Game Updates
Hunt the Wumpus: Roguelike v1.9.3 Published
A procedural HTML5 roguelike that expands Hunt the Wumpus into a campaign of exploration, tracking, tactical combat, equipment, hazards, and living cave AI.
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Follow Tronsoft announcements, platform improvements, release notes, and newly published games.
Game Updates
A procedural HTML5 roguelike that expands Hunt the Wumpus into a campaign of exploration, tracking, tactical combat, equipment, hazards, and living cave AI.
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Two commands draw a purse, requisition from the same catalogue, deploy on identical ground, and fight over objectives that pay their worth at the end of every half-turn. What you bought at the requisition board decides how the affair goes: armour that cannot be stopped by anything the other side owns, a gun line that cannot take ground, or something in between.
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A turn-based hex-grid grand-strategy wargame with fog of war, production, logistics, roads, supply, combined arms, naval and air forces, scenario tools, and theater-planning AI. Version 2.1.6 updates the distribution to the Tronsoft Games Package Specification v1.5 profile and installs new storefront cover artwork while preserving the v2.1.5 movement-flow rules.
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Farhold — an original game of star empires, played on a photographic survey plate ruled in hexes that wraps in both directions. One sun is yours. Every other light in the reach is a point on the plate: you know where it is, not what stands under it. Send a probe, or push your scanners further, and the annotation appears beside it — climate, yield, and whoever is already there. Distance is counted in hexes and nothing else: a drive rating is hexes a turn, a scanner mark is hexes read clear, and a course is a run of hexes you can see before you commit to it. The plate wraps top to bottom and side to side, so there is no back door and no safe corner: every house is somebody's neighbour in every direction. Rule the plate to order if the presets do not suit. Every light is printed in the colour of its class, so the plate says at a glance where life will take, and resting the pointer on a squadron reads out what is aboard it. Each world you hold makes one stream of output, and the whole game is the argument over where it goes: into works, into the climate, into the yards, into the laboratories, or into the reserve. Research runs in six branches, and a hull carries the gunnery and structure marks it was laid down with for the rest of its life, so a fleet built cheap and early is still cheap and early ten turns later. Two to four houses begin the same way at opposite ends of the reach, and none of them intend to share it. The reach falls to the last house standing, to whoever holds twice the second house and 38% of the whole for 4 turns running, or to the ledger at the last turn. Players: 1 (against 1 to 3 machine houses) Play length: 25 to 90 minutes, set by the survey length you choose (60 / 100 / 150 turns) Genre: 4X strategy, empire building, turn-based Controls: pointer or touch, with keyboard panning, zoom and end-of-turn
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Adds Version 1.5 manifest cover discovery to the Game Library while preserving existing database cover images and special overrides.
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A tactical wargame at individual-vehicle scale, with a battle builder. One counter is one tank, one gun or one section; a turn is one minute; and the points you hold back are what let you fire in the enemy’s minute.
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A tactical wargame at individual-vehicle scale, with a battle builder. One counter is one tank, one gun or one section; a turn is one minute; and the points you hold back are what let you fire in the enemy’s minute.
Read Article →Game Updates
A tactical wargame at individual-vehicle scale, with a battle builder. One counter is one tank, one gun or one section; a turn is one minute; and the points you hold back are what let you fire in the enemy’s minute.
Read Article →Game Updates
A tactical wargame at individual-vehicle scale, with a battle builder. One counter is one tank, one gun or one section; a turn is one minute; and the points you hold back are what let you fire in the enemy’s minute.
Read Article →Game Updates
A tactical wargame at individual-vehicle scale, with a battle builder. One counter is one tank, one gun or one section; a turn is one minute; and the points you hold back are what let you fire in the enemy’s minute.
Read Article →Game Updates
Room ID Update: every visible chamber on the map now displays its room number to match the Movement panel.
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Two commands draw a purse, requisition from the same catalogue, deploy on identical ground, and fight over objectives that pay their worth at the end of every half-turn. What you bought at the requisition board decides how the affair goes: armour that cannot be stopped by anything the other side owns, a gun line that cannot take ground, or something in between.
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