Hollows Of Rogue
"Rogue, but better"
USD 2.99
This game was inspired and influenced by the original Rogue - a 'roguelike' genre defining game from the '80s originally played in Unix text terminals -
but adds many enhancements and refinements in order to allow for more modern user friendly gameplay and easy touch based interaction - all while preserving the original feel and gameplay -
There are many differences to the original to list, among the most important are
- adjustable difficulty settings which make it more easier to play compared to the original
- levels in the run are persistent
- quality of life improvements for touch screen devices for easier dungeon navigation and menu/inventory management
- high contrast display option
- more descriptive events and more of them are logged to game log, including all AD rolls
- rebalanced monsters, items and effects stats
- several new and reworked items
- dungeon has several special places: simple shop to get rid of unneeded loot, scrying mirror to peek elsewhere, and wishing/resting tree which rewards patience..
- environmental hazards rooms
- new sounds effects for monsters and effects
- stomach of the hero is also always full - there is no hunger mechanic
Tiles by Oryx
Your almost coffee break past contemporary roguelike awaits
more 1.7.1-4
- there were some optimization gains to be had and game/PC should be running much faster now
- fix when running should stop at passages splits near screen/dungeon edges
- wands [emitters] fix
- new 'L' status - when PC can see all monsters on the level
- player gains XP after successfully reading a scroll [data] now, also XP gains from food/consumable and potion of experience [mnemonic flood] were adjusted
- text labels on menu buttons can be turned on/off in Settings
- slightly tweaked visuals of menu and dungeon overlay
- bugfixes
1.7.0
- dungeon now contains rooms with environmental hazards
1.7.3 20 Feb
1.7.1
- there were some optimization gains to be had and game/PC should be running much faster now
- fix when running should stop at passages splits near screen/dungeon edges
- new 'L' status - when PC can see all monsters on the level
- player gains XP after successfully reading a scroll [data] now, also XP gains from food/consumable and potion of experience [mnemonic flood] were adjusted
- text labels on menu buttons can be turned on/off in Settings
- slightly tweaked visuals of menu and dungeon overlay
1.7.0
- added rooms with different environments
1.7.1 17 Feb
1.7.0
- rooms can have different environments now:
floor covered in acid:
- player and monsters can take damage in this room
- wearing ring of protection can prevent this damage
- flying monsters (bats, griffins and vampires) are immune, dragons, phantoms, rattlesnakes and trolls are immune unless cancelled with wand of cancellation
lava floor:
- player and monsters can take damage in this room
- wearing ring of protection can prevent this damage
- flying monsters (bats, griffins and vampires) are immune, dragons, kobolds and phantoms are immune unless cancelled with wand of cancellation
ice floor:
- player and monsters can slip in this room, causing them to stand or move randomly
- wearing ring of dexterity can prevent slipping
- flying monsters are immune
floor covered in rubble/debris:
- player and monsters can have reduced movement
- wearing ring of dexterity or ring of stealth can prevent stumbling
- flying monsters are immune
grass floor:
- player and all monsters can regenerate health in this room
- vampires can fly now
- negative/cursed modifiers are now applied properly
- wands zap distance is now not limited: they zap until they hit something, instead of previous (max. 2 tiles) distance; bolts (lightning, fire and cold) still have the same limited distance of up to ~ > 6 tiles
- adjusted prices of some items
- removed email sending directly from the app
- bugs fixed, not logged here
- Undo/Redo is limited only to the current level now
- game is saved also on pause/background
- updated licenses (in About) with sound/sfx/music credits
1.7.0 8 Feb
1.6.5
- UI: added font scaling / log messages only for now
- Game messages: log when room is empty
- log when next pickup will be ignored
- log sleeping status of monsters
- loot dropped from monsters can fall one 1 tile farther from them
- you might occasionally encounter a 'hollow' - your previous incarnation wandering the dungeon as a phantom around the level you perished on
