A roguelike after H. P. Lovecraft · into the lair of the Church of Starry Wisdom, for the Shining Trapezohedron
> Enter the lairNo parent: Infra Arcana is an original game in its own C++ code, not a variant of any other roguelike. RogueBasin names its influences as H. P. Lovecraft, horror movies and the PC shooter Blood. Development logs start in August 2010 under another name; 1.0 came out on 5 June 2011 and the game is still developed (23.0.0 on 18 May 2025, 23.1.0 in progress). It has no known descendants.
See the family tree (among the standalone originals). Sources: RogueBasin, release_history.txt, the source on GitLab.
| Martin Törnqvist | Design, code and writing, 2010 onwards |
| Oryx | (Christopher Barrett, Oryx Design Lab) the tile set, maintained long after the first draft |
| Agata Skrzypczyk | Logo and icon |
| Renan Nunes | Rewrote many monster descriptions, gameplay ideas |
| Ideas | Kornel Dabrowiecki, Paul Onyschuk |
| Music | Musica Cthulhiana, “Madness” from the album Fragment (main menu, by permission) |
| Sounds | Mostly from freesound.org, each credited in LICENSE-AUDIO.txt |
| Web port | This page’s browser build: memmaker/ia |
From the game’s credits.txt, contact.txt and LICENSE-AUDIO.txt.
.txt file “conveniently readable externally”. (release_history.txt)src/ and include/ at upstream a084376; built with CMake on SDL2, SDL2_image and SDL2_mixer. Licence AGPL-3.0-or-later.data/monsters.xml (with their tile and colour), colours in XML, fixed levels (the intro forest, Egypt, the Mi-Go outpost, the High Priest) as text maps; items, spells and traits are C++ tables.--bot and --stress-test let the game play itself.| Thing | Count | Notable ones |
|---|---|---|
| Levels | 30 | early game 1–9, mid game 10–19, late game 20–30; special levels: Egypt, Rat cave, Deep One lair, Magic pool, Mi-Go outpost, the High Priest, the Trapezohedron |
| Monsters | 105 | Keziah Mason and Brown Jenkin, Richard Upton Pickman, Major Clapham-Lee, Dean Halsey, Khephren, Nitokris, Zuul the Gatekeeper, The Omega Sentinel, a Strange Color, Leviathan |
| Backgrounds | 6 | War Veteran, Rogue, Ghoul, Occultist, Exorcist, Flagellant |
| Traits | 68 | Treasure Hunter, Ravenous, Memento Mori, Undead Bane, Galvanization |
| Spells | 52 | 7 domains: Channeling, Corruption, Illusion, Mind, Time, Warding, Blood; Crimson Passage, Projected Strike, Temporal Echo, Mirror Images |
| Items | 162 | item types incl. intrinsic attacks; 9 curses (Shriek, Light sensitive, Cannot read) |
| Properties | 117 | status effects and resistances |
| Insanity | 19 | symptoms: babbling, sadism, paranoia, phobias of dogs, the dark, the dead, the deep, rats, reptiles, spiders |
| Traps | 15 | 7 mechanical (spear, web, alarm), 8 sigils (unlearn spell, alter environment) |
Counted from include/*.hpp enums, global.hpp and data/monsters.xml at a084376.
The game’s own manual (manual.txt, also in the main menu), the full release history back to 2010 and the credits. Licence: AGPL-3.0-or-later (LICENSE.txt).
We found no walkthrough or strategy guide. Rules of thumb from the game’s own manual and RogueBasin:
Debug builds have F2–F10 cheat keys (next level, +100 XP, cheat vision, +50 shock, spawn monsters or items, teleport), compiled only without NDEBUG in game_commands.cpp. This build uses -DNDEBUG, so they are gone. No wizard mode, no cheat options.