







Every March, developers worldwide each try to make a roguelike game in less than 168 hours as part of the 7DRL Challenge. Roguelike games are hard, involving procedural level generation, pathfinding, line-of-sight algorithms, and more dijkstra maps than you can imagine.
Eiríkr Åsheim: Uxn: Permacomputing & Roguelikes
Increlution
Survive the ever increasing pressure of time for as long as you can! A minimalistic incremental game about time management that takes inspiration from roguelite games, with a focus on meta-progression. Every generation has a better chance at survival, because previous lives influence its instincts

Core Traditional Roguelike Values
by @slashie, builder of the Temple of the Roguelike, 2022. v1.3.1 The foundations of this article are the conclusions from my talk at the Roguelike Celebration in 2017. Click here for a brief histo…

ASCII art + permadeath: The history of roguelike games
Everything from Rogue to the Binding of Isaac.

Herbert Wolverson - Procedural Map Generation Techniques
AI Doomsday Bullshit Is Getting Tired
The "rogue AI" narrative continues to help obscure very ugly and avoidable human failures.
Inside the suddenly explosive world of AI safety
AI safety researchers warned that popular models would go rogue. This is only the beginning.

There's no reason for software to be slow anymore
The other day, I saw a viral tweet saying that people talking about how LLMs are causing slow, bloated, code are going to eat crow once they re-write everything in super-optimized assembly. We're not quite at the point where we want to write everything in assembly, but some variant of what Nolan Lawson said about testing, you can choose how many bugs you want now, which I less eloquently noted here, is becoming more true for performance.
INDIE GAME DEV: DEATH LOOPS
In this article, I will identify two traps that many indie game developers fall into that either prevent them from finishing their projects or extend the length of the development to a point where there is tremendous pressure for the game to succeed. I call these traps "death loops" because of the fatigue and burnout they can cause (and how easy it is to get stuck in them). The article will also offer some suggestions on how to break out of these loops.
AI's Catastrophic Risk Isn't Rogue Machines, It's Cognitive Surrender
For many, AI introduces the suspicion that self-investment is inherently a losing proposition, writes recent graduate Evan Liu.

Quickly Training Game-Playing Agents with Machine Learning
Posted by Leopold Haller and Hernan Moraldo, Software Engineers, Google Research In the last two decades, dramatic advances in compute and connecti...

Mastering Real-Time Strategy Games with Deep Reinforcement Learning: Mere Mortal Edition
The capabilities of game-playing AIs have grown rapidly over the last few years. This trend has culminated in the defeat of top human players in the complex real-time strategy (RTS) games of DoTA 2…

Making tools for game developers — Codecks
Rather than use a tool that assumes order and fails when faced with the reality of game development, we're building a tool that assumes chaos and, in spite of that, reduces the stress that comes with it.

Heaps do lie: debugging a memory leak in vLLM. | Mistral AI
The most powerful AI platform for enterprises. Customize, fine-tune, and deploy AI assistants, autonomous agents, and multimodal AI with open models.
HyperRogue trailer
Rogue AI aren’t science fiction anymore
For years, fears about AI systems slipping human control were dismissed as speculative.
