[HN Gopher] HyperRogue - A non-Euclidean roguelike
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       HyperRogue - A non-Euclidean roguelike
        
       Author : stared
       Score  : 128 points
       Date   : 2025-11-02 11:40 UTC (11 hours ago)
        
 (HTM) web link (roguetemple.com)
 (TXT) w3m dump (roguetemple.com)
        
       | versteegen wrote:
       | HyperRogue is specifically hyperbolic (and very cool! See also
       | RogueVis), but of course there are a number of non-Euclidean
       | roguelikes. One of my favourites is Smart Kobold [1], which
       | really amazed me at the time, particularly as it was made in just
       | 7 days for the 7DRL! It's so called because pathing through a
       | non-Euclidean map is very difficult for a human but trivial for a
       | computer or a kobold. The map looks 2D, but is made out of small
       | pieces that are (seamlessly) joined together at their seams to
       | connect in unexpected ways. Jeff Lait also used the code for
       | other 7DRLs (I honestly wouldn't know which is best to recommend)
       | [2]
       | 
       | [1] http://www.zincland.com/7drl/kobold/
       | 
       | [2] http://www.zincland.com/
        
         | integralid wrote:
         | If I understand you correctly, the game geometry is actually
         | euclidean but world contains many seamless portals?
         | 
         | I think geometry being euclidean or not is specifically about
         | parallel lines, and the term "non-euclidean" is sightly misused
         | for other kinds of spatial gimmicks. At least that's what I
         | learned after watching several ZenoRogue videos (HyperRogue
         | channel) :)
        
           | zenorogue wrote:
           | Yeah, Jeff calls it "non-Cartesian". He changes the topology
           | but the geometry is Euclidean. There are also lots of
           | roguelikes doing other experiments with topology, tilings,
           | dimensions (Verdagon 7DRLs, geometry episode of Roguelike
           | Radio, etc.)
        
           | jerf wrote:
           | If your geometry has portals, the parallel line postulate
           | will no longer hold. If your portals can have different
           | angles between the entrance and the exit you can straight up
           | cross "parallel" lines, and even if you require them to be
           | oriented at the same angle you'll lose "when given a line and
           | a point exactly one parallel line can be drawn".
           | 
           | Euclidean geometry is an extremely precise geometry, and
           | there is nothing wrong with calling _any_ deviation from it
           | "non-Euclidean". Since Euclidean geometry is a fairly
           | specific point in geometry-space, the only real objection is
           | that calling something "non-Euclidean" doesn't tell you much
           | about what it _is_ , but Euclidean geometry isn't a bad
           | choice for a "default" geometry and at least it tells you
           | it's not that. There is no requirement for it to be
           | continuously curved in some spherical or hyperbolic manner to
           | be "non-Euclidean". Even just permitting a single portal into
           | an otherwise Euclidean geometry would utterly shred Euclid's
           | Elements from top to bottom.
           | 
           | By my examination of the original postulates, not only would
           | portals wreck the parallel line postulate, it in fact ruins 4
           | out of 5 of them, leaving only that a line can be
           | continuously extended (and that line can still self-
           | intersect, which may in fact violate the definition of a
           | "line" and mean all 5 axioms are busted if you really dug
           | in). It means it is no longer possible to draw a line between
           | any two points (portals can shadow portions of the space such
           | that some points are not connectible), cicles lose a lot of
           | their properties that we rely on (imagine the unit circle,
           | and a portal starting x = .5 and going straight up... they're
           | no longer necessarily continuous), right angles may not be
           | equal to each other any more (portals can change the apparent
           | angles, or give two interpretations rather than one), and of
           | course the parallel line doesn't hold. Putting portals into a
           | geometry fairly comprehensively makes it non-Euclidean.
        
             | zenorogue wrote:
             | No, you are confusing geometry and topology here. Topology
             | does not change when you stretch the space but changes when
             | you cut/glue it. Geometry does not change when you cut/glue
             | but changes when you stretch. So portals change the
             | topology but the geometry is Euclidean (you get a Euclidean
             | manifold). This are the meanings used by mathematicians
             | working in these areas.
             | 
             | (The original meaning is of course about breaking 5th
             | postulate while all the others hold, showing that it was
             | possible was a celebrated result in mathematics, while it
             | is trivial to break the postulates in some arbitrary way.)
        
             | oofbey wrote:
             | By that logic, the game Portal is non-Euclidean. Which
             | might be true in a certain interpretation. But nobody looks
             | at portal and thinks it's anything but a normal 3D world
             | with portals.
             | 
             | Here the geometry is very unusual. But using the existence
             | of portals to define that seems insincere.
        
