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Classic Roguelike 'ADOM' is getting a revamp named Ultimate ADOM

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Eyes up roguelike fans, as the classic ADOM [Official Site] is set to get a revamp named Ultimate ADOM that will release next year and it will have Linux support.

The announcement was made at the Roguelike Celebration in San Francisco a few days ago. The newer version will be built with Unity, however, the press release said it will have the same "Universal ADOM engine running underneath" so that it stays faithful to the original.

Here's what the developer said:

Thomas Biskup (Dr.-Ing. Team ADOM)

Time and time again, I considered writing a true successor to ADOM. However, its 25-year-old codebase – with a rather complex internal architecture – usually got in the way of a straightforward sequel. And so the idea for Ultimate ADOM was born – the most recent attempt to create the ultimate roguelike RPG based on Unity / C#. With a truly multi-platform programming environment – including support for all modern platforms and a customized Entity-Component-Architecture that I developed over the past 12 months – Ultimate ADOM will be based around one generic game/rules engine with ultimate customizability for different platforms and play styles.

Ultimate ADOM will include brand-new graphics and visuals in a much richer, bigger, and more flexible environment. More character customization, an updated magic, crafting and modification system along with support for more systems like consoles and handhelds. It's due for release sometime in "Q4 2018".

You can find the current version on Steam.

Article taken from GamingOnLinux.com.
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15 comments
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Feist Nov 15, 2017
Interesting! I bought the game at a sale but I didn't play for very long, for one thing I had other titles that beckoned and then there was the fact that there seemed to be a ton of keyboard-shortcuts to learn and I really missed full mouse-support.

Hopefully, this remake will be a bit more "user-friendly".
razing32 Nov 15, 2017
Looking forward to what they do with the revamp.
This thing is , if nothing , a project of passion.
Blodoffer Nov 16, 2017
Quoting: FeistHopefully, this remake will be a bit more "user-friendly".

It's not a remake - it's a whole new game. It looks like there's not going to be much at all common with the original.

A lot has changed and keeps changing regarding the noob-friendliness of Classic ADOM. (I think you can now play it purely with a mouse). However, ADOM is a hardcore roguelike and learning a few shortcuts is the easiest part. If you want to get anywhere in the game, you have to invest a lot of time into it. (Unless you play with permadeath off).

Ultimate ADOM is going to released on AndroidTV, PSP and Nintendo Switch too, so it's definitely not going to be so keyboard-centric like the original.
TheSHEEEP Nov 16, 2017
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The thing about ADOM that always rubbed me the wrong way was the extreme and unfair randomness.
Having a good run? Getting nice equipment and leveling up well? Walk into a trap you couldn't have seen and die.
Found some nice gear in a dungeon? A few awesome spells? Just starve to death because no food spawned by sheer randomness.
Doing great, entering the fourth dungeon already, ready to explore? An enemy spawns that is just vastly overpowered for the region you spawn in. It just one-shots you.

It's a game where not only making mistakes can kill you, but just random things out of your control.

And that's not because it is a roguelike, but because it is IMO a bad one.
Others show how to do it much better: ToME4, Caves of Qud, Cogmind... hell, even Stone Soup (though that one's a bit simplistic).


Last edited by TheSHEEEP on 16 November 2017 at 6:36 am UTC
Blodoffer Nov 16, 2017
Quoting: TheSHEEEPIt's a game where not only making mistakes can kill you, but just random things out of your control.

Ultimately this is the reason what makes ADOM so compelling to it's fans; It's a dying simulator. It's really unfair, just like real life. But even the most unfairest of deaths is something that people cherish just as much as winning runs of the game.

However, once you get good enough in the game, most of those random moments are counterable anyway.
morphles Nov 16, 2017
Quoting: TheSHEEEPThe thing about ADOM that always rubbed me the wrong way was the extreme and unfair randomness.

While recently I played and got pissed at the game for seemingily this. Up to the point of uninstalling it for time being (I also used to play long long time ago the original terminal version, never ever won, or probably went even went half way through game) I still disagree with that. It is not that bad, you have quite some controll, but the thing is it is kinda "grindy" as in to address all that stuff you kinda need to move slow, at least at certain points. (also food issiue you mention is nonsense/insexperience, jsut take class/race with food preservation and you should never run out of food, you can also buy food, and after certain point it becomes almost 100% non issue). In any case seems as time passed I become way less into grinding (otoh I play borderlands 2 and farm for stupid stuff...). But for roguelikes, bor me brogue is like THE best experience ever seen, even probably comparing to realtime big name things like diablo, as brogue has essentially no/nano ammounts of grind as mostly seems fairly fair.
TheSHEEEP Nov 16, 2017
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Quoting: BlodofferBut even the most unfairest of deaths is something that people cherish
What is wrong with people? ;)

Quoting: morphles(also food issiue you mention is nonsense/insexperience, jsut take class/race with food preservation and you should never run out of food, you can also buy food, and after certain point it becomes almost 100% non issue).
I'm sorry but that statement is nonsense.
As any true roguelike player, I pick everything at random and then go with the cards dealt to me. And usually, you do not get good food preservation combinations.
Buying food is also not possible since you are utterly broke throughout the entire early game. Just as an example, going to town after the introduction dungeon, you can afford what? 3 bread? Good luck with that.
Later, sure, but reaching late or even mid game is probably the hardest task of ADOM. Once you come that far, only few things are threatening still.