the hollow will have all of your previous equipment and items, but not all of it could be retrieved once you slay it
it will be at the level you died on, with previous XP and HP, but won't be able to use/wear any equipment or items yet
1.6.4 19 Jan
1.6.3
- fix distance for effect of scroll of hold monster and sleep to be up to 2 tiles from player
- most/noteworthy subjects in the messages game logs are now colored
- there is a small exp bonus after killing all monsters of treasure ('zoo') rooms and a message after the last monster spawned in it was slain
1.6.3 11/12/2025
1.6.2
- added new input interaction: `Touch to move` - touch on any revealed walkable spot of the level to try to move there
- layout of rooms/passages on level is more varied - there can be anywhere between 4 to 15 rooms on a level
- tweaked zoom/autopan camera, it should also react more quickly
- game saving/restoring is more robust and resilient in rarer cases like quitting the app on undoing/death screen
- medusa has some new/updated audio sfx
- more status messages when player is confused
1.6.2 18/10/2025
1.6.1
1.6.0
WARNING: please start a new run/game after updating (don't update immediately if you want to keep/finish your current run) - some ground work has been laid out in order to prepare for future changes
- fixed and updated AC +modifier on armors spawned on level (later/higher levels should have more favorably modified armors, the cursed chance is still the same)
- fixed input interactions when running (gear menus were impossible to close and actions such as searching were invoked repeatedly..)
- it is now possible to attack diagonally where it was not previously (attack was allowed only if diagonal movement was allowed, movement stays still the same)
- added small audio sfx when putting on/off rings[sigils]
- griffins[archons] attack reduced
1.6.1 30/09/2025
1.5.3
- [system] don't use dynamic framerate - should hopefully resolve hangs at startup
- possibly faster render loop on some devices
1.5.2
- UI, some audio and texts updates
- few tweaks for distances player sees and monsters act
1.5.3 08/09/2025
1.5.2
- UI, some audio and texts updates
- few tweaks for distances player sees and monsters act
1.5.2 02/09/2025
1.5.1
- fixed monsters not fighting back with fast move on (game was *too* easy)
- turn count advances only when a round (movement, item usage, combat) is fully completed
- game seed in Settings is displayed also for randomly generated seeds when game is in progress (not just for user entered ones)
1.5.1 07/08/2025
1.4.5
- Turn count is now displayed
- rearranged buttons layout slightly
- new 'quick' button to Search
- the app should be more responsive to main system gestures originating on top and bottom
- some fixes for correct text grammar in log
- fix for up to date content displayed in Settings
- room content is logged also immediately after game is restored
- sound fx for when player perishes
1.4.5 21/07/2025
- camera follows player more closely
- new title screen 'Remove Game' button for emergency game removal in case it can't be restored - use in emergency only. You can also send an email with the game save attached on confirmation screen.
- fix for broken save when level not fully initialized/new game creation interrupted
1.4.4 13/07/2025
1.4.3
- added several tracks with music (has separate volume control in settings)
- added a short introduction story screen before starting new game
- treasure rooms ('ZOOs') are spawned more often
- the amulet can be wielded as a weapon now, can be thrown - this previously could lead to its loss - and additionally provides a protection bonus when being held
- fixed few small display glitches and text outputs
see full Changelog in game
1.4.3 03/07/2025
1.4.2
- hopefully better portrait mode ergonomic: swapped dunegon/play area with menu controls
- when Swipe to move is off, panning over the dungeon & using zoom slider doesn't require long press (is immediate)
- few more bugs with distance+visibility of objects/monsters have been addressed
- Settings->Entities/Items has list of all monsters, items and dungeon features together with their description and visual and ASCII looks now
1.4.1
- [fix new installs]
1.4.0 (UX updates)
- `Run To Exit` is much faster now and is interrupted by monster's attacks and item pickups. You can still fall into traps.
