A sci-fi roguelike: wake up in a blood-soaked trauma centre with military wetware in your head, and fight your way through the station.
About the game
Darkness. Then light. One minute you were piloting a R.E.E.D. - finest goddamn remote-controlled drone in the galaxy and the next you were lying on your back, brain-fried and being rushed into the trauma centre.
Something about total neural feedback and semi-partial brain-disintegration. All it means to you is sick leave for 6 months, but spending all that unconscious in a healing coma.
Apparently the docs have installed something in your head (probably where the brain cells used to be). Military grade, so might come in handy.
Keyboard controls
The keys to remember
- ?
- The game's own key help (the same list as below)
- e
- Explore automatically until something comes into view
- Enter
- Menu of all commands
- i
- Inventory menu: pick an item for its actions
- < >
- Walk to the nearest known elevator; step on it to change level
- f
- Fire the equipped weapon (or use the equipped item) at a target
All keys (from the in-game help, ?)
Arrow Keys / vi KeysMove
. / 5Do nothing
1-9Equip items
fFire / Use item
asdzcEquip wetware
xExamine / target
eAuto-explore
EnterCommand menu
iInventory menu
< >Walk to elevator
Shift+LRead logs
Shift+CKey cards
Shift+MMessage history
Shift+FFull screen mode (no effect in the browser)
Shift+QQuit the game
?This help
Saving your game
- Saving is automatic. The run is stored in this browser (IndexedDB) when you switch tabs or leave the page, if a turn has passed since the last save. Reloading the page continues from there.
- A save takes a few seconds in the browser: the game pauses briefly while it writes.
- When you die, win or quit (Shift+Q), the save is deleted: one life.
- File ▾ → Export save downloads
traumarl.sav; Import save loads one; New game deletes the save in this browser.
- Private/incognito windows and "clear site data" delete the stored run. Export first if it matters.
Tips
- Damage hits your shield first; only when it is down do you lose hit points.
- Keys 1–9 equip the items you carry; a s d z c switch your wetware (the implants in your head).
- Read the logs you find (Shift+L): they tell the story and where things are. Shift+C lists the key cards you hold for locked doors.
- x examines what you can see and picks a target before you fire.
- e stops when something comes into view: that is your cue to fight or back off.
Playing in the browser
- Windows: Map, Status, Messages and Inventory are separate windows. Drag title bars to rearrange, drag the gaps to resize, hover a title for text size (A−/A+ on the map changes the tile size). One window shows the original screen.
- The command menu (Enter) and the inventory menu (i) are additions of this web version; click an entry or press its key.
- Story screens and the key help wait for a key; the message history is also in the Messages window.
- Sound effects are off by default; switch them on in Audio ▾. The sounds are made for this version (the game has none of its own).
- Browsers keep some shortcuts (Ctrl+W, F5…) for themselves.
- The game runs in a Web Worker; the first visit installs a small service worker so it can (it reloads once).
Credits
- TraumaRL by flend (Tom Ford), written for the 7DRL Challenge 2014 on his RogueBasin/DDRogue code base; tile art by ShroomArts. Source code under the GNU GPL v3; the graphics are proprietary (see the README).
About this version
- Based on flend/roguelike, branch
traumarl @ d429380. - Our changes (web backend replacing SDL/libtcod, command and inventory menus, window layout, save and resume, sound effects): memmaker/traumaRL.
- Built with .NET (browser-wasm).