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Experience the sequel of the traditional roguelike dungeon-crawling classic and enjoy unlimited replayability through endless procedurally generated dungeons. Ultimate ADOM - Caverns of Chaos is coming soon to GOG.COM!

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Maxvorstadt: \

Oh, another rogueshite with permadeath? Well, you can count me out!

I still don`t understand, why people buy such ragequit simulators.
It's the ultimate in wasted time and effort, as you can spend weeks starting the game over and over, and over again...

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Swedrami: Craving for an actual challenge, being able to exercise a novel concept called "patience", etc. - take your pick.
Counterpoint: It's wasted effort as you lose everything that you worked hard for unless you love gambling!
Some people are born gamblers while others are not, as that is what rouggers are, you take a chance in every room; will you win loot, or will you die and lose it all?

EDIT: Spoiler alert, you will lose it all as rouggers are meant to kill off your character so you will always have to start at the beginning over and over again, it's by design...
Post edited July 06, 2021 by TZODnmr2k5
Tested the beta a few months ago.
It lacks the complexity and depth of the original ADOM, but might be much easier to learn and probably more attractive to the casual player.
It should be called DOM 5.0... :P

In any case, it's still worth playing. To the wishlist it goes.
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Maxvorstadt: \

Oh, another rogueshite with permadeath? Well, you can count me out!

I still don`t understand, why people buy such ragequit simulators.
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TZODnmr2k5: It's the ultimate in wasted time and effort, as you can spend weeks starting the game over and over, and over again...

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Swedrami: Craving for an actual challenge, being able to exercise a novel concept called "patience", etc. - take your pick.
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TZODnmr2k5: Counterpoint: It's wasted effort as you lose everything that you worked hard for unless you love gambling!
Some people are born gamblers while others are not, as that is what rouggers are, you take a chance in every room; will you win loot, or will you die and lose it all?

EDIT: Spoiler alert, you will lose it all as rouggers are meant to kill off your character so you will always have to start at the beginning over and over again, it's by design...
"What's with these FPS? You either win on a level or you loose and have to do it over. Could whether I win or loose have anything to do with skill or planning? Nah, gotta be luck. FPS are gambling."
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Adom? More like A DUMB amiright?

Look, garbage sequel is so 90s. We're in 020s now. Get with the time developer.
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ConanTheBald: I don't think it's my personal preference since I don't know any other ace who would like to be called "Neuter". One thing is reading a dictionary and another is real life. If you are reading dictionary then you should continue reading through all the meanings of a word. Maybe if you would have read through my second post you might have understood the problem bit better.

Edit: Ace - slang word for asexual.
The point is that neuter is correct when referring to gender, neutral is not. That's just regular English. Anyway, I think the "tentacled" gender option is, um...certainly not a very common gender. As far as I know.

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Darvond: Looking at the Steam reviews inspire inconfidence, given they crammed it into Unity.
Nothing wrong with using Unity—a number of well-regarded games around here use it and nobody ever complains about them—as long as the developer bothers to optimize. The thing, is it shouldn't even be hard to get a game like this to perform well in Unity without any huge optimizing efforts, so yeah..."inconfidence".
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Crosmando: Sorry, already bought it on Steam. I would of held off if you guys told us it was coming here though!
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Martek: That's exactly what the announcement is - a Coming Soon.

They are telling you it is coming here, right there in that announcement.
Too late.
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eric5h5: Nothing wrong with using Unity—a number of well-regarded games around here use it and nobody ever complains about them—as long as the developer bothers to optimize. The thing, is it shouldn't even be hard to get a game like this to perform well in Unity without any huge optimizing efforts, so yeah..."inconfidence".
Unity is indeed an excellent engine for 2D and small-scaled 3D worlds, mainly for isometric and very small gamespaces, any large-scaled open-world games, and the engine tanks, unless the developer dynamically loads/unloads assets/world in 6-meter chunks...

Unreal engine, however...
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ConanTheBald: I don't think it's my personal preference since I don't know any other ace who would like to be called "Neuter". One thing is reading a dictionary and another is real life. If you are reading dictionary then you should continue reading through all the meanings of a word. Maybe if you would have read through my second post you might have understood the problem bit better.

Edit: Ace - slang word for asexual.
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eric5h5: The point is that neuter is correct when referring to gender, neutral is not. That's just regular English. Anyway, I think the "tentacled" gender option is, um...certainly not a very common gender. As far as I know.

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Darvond: Looking at the Steam reviews inspire inconfidence, given they crammed it into Unity.
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eric5h5: Nothing wrong with using Unity—a number of well-regarded games around here use it and nobody ever complains about them—as long as the developer bothers to optimize. The thing, is it shouldn't even be hard to get a game like this to perform well in Unity without any huge optimizing efforts, so yeah..."inconfidence".
Just like "retarded" was regular english but we aren't using it any longer. Why don't you update your mindset? Looking your "knowledge" on Unity I don't even know why am I trying to make sense of you at all.
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TZODnmr2k5: Unity is indeed an excellent engine for 2D and small-scaled 3D worlds, mainly for isometric and very small gamespaces, any large-scaled open-world games, and the engine tanks, unless the developer dynamically loads/unloads assets/world in 6-meter chunks...