- content of rooms is announced in the log upon entering if applicable/visible
- dungeon camera zoom + position should be also saved now
- separate `Rest` button was added to the menu
- added new row with quick buttons to the menu
- menu in portrait mode is on top of the screen now
- fixed zoom slider sometimes not reacting
- few bugs and improvements related to visibility and distance also when playing with dark rooms
- fixed few bugs related to (very) deep levels
- Ice monsters and phantoms added as high level spawns (in very late levels)
1.4.2 05/06/2025
1.4.1
- [fix new installs]
1.4.0
- `Run To Exit` (autonavigation) is much faster now and is interrupted by monster's attacks and item pickups. You can still fall into traps.
- content of rooms is announced in the log upon entering if applicable/visible
- dungeon camera zoom + position should be also saved now
- separate `Rest` button was added to the menu
- added new row with quick buttons to the menu
- menu in portrait mode is on top of the screen now
- fixed zoom slider sometimes not reacting
- few bugs and improvements related to visibility and distance also when playing with dark rooms
- fixed few bugs related to (very) deep levels
- Ice monsters and phantoms added as high level spawns (in very late levels)
1.4.1 27/05/2025
1.3.10
- some monsters could go mad and chase non existent places - this should be hopefully fixed now
- searching is slightly more forgiving/indicative
1.3.9
- some actions such as enchanting an item and more monsters attacks got new audio/sfx
- added sound ambience - adjust its volume in Settings
- there should be less monsters in lower/initial levels
- dungeon now visually deteriorates more the lower the player goes
- Settings/Help slightly updated - recommended read esp. for new players (but not only)
1.3.8
- added ASCII mode for tiles
- if you use D-Pad long press its middle button to move it around and its arrows to change its size (go to Settings/Input to reset to default position/size if you misplace it).
1.3.7
- blink player char when immobilized/trapped
- scrolls are not destroyed after reading if they're not applicable (e.g. when reading scroll of enchant armor, but no armor is being worn)
- displayed Armor status takes into account equipped ring of protection
1.3.6
- player and all monsters now run around smoother than ever before
- items being used/worn are highlighted in the inventory
- D-Pad's transparency can be set in Settings (0 to disable it (default))
- fix: Undo on death also undoes/turns off 'run to exit'/autopathing
- rendering should drop to lower FPS after short (~5 sec) user inactivity, hopefully enabling some energy savings
- consumable always restores small amount of HP, sometimes also XP
1.3.4
- bats are easier to hit
- weapons/armors items on a level should have +modifiers more often, depending on level depth
1.3.3
- scroll of confuse monster is more useful now: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3.10 02/04/2025
1.3.9
- some actions such as enchanting an item and more monsters attacks got new audio/sfx
- added sound ambience - adjust its volume in Settings
- there should be less monsters in lower/initial levels
- dungeon now visually deteriorates more the lower the player goes
- Settings/Help slightly updated - recommended read esp. for new players (but not only)
1.3.8
- added ASCII mode for tiles
- if you use D-Pad long press its middle button to move it around and its arrows to change its size (go to Settings/Input to reset to default position/size if you misplace it).
1.3.7
- blink player char when immobilized/trapped
- scrolls are not destroyed after reading if they're not applicable (e.g. when reading scroll of enchant armor, but no armor is being worn)
- displayed Armor status takes into account equipped ring of protection
1.3.6
- player and all monsters now run around smoother than ever before
- items being used/worn are highlighted in the inventory
- D-Pad's transparency can be set in Settings (0 to disable it (default))
- fix: Undo on death also undoes/turns off 'run to exit'/autopathing
- rendering should drop to lower FPS after short (~5 sec) user inactivity, hopefully enabling some energy savings
- consumable always restores small amount of HP, sometimes also XP
1.3.4
- bats are easier to hit
- weapons/armors items on a level should have +modifiers more often, depending on level depth
1.3.3
- scroll of confuse monster is more useful now: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.9 25/03/2025
1.3.8
- added ASCII mode for tiles
- if you use D-Pad long press its middle button to move it around and its arrows to change its size (go to Settings/Input to reset to default position/size if you misplace it).
