free to ignore the main quest and go for a high score instead.

The game is set on a hyperbolic plane, which has a lot of strange geometric properties. A regular grid of hexagons and heptagons, triangles whose angles add up to less than 180 degrees, straight lines that seem to curve away from you, infinitely large circles. Returning to the same place twice is very unusual. The creator was inspired by [[Creator/MCEscher M. C. Escher]]'s hyperbolic tilings for some of the graphics.

All enemies can kill you in one hit, but most of them also die in one hit, so combat becomes a series of puzzles not unlike [[VideoGame/DeadlyRoomsOfDeath Deadly Rooms of Death]]. You can only be killed if a monster backs you into a corner, or if several monsters surround you.

You can buy it on {{Steam}} [[http://store.steampowered.com/app/342610 here]], or get the free version [[http://www.roguetemple.com/z/hyper/download.php here]]. The free version is complete, but it's updated less frequently.

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!! [=HyperRogue=] contains examples of:

* AlienGeometries: All over the place, due to the hyperbolic geometry, and the main point of the game.
** The Great Wall between two lands is always a straight line that doesn't cross any other Great Walls. Every land borders infinitely many other lands. Most obvious in the Crossroads, where six or seven of these may be visible at the same time.
** The Vineyard has a regular arrangement of hyperparallel lines.
** The Round Table is a circle of radius 28. In Euclidean space, it would have an area of a few thousand tiles; here, it takes up over 30 ''million''.
** While retracing your steps exactly is possible, the slightest deviation will be amplified enormously, taking you to unexplored areas.
** Less obviously, the Running Dogs follow you on a path always one step to your left or your right (since they can't walk on tiles you've walked on). If you run in a straight line, you'll slowly outpace them... somehow.
** And of course, [[Franchise/CthulhuMythos R'yleh]], with its infinitely nested Temples of C'thulu.
* BreatherLevel: Any land where you haven't collected any treasure yet will spawn few or no enemies.
** The Crossroads is always this, since there's no treasure to collect until you unlock Hyperstones (which takes a long time), and it provides easy access to wherever you want to go next.
* ButThouMust: The game will prevent you from walking into an enemy's attack radius, or otherwise doing anything that would instantly get you killed. You only lose the game when [[{{Unwinnable}} all your options would instantly get you killed]].
* CommonplaceRare: Your hoard of treasures includes precious gems, alchemical ingredients, powerful magic items... and wine bottles. Apparently "[[AlienArtsAreAppreciated wine grown under a hyperbolic sun would be extremely prized in your home location]]".
* DamnYouMuscleMemory: Clicking on an adjacent tile will move you there. Clicking on a distant tile will move you in that direction... ''unless'' you have an orb with a ranged power, in which case it will use that power instead.
* TheDevTeamThinksOfEverything: There are lots of unexpected reactions from luring monsters into other Lands.
** The Dead Cave appears to be an EvilCounterpart of the Living Cave. Bringing a Rock Troll from the Living Cave and killing it there will cause life to spread out from its body, turning the entire Dead Cave into a Living Cave (and quite possibly trapping you as the walls rearrange themselves).
** The description of Demon Sharks says that they are demons from Hell that fell into the water. Sure enough, if a demon follows you across...
** Eagles are the only enemy that doesn't trigger the {{TemporaryPlatform}}s in the Land of Eternal Motion. Since, you know, they fly.
** Anything that creates fire will ignite flammable materials in the Vineyard and the Dry Forest.
* DynamicDifficulty: The more treasures you collect, the more monsters will spawn. Only in that land, though, so you can alleviate this by going somewhere else.
* EleventhHourSuperpower: The Land Of Power. Orbs that were rare finds until this point now litter the ground, and although the enemies are more numerous and powerful than anywhere else, you'll easily defeat them once you accumulate four or five powers at once. Unfortunately, you [[CantTakeAnythingWithYou lose all your powers when you go somewhere else]].
* EndlessGame: Getting an Orb of Yendor is considered "beating the game" and awards you 50 points and almost all the orb powers, but you can keep playing and try to [[{{Sidequest}} find the Holy Grail, the Hyperstones]], or just get on the high score table.
* EquipmentBasedProgression: The only way to get stronger is to collect various magical Orbs. And their effects are temporary, too., so it's more like No Progression.
* FireAndBrimstoneHell
* InvincibleMinorMinion:
** Sandworms and Cthulu's Tentacles can't be attacked, but they'll die if they're lured into a corner with nowhere to go.
** Greater Demons can't be attacked, but when you LevelUp they become easily-slain Lesser Demons.
** Running Dogs aren't inherently any more invulnerable than any other standard enemy. But in the Land of Eternal Motion, you can't stop running for long enough to swing a sword at them. You can still kill them with magic, by luring them out of their Land, or by tricking them into a corner with no escape.
** The Shadow appears occasionally in the Graveyard, and simply can't be killed. It doesn't seem all that interested in you, though - if you move away from it, it eventually wanders off.
* JungleJapes: The Jungle. [[ThatOneLevel Disproportionately difficult considering that it's unlocked from the beginning.]]
* GameplayAndStorySegregation: No matter how many of the life-extending Elixirs of Life you collect, you'll still die in one hit. [[LampshadeHanging The description lampshades this.]]
* GiverOfLameNames: The Knights of the Round Table have an infinite number of castles, and they're all called Camelot.
* GoddamnedBats: Eagles, native to the Jungle and Mirror Land. They move two steps for every one you take, and although they can't attack on the same turn as moving, they can very easily surround you if there's another enemy nearby. To add insult to injury, they can fly over holes in the Land of Eternal Motion, invariably sentencing you to a Game Over if you don't leave quickly.
