Xs of Y – roguelike that names itself every run. Written in 4kLoC
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TL;DR

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Developers released ‘Xs of Y,’ a roguelike game that names itself anew each run and features a dynamically generated universe. It is written in 4,000 lines of code using a Lisp-inspired language, emphasizing minimalism and innovation.

The developer of ‘Xs of Y’ has released a roguelike game that generates a unique title, quest, and rune mappings for every run, written in approximately 6,900 lines of code in a Lisp-inspired language. This project, still in development, offers a novel approach to procedural generation and minimalistic coding within the roguelike genre.

‘Xs of Y’ is a roguelike game where each playthrough produces a different game title, such as ‘Gazebos of Mounting Dread,’ and a new quest, like retrieving the ‘Spatula of Futility.’ The game features a dynamic rune system where symbols and spells are represented as s-expressions, with the game engine providing root access to a ‘reality engine’ that is intentionally obscured by a dead language in its man pages. The game’s codebase is written in a Lisp dialect called ‘let-go,’ which compiles to Go bytecode and runs either natively or via WebAssembly in browsers.

The game’s mechanics include early-game survival challenges and late-game theological puzzles, with enemies such as spiders, goblins, slimes, and trolls, each with unique behaviors. The game’s development emphasizes minimal dependencies and fast startup times, with the entire project fitting into just under 7,000 lines of code.

Why It Matters

This development matters because it demonstrates a highly compact and innovative approach to game development, pushing the boundaries of procedural generation and minimalistic coding. It also highlights the potential for complex, replayable roguelikes to be built with very small codebases, which may influence future indie game projects and programming language experimentation.

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Background

The project is part of a broader trend of minimalistic game development and code golfing, where developers aim to create complex systems within tight code limits. The use of a Lisp dialect for game logic and the focus on procedural content generation reflect ongoing interest in lightweight, flexible programming languages for game design. The developer has previously cited inspiration from classic roguelikes like Brogue and emphasizes the importance of simplicity and elegance in code.

“Every run generates a new title, quest, and rune mappings, making each playthrough a unique experience.”

— the developer

“The entire codebase is about 6,900 lines, written in a Lisp dialect called ‘let-go,’ emphasizing minimalism and flexibility.”

— the developer

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What Remains Unclear

It remains unclear how complete the game is or how polished the gameplay experience will be at release. The project is still described as ‘not finished,’ and the extent of content and stability is uncertain.

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What’s Next

Further development updates are expected, including potential feature additions, bug fixes, and broader testing. The developer may also release more detailed documentation or tutorials to explain the game’s architecture and scripting system.

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Key Questions

Is ‘Xs of Y’ available to play now?

Yes, the game is playable in its current state and can be run in browsers via WebAssembly or natively, but it is still in development and may contain bugs or incomplete features.

What makes ‘Xs of Y’ different from other roguelikes?

Its unique feature is generating a new title, quest, and rune set for each run, with the entire game built in a very small, Lisp-inspired codebase, emphasizing procedural variation and minimalism.

What programming language is used to develop ‘Xs of Y’?

The game is written in a Lisp dialect called ‘let-go,’ which compiles to Go bytecode and runs either natively or via WebAssembly.

Is the game open source?

Yes, the source code is available on GitHub, allowing others to review, modify, or contribute to the project.

What are the future plans for ‘Xs of Y’?

The developer plans to continue refining the game, adding features, fixing bugs, and possibly expanding content based on feedback and development milestones.

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