             | Mond_ wrote:
             | > It means it is no longer possible to draw a line between
             | any two points (portals can shadow portions of the space
             | such that some points are not connectible
             | 
             | This feels a bit like saying that putting a wall in a room
             | makes it non-euclidean since there's now a barrier in the
             | way.
             | 
             | I know where you're coming from, but this is confusing
             | geometry and topology. (Curvature vs. how the space is
             | connected.)
        
               | thaumasiotes wrote:
               | > This feels a bit like saying that putting a wall in a
               | room makes it non-euclidean since there's now a barrier
               | in the way.
               | 
               | Maybe that's what H. P. Lovecraft meant about non-
               | Euclidean architecture in R'lyeh. ;D
               | 
               | (It probably isn't - the quote from _The Call of Cthulhu_
               | says  "the _geometry_ of the dream-place he saw was
               | abnormal, non-Euclidean, and loathsomely redolent of
               | spheres [...] ".)
        
             | zahlman wrote:
             | Considered in three dimensions, I would guess that _most_
             | Rogue-likes (in a narrow, classical sense) are non-
             | Euclidean (in that broad sense): the down stairs on one
             | level don 't necessarily line up with the up stairs on the
             | next.
        
               | thaumasiotes wrote:
               | At least in Angband, the game explicitly tells you that
               | you pass through a maze of staircases. The level you just
               | left still notionally exists, but you can never find it
               | again.
               | 
               | (This is also true of the recall effect, for no reason
               | stated by the ingame text. But then again, the ingame
               | text never claims anything other than that you'll recall
               | to a particular depth, as opposed to a particular place.)
        
           | jhbadger wrote:
           | Wouldn't any geometry that violates any of Euclid's five
           | postulates be non-Euclidean? Yes, the parallel lines one is
           | the most famous, but surely a geometry that violates any of
           | the other four would be too.
        
             | thaumasiotes wrote:
             | How would you violate one of the other four?
             | 
             | Postulate 1 defines what a line is.
             | 
             | Postulate 2 defines what a direction is.
             | 
             | Postulate 3 defines what a circle is.
             | 
             | Postulate 4, in modern terms, doesn't say anything at all.
             | (We aren't even sure why the Greeks felt it was necessary
             | to state it!)
        
         | mouse_ wrote:
         | Jeff Lait is a major source of inspiration to me. I will one
         | day ascend with the black heart of Beazl'bub!
        
         | thaumasiotes wrote:
         | > It's so called because pathing through a non-Euclidean map is
         | very difficult for a human but trivial for a computer or a
         | kobold.
         | 
         | That sounds like an artifact of the display. Pathing through a
         | non-Euclidean map is, for example, a major game mechanic of
         | Super Mario Galaxy; it's not difficult at all.
        
           | MoltenMan wrote:
           | Super Mario Galaxy is not non- euclidean; it's just a regular
           | 3D projection onto a 2D screen. The spheres you travel on are
           | technically non-euclidean if you consider the surface in a
           | vacuum, but you aren't playing on the surface, you're playing
           | in a full 3D space.
           | 
           | Additionally, 2D sphere surfaces are very understandable
           | because they can actually exist in our 3D world and we're
           | used to them; hyperrogue has a hyperbolic non-euclidean 2D
           | geometry which is impossible in real life, much more
           | confusing, and impossible to display with no confusion. I
           | don't know what Smart Kobold is, but I presume it's also not
           | just a regular 3D game like Super Mario Galaxy.
        
             | thaumasiotes wrote:
             | > but you aren't playing on the surface, you're playing in
             | a full 3D space.
             | 
             | That is not true in any meaningful sense. You can jump. But
             | you can't move through the 3D space. You're stuck to the
             | surface of the closest sphere. All of your pathfinding
             | problems are non-Euclidean pathfinding problems.
             | 
             | If you were a sprite embedded within the surface, moving
             | from sphere to sphere by using pipes, that would add
             | nothing to the difficulty of pathing around the sphere.
        
               | MoltenMan wrote:
               | Good point, the movement is more isomorphic with a fully
               | spherical 2D geometry game than I was thinking. But I
               | still wouldn't say it qualifies as non-euclidean in the
               | same sense as hyperrogue at all, given that you aren't
               | fully stuck on a sphere (and they don't give any way to
               | change the view to a top down 2D spherical geometry view;
               | because it's actually just a regular 3D game).
               | 
               | More relevantly to your original comment, it is always
               | going to be far easier to understand 2D spherical
               | geometry (possible to create in 3 dimensions, we see it
               | every day) than 2D hyperbolic geometry (not possible to
               | create in 3 dimensions, completely foreign to us), so I
               | don't think it is a 'display' issue at all.
        
       | n4r9 wrote:
       | I played this on android a couple of years ago but eventually
       | uninstalled it. Now it appears to be missing from the Play store?
        
