The 1995 post-apocalyptic mutant roguelike: a valley in the ruins of Central New York, castles and lairs.
AlphaMan (Jeffrey R. Olson, 1995) is set after a nuclear war, in the style of the Gamma World tabletop game. You are a mutant with two random mutations, one physical and one mental. The valley is an open outdoor map with plains, forest, hills and water; castles and underground lairs hold the stairs, the monsters and the loot. The goal is to stop the Grinch and his nerve toxin: five castles hold the items (a map, a space suit, blue suede shoes, an ID card, a serum) you need to enter his hidden castle. Old-world tech devices must be figured out before you can use them. Death is permanent.
AlphaMan is science fiction, not fantasy: mutants, robots and old-world technology instead of wizards and magic. The main map is one big outdoor valley you walk across freely. Castles (buildings) and lairs (underground) are the dungeons; enter with < when you stand on an entrance.
NAME.ALF with its map files); Q offers to save before quitting. Death is final: the save is deleted.save/ files into such a bundle.