Of course, you can grind the first dungeons, but grind is the opposite of fun or getting better at a game. It is a literal waste of time. You waste time doing something that is not challenging (as you can only safely grind easy areas) therefore not improving your skill as a player, yields barely any rewards and actively prevents you from doing something you actually want to do (progress in the game).
I just don't understand why people like to waste their time, I guess. Which comes back to my question from above...

A bit unrelated, but:
Eating/drinking mechanics are usually not implemented well in games, ADOM is just one of many examples here.
The funniest must have been Ark where (at default settings) you must more or less eat constantly in order not to die. It's pretty hilarious, really.
But ADOM actually gets pretty close to that. With some characters you feel like you need to eat a whole animal every level of a dungeon, so like... after an hour of work or so. Absurd, really.
Unreal World does that pretty well, on the other hand.


Last edited by TheSHEEEP on 16 November 2017 at 12:25 pm UTC
morphles Nov 16, 2017
Quoting: TheSHEEEP
Quoting: morphles(also food issiue you mention is nonsense/insexperience, jsut take class/race with food preservation and you should never run out of food, you can also buy food, and after certain point it becomes almost 100% non issue).
I'm sorry but that statement is nonsense.
As any true roguelike player, I pick everything at random and then go with the cards dealt to me. And usually, you do not get good food preservation combinations.
Buying food is also not possible since you are utterly broke throughout the entire early game. Just as an example, going to town after the introduction dungeon, you can afford what? 3 bread? Good luck with that.
3 rations give quite some time, also you can come back when you find some gold. You have talents, class, race. There options to work with, maybe preferred class/race combo not the greatest with food management, but to me it is not that big of a deal.
Quoting: TheSHEEEPLater, sure, but reaching late or even mid game is probably the hardest task of ADOM. Once you come that far, only few things are threatening still.
Yes early game is by far most difficult/least addressible. Later there are dangers, but by that time you could have "ground" some stuff to help. Soma race/class combos are obviously crazy hard early, but again there are options.
Quoting: TheSHEEEPOf course, you can grind the first dungeons, but grind is the opposite of fun or getting better at a game. It is a literal waste of time. You waste time doing something that is not challenging (as you can only safely grind easy areas) therefore not improving your skill as a player, yields barely any rewards and actively prevents you from doing something you actually want to do (progress in the game).
I just don't understand why people like to waste their time, I guess. Which comes back to my question from above...
I agree, that why I uninstalled it :) Like in brogue you generaly move quickly (at least in game time, you might take your time to think your moves), not so in ADOM. Again this probably is from that rather annoying randomnes, so seems I grew out of it at least some.
Quoting: TheSHEEEPA bit unrelated, but:
Eating/drinking mechanics are usually not implemented well in games, ADOM is just one of many examples here.
The funniest must have been Ark where (at default settings) you must more or less eat constantly in order not to die. It's pretty hilarious, really.
But ADOM actually gets pretty close to that. With some characters you feel like you need to eat a whole animal every level of a dungeon, so like... after an hour of work or so. Absurd, really.
Unreal World does that pretty well, on the other hand.
Again ADOM does not seem too bad, maybe you carry too much stuff (being overload increases food consumption). But I agree it's not great, but for other reason, mechanic seems kinda pointless, after reaching certain not too distant point (arena level that would be), hunger is essentially solved, rendering mechanic useles. And I do not like those.
Again shout out to brogue, it uses hunger in correct way (though for new players it might seem too brutal, but it's not once you learn), mainly as anti grind mechanic. As food supply is hard limmited you just can't spend time on doing crap grindy things (and even if you could there is very little things to grind), so in there food is like accelerator and additional pressure. Much more true than in ADOM also, in ADOM you can retreat, go back to shop or whatever, even pray! (if you are starving to death you can pray, and get stiated if not in bad stance with god), in brogue, only food is in unexplored locations, ever, so you better press on, see someone "guarding" it, well you better deal with it! It's all really nice :)
Nezchan Nov 16, 2017
Quoting: TheSHEEEPDoing great, entering the fourth dungeon already, ready to explore? An enemy spawns that is just vastly overpowered for the region you spawn in. It just one-shots you.

I had that problem in ToME too. The worst it got was when they dropped a level 20 troll into the intro dungeon, designed for level 1-3 or so. Even if I got away from it, I was prevented from progressing further and would have been unprepared for the next dungeon anyway. But lesser versions of that happened with distressing regularity.
g000h Nov 16, 2017
Do you guys play Pixel Dungeon ? I used to play it all the time on Android phone or tablet, but they changed it to include equipment deterioration, and it was a step too far for me. After that change, I was no longer so keen on it. As a rogue-like, I played it hundreds of times, but only got to the end about 8 times.

EDIT:

You can also grab Pixel Dungeon (works on Linux) from itch.io HERE as a .jar file. Then run it via Terminal with "java -jar desktop.jar"

Plus, the itch.io version appears to be the earlier one, before item deterioration was implemented :)


Last edited by g000h on 16 November 2017 at 4:49 pm UTC
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