         | zenorogue wrote:
         | Google Play is not very friendly to small developers who do not
         | want to share their home address (not their fault, it is some
         | recently introduced EU law), but the Android version can be
         | downloaded from itch.io
        
           | RunningDroid wrote:
           | It's also available in the official F-Droid repo:
           | https://f-droid.org/packages/com.roguetemple.hyperroid
        
           | card_zero wrote:
           | > some recently introduced EU law
           | 
           | Is it?
        
         | mamonoleechi wrote:
         | you can get it here:
         | https://f-droid.org/packages/com.roguetemple.hyperroid/
        
       | iberator wrote:
       | Nah. It's ultra boring in comparison to nethack, pathos or more
       | complex games like revengate(!) or greedy cave.
       | 
       | My listing of similar games:
       | 
       | - Grim Omens 3/5 - Revengate 4/5 - Dungeon Crawl Soup (on pc) 4/5
       | - The greedy cave 5/5 - Pathos 4/5
        
         | nrjames wrote:
         | Brogue (Community Edition) also is awesome!
         | 
         | https://github.com/tmewett/BrogueCE
        
           | philsnow wrote:
           | Nethavk is much much too baroque, a confusion of ideas and
           | one-turn unavoidable deaths (well, avoidable if you know the
           | secret handshake)[0]. It's like a cupcake recipe that has 40
           | ingredients and is dripping with extra stuff on top.
           | 
           | Brogue, on the other hand, is perfectly simple but perfectly
           | well-executed, a five-ingredient recipe that lets every
           | ingredient shine.
        
         | 4ggr0 wrote:
         | ahhh, rainy sunday and i get a recommendation for abstract
         | indie games, today is going to be a good day...
        
           | 4ggr0 wrote:
           | ...Project Silverfish[0] is really entertaining so far...
           | 
           | [0]https://store.steampowered.com/app/2941710/Project_Silverf
           | is...
        
         | integralid wrote:
         | >ultra boring
         | 
         | Of course, this is just your opinion, presented as an objective
         | fact.
         | 
         | HyperRogue is one of the few roguelikes that I got sucked into.
         | In comparison, I never "got" DCSS and despite several tries I
         | always got bored immediately.
        
           | zokier wrote:
           | I like hyperrogue but I think it is arguable that it is not
           | very good as a roguelike; I like it more as a puzzle game.
           | The thing is that in hyperrogue each of the worlds is almost
           | entirely self-contained, and the choices you make in one
           | world, or the order you go through the worlds, do not really
           | impact the overall run in any major way. So it lacks the
           | combinatorial explosion of possibilities that many good
           | roguelikes (incl nethack) have.
        
           | BiteCode_dev wrote:
           | Everybody understands that it's an opinion, it's a social
           | convention, no need to spell it out. Just like people saying
           | "broccoli are bad" doesn't need to be subtitled with "it's a
           | matter of taste" or this dress looks ugly implies that it's a
           | subjective take on aesthetics.
        
         | lock1 wrote:
         | Like other sibling comment said, I think it's just your
         | personal opinion. I don't think The Greedy Cave is that complex
         | or belong to traditional roguelike category, more like MMO's
         | grindy number game with some microtransaction.
        
       | ytrt54e wrote:
       | The curse of Hacker News broke the website
        
       | zukzuk wrote:
       | AppStore says it's not available in Canada for some reason.
        
         | zenorogue wrote:
         | AppStore only accepts games compiled in a new version of XCode,
         | and I have only a very old Mac on which it does not seem
         | possible to install such a new version.
        
       | tomhow wrote:
       | Previously:
       | 
       |  _How to create a game using hyperbolic geometry? (2020)_ -
       | https://news.ycombinator.com/item?id=36448270 - June 2023 (44
       | comments)
       | 
       |  _HyperRogue: A puzzle roguelike in a non-Euclidean world_ -
       | https://news.ycombinator.com/item?id=26073813 - Feb 2021 (34
       | comments)
       | 
       |  _HyperRogue - a non-Euclidean roguelike_ -
       | https://news.ycombinator.com/item?id=17432974 - June 2018 (38
       | comments)
       | 
       |  _HyperRogue - A non-Euclidean roguelike_ -
       | https://news.ycombinator.com/item?id=9744353 - June 2015 (33
       | comments)
        
       | trinsic2 wrote:
       | I like the concept, but from the video it feels a bit
       | claustrophobic.
        
       | egeres wrote:
       | Imagine this inside miegakure (https://miegakure.com/)
        
       | MoltenMan wrote:
       | Actually highly recommend this game. I got a lot of fun out of it
       | when I discovered it a few years back, and it especially works
       | well as an airplane time waster game. I'm not generally one for
       | roguelikes but this one really is incredibly fun.
       | 
       | You can buy it on steam too if you want to support the developer!
        
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