* GoldenSnitch: Originally the Orbs of Yendor gave 1000 points each. Every other treasure gives 1 point, and you'll usually have just over 100 by the time you unlock the Orbs. Eventually the Orbs were changed to give 50 points, so that they weren't such a game-breaker on high score runs.
* HubLevel: The Crossroads. Unusually, it doesn't teleport you to distant lands - hyperbolic geometry lets it get away with just having a lot of borders.
* LethalJokeItem: The Dead Orbs. Other orbs let you throw [[PlayingWithFire fire]] and [[ShockAndAwe lightning]], [[TeleportersAndTransporters teleport]], [[SummonMagic summon golems]], or [[InvincibilityPowerUp make you completely invulnerable]]. The Dead Orb doesn't do anything, and the description comments that you might as well drop it.\\
It's actually the only item you ''can'' drop, so you can use it to mark areas you plan to return to. This is easily the most practical way to complete the Yendor and Grail quests.
* LevelGrinding: Averted. Unusually for a {{roguelike}}, your character doesn't get any stronger as the game continues. Orbs give you new powers, but all of their effects are temporary.
** The enemies in Hell allow this in a strange way. Greater Demons are invulnerable, but the description explains that killing 10 Lesser Demons will make you strong enough to fight them, at least until you encounter even stronger demons. In fact, this simply turns all Greater Demons on screen into Lesser Demons, and does nothing to affect future Greater Demon spawns.
* MirrorSelf: Your main asset in Mirror Land. Mirages make the same moves as you; Mirror Images are left-right reversed. Because of the non-Euclidean geometry, they tend to wander off after a few moves.
* NoFairCheating: Cheating blocks you from the highscore list, and the menu shows how many times you cheated in big red letters.
* NoticeThis: There's an option to give enemies and items glowing white outlines. Pressing Alt will activate it temporarily.
* OneHitpointWonder: The player, and all the monsters that aren't [[InvincibleMinorMinion invincible]].
* PuzzleBoss: Every enemy in the game, arguably. But in particular the Hedgehog Warriors, Pikemen, and Flail Guards, which [[DamnYouMuscleMemory cannot be attacked directly]] and are killed by moving across adjacent tiles.
* SaveGameLimits: You can only save immediately after collecting an Orb of Safety. This doesn't come up very often; the game is a {{roguelike}} and you're expected to win or die in one sitting.\\
The reason for the limit is that you'll explore a huge area in the course of the game, which would normally make the saved game unwieldy. The Orb of Safety teleports you to a completely different area, clearing the computer's memory of all the already-explored regions.
* SetAMookToKillAMook: Hyperbugs will fight off anyone who intrudes into their hive. You can use this to lure one swarm into another's hive, whereupon they will ignore you to focus on each other. You can then mop up the survivors.
* SlippySlideyIceWorld: The Icy Land and Cocytus.
* ShoutOut: Many of the Lands are shout-outs to some other franchise.
** [[{{Franchise/Dune}} The Desert, filled with sandworms and valuable spice.]]
** [[Franchise/CthulhuMythos R'yleh, home of the Cult of C'thulu.]]
** [[Myth/KingArthur The Knights of the Round Table, living in their castle Camelot and guarding the Holy Grail.]]
** And of course, the Orbs of Yendor are named after the Amulet of Yendor from the original VideoGame/{{Rogue}}.
* StalkedByTheBell: If you wait for long enough in one place - usually because you're surrounded on all sides by walls, or enemies that can't move enough to actually kill you - the game will spawn armies of ghosts to force a Game Over.
* SurpriseDifficulty: Because of hyperbolic geometry, the quests that sound very simple are the hardest. The last part of the Yendor Quest requires you to simply walk back the way you came - utterly impossible unless you marked the path in some way. The Grail quest is even harder: Walk to the centre of a large circle.
** [[InvertedTrope Inversely]], if you anger a swarm of Hyperbugs you'll find yourself facing as many as fifty enemies at once... all attacking from the same direction, so you can simply kill one after the other with no danger of being surrounded.
* TemporaryPlatform: The Land of Eternal Motion has nothing ''but'' this. The only creatures that live here are the ever-moving Running Dogs.
* TwentyBearAsses: Collecting ten of any treasure will allow magic orbs to spawn in that area. Some lands also require you to collect specific treasures before they'll unlock - to get to Hell, you need to collect ten treasures in each of nine different lands.
* WhatCouldHaveBeen: Euclidean Mode shows how the game would play on a regular hexagonal grid, with none of the hyperbolic weirdness. This changes several things, making various parts of the game easier or harder and some areas completely unplayable.
** Running away becomes more difficult, especially from multiple enemies at a time. You have to use walls to bottleneck them, you can't rely on walking across heptagons any more. And some Lands don't have walls.
** Obstacles become more substantial. In many lands, solid lines of impassable terrain will block off entire directions from you. This is still true in hyperbolic mode, but as the creator puts it, "there are many more directions".
** Several Lands flat-out don't work because they require hyperparallel lines that simply don't exist in Euclidean geometry. This includes the Great Walls and the Crossroads, so travelling from Land to Land is usually impossible.
** Mirages get much more useful, since they'll stay in the same position relative to you, allowing you to accumulate truly massive armies.
** The Yendor Quest gets much easier.
* WhereItAllBegan: The Icy Land, where you start the game, shares a lot with the post-endgame land Cocytus. The main difference is that, in the Icy Land, your body heat will melt the walls and create passages for you. In Cocytus, your body heat melts the floor, revealing impassable water.
* YetAnotherStupidDeath: No matter how well the game is going, you're still a OneHitPointWonder, and it's all too easy to get killed if you stop paying attention.

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