NetHack

NetHack

released on Jul 28, 1987

NetHack

released on Jul 28, 1987

A fork of Hack

NetHack is a single-player roguelike video game originally released in 1987 with ASCII graphics. It is a descendant of an earlier game called Hack, which was inspired by Rogue. The player chooses a character race and class; their mission is to retrieve the Amulet of Yendor in a randomly generated dungeon.


Released on

Genres

RPG


More Info on IGDB


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One of the first few followers in the footsteps of Rogue. If you like rougelikes and are interested in their history, Nethack is cool and you should try it. The key, as with most rougelikes, is to minimize random chance. This ultimately makes Nethack feel like a long series of logic puzzles, as you rub all the items in your inventory together, seeing how they react, and trying to rule out similar looking items that can kill you when you use them. If this sounds annoying, when you get tired of banging your head against the game trying to figure things out for yourself, you can look up a guide and breeze right through it. There’s a handful of tricks to each stratum of the dungeon and the dungeon itself, and if you keep a window open with a list of these tips, Nethack becomes much, much less intimidating.

The next evolution of Rogue following on from Hack. It continued to expand upon the roguelike formula while keeping the basic concept in place. It proved just how timeless this gameplay loop is as there are people still paying versions of this in 2024 and will probably continue to do so for a long time to come.

i'm sure this is incredibly fun to people who actually know how to play it

i should play this again post-elbereth nerf with all the other changes as those and the general grindy / kaizo-adjacent nature of the game really turned me off when i was getting into the genre. granted, when i was 14, didn't know what a roguelike was, and was racking up bones files in the mines, i was having a pretty good time - you could do worse

The Dev Team Thinks Of Everything.

Except the part where the game is inaccessible, because while the game is predictable enough once you know the outcomes and the fail states... you have a legal binder's worth of rote memorization to conquer if you don't bother with spoilers. So most don't.

For example, did you know that walking into a cockatrice corpse is fine, but when you're not wearing gloves and you're blind, you're feeling around and touching the corpse of a petrifying monster? Add that knowledge together, and you'll see why you're being asked if you wanted your possessions identified.

Nowadays this kind of gameplay is considered highly-inconvenient and such a thing will not find itself in games that is too focused on QoL.

Chutei a porta duma loja, o cara me matou