Game design question: how to base item generation on character skill, but not promote artificial optimal play?

This page summarizes the projects mentioned and recommended in the original post on /r/roguelikedev

Our great sponsors
  • WorkOS - The modern identity platform for B2B SaaS
  • InfluxDB - Power Real-Time Data Analytics at Scale
  • SaaSHub - Software Alternatives and Reviews
  • LambdaHack

    Haskell game engine library for roguelike dungeon crawlers; please offer feedback, e.g., after trying out the sample game with the web frontend at

  • here's the failed commit: https://github.com/LambdaHack/LambdaHack/commit/930dfd46b949d1525e900b997137389a8092305b

  • WorkOS

    The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.

    WorkOS logo
NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a more popular project.

Suggest a related project

Related posts