Unreal engine, however...
Well, all open-world games have to load/unload assets. Unity's struggled with that part, though they've made some progress; it's possible to make a decent-performing large open world though it requires more effort compared to an engine where it was designed for that sort of thing from the beginning. (I think Rust is an example...I haven't played it myself, but it seems pretty highly-rated and complaints are about load times rather than in-game performance.) In any case it's difficult to imagine what this ADOM is doing to tank performance on larger levels unless they're literally just plonking down every single tile as a separate GameObject or something.

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ConanTheBald: Just like "retarded" was regular english but we aren't using it any longer. Why don't you update your mindset? Looking your "knowledge" on Unity I don't even know why am I trying to make sense of you at all.
You're weirdly combative, aren't you?
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eric5h5: Well, all open-world games have to load/unload assets. Unity's struggled with that part, though they've made some progress; it's possible to make a decent-performing large open world though it requires more effort compared to an engine where it was designed for that sort of thing from the beginning. (I think Rust is an example...I haven't played it myself, but it seems pretty highly-rated and complaints are about load times rather than in-game performance.) In any case it's difficult to imagine what this ADOM is doing to tank performance on larger levels unless they're literally just plonking down every single tile as a separate GameObject or something.
Yeah, I suppose my ire towards unity stems from games that have not been properly optimized due to such a low bar of entry into the engine, so we get a lot of great-high ambitious games that have shit performance, which really sucks for the end-user along with the dev that has to scramble to patch in performance as it were...

Whereas with unreal, I have had an extremely hard time finding an unreal engine game that has performed as horribly as an overly ambitious unity game, such as with eastshade for example, I have had one area boast a 90+ framerate, while just one step into a loaded section of a new area tank the frames down to literally 20 frames!

And I have a Ryzen 9 3900x|64Gb Ram|3090 and even at the lowest settings my frames still tank to 30 instead of the previous 20! I do hope that unity gets better, in spite of me despising that engine, too many indie devs do not, and a lot of great game ideas have been borne from devs that use that engine, so I hope it gets better...

...Or they switch over to Unreal! :)

EDIT: Oh, and ATOM is a small-scaled 3D isometric world so the performance should be exemplatory!
Post edited July 08, 2021 by TZODnmr2k5
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ConanTheBald: Just like "retarded" was regular english but we aren't using it any longer. Why don't you update your mindset? Looking your "knowledge" on Unity I don't even know why am I trying to make sense of you at all.
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eric5h5: You're weirdly combative, aren't you?
No, not really. I'm just used to giving English lessons. ;)

Sometimes I make mistakes on purpose for people to notice. Weirdly enough, you didn't. Maybe you only care about vocabulary and not about grammar. Or maybe ...
Unreal has its share of issues, but one thing they do is ditch everything and start over every so often, which Unity should have done some years ago. Instead everything is just kind of patched together to the point where it's actually possible to have code from Unity 1.x work in the latest version. Unreal also has better marketing...forcing a Unity splash screen with the free license is kinda the opposite of what you want to do if you aim to give a good impression....
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eric5h5: Unreal has its share of issues, but one thing they do is ditch everything and start over every so often, which Unity should have done some years ago. Instead everything is just kind of patched together to the point where it's actually possible to have code from Unity 1.x work in the latest version. Unreal also has better marketing...forcing a Unity splash screen with the free license is kinda the opposite of what you want to do if you aim to give a good impression....
So true, especially when it's inexperienced devs making an overly ambitious open-world title and the game ends up a wretchedly performing mess...

There have been successes, but those games have been made with experienced devs with the paid version of unity so their logo doesn't show up, which is another advantage of unreal; developing and releasing a game made with Unreal is 100% free, they have a 5% royalty fee due to Epic, but only when a game passes $3k revenue per quarter.
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TZODnmr2k5: So true, especially when it's inexperienced devs making an overly ambitious open-world title and the game ends up a wretchedly performing mess...

There have been successes, but those games have been made with experienced devs with the paid version of unity so their logo doesn't show up, which is another advantage of unreal; developing and releasing a game made with Unreal is 100% free, they have a 5% royalty fee due to Epic, but only when a game passes $3k revenue per quarter.
Of course, there's also the advantage of using an engine that doesn't have either caveat, like the O3DE, OGRE, Godot, Love2D, etc.

Which given that ADOM was previously developed on custom code, probably would have been a wiser choice instead of going for the system on a chip approach.
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TZODnmr2k5: So true, especially when it's inexperienced devs making an overly ambitious open-world title and the game ends up a wretchedly performing mess...

There have been successes, but those games have been made with experienced devs with the paid version of unity so their logo doesn't show up, which is another advantage of unreal; developing and releasing a game made with Unreal is 100% free, they have a 5% royalty fee due to Epic, but only when a game passes $3k revenue per quarter.
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Darvond: Of course, there's also the advantage of using an engine that doesn't have either caveat, like the O3DE, OGRE, Godot, Love2D, etc.

Which given that ADOM was previously developed on custom code, probably would have been a wiser choice instead of going for the system on a chip approach.
Admittedly I am not well versed in game engines or development as my concern is as an end-user, but I have been using unreal engine for compositing 3D scenes for my artwork!