Download the game to see all 11 lands and get the fabulous Orbs of Yendor!
You are a lone outsider in a
strange, non-Euclidean world
You can move with the numpad, vi keys (hjklyubn), or mouse.
You can also skip turns by pressing ".".
As a Rogue, your goal is to collect as many treasures as possible. However, collecting treasures attracts dangerous monsters
(on the other hand, killing the monsters allows more treasures to be generated).
You can kill most monsters by moving into them. Similarly, if the monster was next to you at the end of your
turn, it would kill you. The game protects you from getting yourself killed accidentally by ignoring moves which
lead to instant death (similar to the check rule from Chess).
Ultimately, you will probably run into a situation where monsters surround you. That means that your adventure
is over, and you will have to teleport back to the Euclidean world to survive by pressing Escape (quit).
Collecting enough treasure also allows you to find rare magical orbs, which grant you one-time or time-limited
The world is a combination of eleven types of lands. Each land type has specific style (monsters, treasure,
magical orbs, terrain features). Collecting treasures only attracts more monsters in lands of the same type,
so you can try to collect lots of treasure in several different lands!
Some of these lands are available from the beginning, others can be found only if you have proven yourself
(press ESC to know what you should do to access more lands). Ultimately, you will be able to access Hell,
and look for the fabulous Orbs of Yendor
which are hidden there. Get at least one of them to prove that you are
a true winner! Only the best players will be able to face the challenges of Hell, but both the monsters and the
challenges associated with the Orbs of Yendor are different than in the rest of the game, so it should be worth it.
You can see tooltips by placing the mouse over stuff. You can also right click to get more information
about game objects.
[desktop only] Press v
to configure the game. You can also rotate the world by pressing arrow keys
(not numpad). You can center on the PC by pressing Home
Your scores and other stats about your games are recorded to file
(in Linux, ~/.hyperrogue.log
). You can save your configation to file
(in Linux, ~/.hyperrogue.ini
Downloads & Technical info
Download HyperRogue (version 4.4) here (44 MB).
The HyperRogue package includes a Windows executable, documentation, and C++ source which has been tested under Linux
(you need SDL, SDL_ttf, SDL_mixer, and SDL_gfx). You should be able to compile on Ubuntu (or similar) with something like this:
sudo apt-get install gcc libsdl1.2-dev libsdl-ttf2.0-dev libsdl-gfx1.2-dev
You can also download:
- HyperRogue 4.4, reduced music quality (8 MB)
- HyperRogue 4.4 without music (1 MB)
HyperRogue 4.4 for Android: Google Play, apk (8 MB), apk without music (300 kB), source.
HyperRogue for Android is controlled with touchscreen only. Just touch to move; you can also click one of the
buttons in the corners of the circle (so to speak) to change this behavior to scroll, or get quick information
and help about the objects on the screen.
HyperRogue uses much memory, so you probably need a rather new device with lots of free RAM. It is slower than the
desktop version (press Menu and change to ASCII if it is too slow to you), also you see a smaller portion of the
screen by default (change this in Menu if you need to see more). Press tell me if it does not work correctly
on your device. You can also buy HyperRogue Gold on Google Play
to support HyperRogue and to access the cheating features (which are accessed in the desktop version by pressing F2, F4, and then capital letters, shh).
- HyperRogue 4.0, binary for OSX, without music (1 MB), compiled by Konstantin Stupnik (untested by me); unzip, cd to the directory, and run starthyper.sh
- HyperRogue 4.0, binary for OSX, with music (44 MB, untested)
- HyperRogue 4.0 package for OSX, compiled by Wayne A Arthurton (untested by me)
- HyperRogue 4.3 package for OSX, compiled by Wayne A Arthurton (untested by me)
- HyperRogue 4.2b for Pandora, compiled by mcobit (untested by me)
- HyperRogue 3.5, binary package for OSX (1 MB), compiled by Konstantin Stupnik (untested by me)
- HyperRogue 4.4 for iOS (not available on AppStore, thus a developer account or a jailbroken device is required) - ModMyi Cydia repo, tgz, zip, source
it seems that the Cydia package has wrong permissions, use chmod 775 /Applications/HyperRogue.app/HyperRogue
Game design, graphics, and programming by Zeno Rogue
, released under GNU General Public License, version 2
As such, it comes with without any warranty.
Music by Neon Corridor
, under the Creative Commons BY-SA 3.0 license
See the ASCII screenshots and videos from older versions
Note: if the FPS is too low, press 'v' and change the wall display mode to plain
. This should make the game run more smoothly.
The surface the game is played on is called a hyperbolic plane. It seems there is just a very
small amount of games and other works of art which use hyperbolic geometry (the most well
known are some works of M.C.Escher).
The game dynamically generates new parts of the world as you move. Due to nature of the
hyperbolic plane, the chances that you get back to a place where you have been before
are very low (unless you go back exactly the same way). See more information about the geometry
used on the blog
You can aim for the Orb of Yendor, or you can simply aim for as high score as possible.
My best so far is $175 but it should be beatable (I mean, I have won fairly only once so far,
and that was my end score in the winning game).
History and Naming of HyperRogue
In November 2011, I have made Hyperbolic Rogue
, which was a technical draft of a hyperbolic roguelike.
It was a very simple game: it contained only the ASCII graphics, and only the Icy Lands (without the orbs).
Even though very simple, it had become somewhat popular.
In March 2012, for the Seven Day Roguelike Challenge, I have made a new version.
It still included only the ASCII graphics, but it had seven land types and magical orbs.
To make it clear that the game was not written completely from scratch for this challenge
(although probably the development probably took less than 7 days in total),
but rather based on a partially working draft, this version is called HyperRogue II
Later, I have decided to add vector graphics and other improvements -- this version was
called HyperRogue III, to make it clear that it was no longer the 7DRL version. Since
version 4.0 I have decided to drop the III prefix, it looks strange and not everyone has to know the history. :)
Special thanks to:
- NeonCorridor for making great music for HyperRogue!
- Konstantin Stupnik and Wayne A Arthurton for providing the OSX ports!
- mcobit for providing the Pandora port
- ortoslon for his bug reports and his video recording (of an earlier version)!
- chrysn and Damyan Ivanov for preparation of the Debian package (and a bug report and a feature request)
- Adam Borowski for notifying me of some exploits
- Andrew Farnsley for some bug reports
- If you would like to thank me for HyperRogue,
donations are welcome (bitcoins accepted).
- You can also support HyperRogue by buying T-shirts and other merchandise.
- Vote for HyperRogue on Steam Greenlight!
You can read updates about HyperRogue (if any) on
You can discuss HyperRogue at the RogueTemple thread [old]
or by e-mailing me (email@example.com).
See my other games and other stuff
Thanks to Slashie for hosting this at RogueTemple!