1.3.7
- blink player char when immobilized/trapped
- scrolls are not destroyed after reading if they're not applicable (e.g. when reading scroll of enchant armor, but no armor is being worn)
- displayed Armor status takes into account equipped ring of protection
1.3.6
- player and all monsters now run around smoother than ever before
- items being used/worn are highlighted in the inventory
- D-Pad's transparency can be set in Settings (0 to disable it (default))
- fix: Undo on death also undoes/turns off 'run to exit'/autopathing
- rendering should drop to lower FPS after short (~5 sec) user inactivity, hopefully enabling some energy savings
- consumable always restores small amount of HP, sometimes also XP
1.3.4
- bats are easier to hit
- weapons/armors items on a level should have +modifiers more often, depending on level depth
1.3.3
- scroll of confuse monster is more useful now: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.8 19/03/2025
1.3.6
- player and all monsters now run around smoother than ever before
- items being used/worn are highlighted in the inventory
- D-Pad's transparency can be set in Settings (0 to disable it (default))
- fix: Undo on death also undoes/turns off 'run to exit'/autopathing
- rendering should drop to lower FPS after short (~5 sec) user inactivity, hopefully enabling some energy savings
- consumable always restores small amount of HP, sometimes also XP
1.3.4
- bats are easier to hit
- weapons/armors items on a level should have +modifiers more often, depending on level depth
1.3.3
- scroll of confuse monster is more useful now: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.6 19/01/2025
1.3.4
- bats are easier to hit
- added 'needed to hit' to displayed rolls
- weapons/armors items on a level should have +modifiers more often, depending on level depth
1.3.3
- scroll of confuse monster is more useful now: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.4 23/12/2024
1.3.3
- scroll of confuse monster is now more useful: its effect last ~100 turns and confuses any monster being fought on each hit
- shop, scrying mirror and resting tree are now always visible once discovered (and monsters will ignore them, for good,)
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.3 18/12/2024
1.3.2
- nerfed griffins' attack [most of the time they were overpowered]
- fixed items placement gen bug
1.3.1
- smoother/better dungeon rendering
1.3
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions and three food rations when starting
- there is a tree past level 17
- visual updates
1.3.2 15/12/2024
Items update:
- fixed rings of teleportation (was treated as r of stealth), stealth (was treated as r of sustain armor) and sustain armor (was ignored)
- added Ring of experience (replaced 'ring of adornment'): when worn each monster kill is worth 50% more experience
- Ring of stealth is updated - there's a better chance now e.g. a medusa will ignore you upon entering a room
- Scroll of food and amulet detection is now -> Scroll of gold and amulet detection
- allow wands/staffs to be wielded as melee weapons
- updated many statuses and abilities effects of items and monsters - see newly added 'Monsters/Items' section in Settings for all stats and updated effects
(for example items reaching 1 tile around player (such as wand/staff of striking, teleport away, cancellation,...) are all updated to act within vicinity of 2 tiles of the player,
scroll of hold monster holds all monsters within distance of 2 tiles, and many more..)
- prevent shop to be pickable by a monster, make it also non traversable by monsters
- make monsters also blind not just confused when hit with potion of blindness
- there is a small chance monsters will break free when being held (potion/scroll of paralysis) [previously this was permanent effect]
- rolls displayed in game log don't contain +0 modifiers
- player has additional two healing potions when starting
- there is a tree past level 17
- visual updates
1.3 07/12/2024
- adjusted monsters density: there are more of them from the beginning - chances for more 'pack situations', but also faster leveling
this should result in more engaged/eventful gameplay from the start; spawn rate gradually decreases the deeper player advances
- invisible monsters (phantoms) will now open/close the doors
- wand of light won't spawn when not needed (when 'No Dark Rooms' is enabled)
- endgame screen(s) updates/fixes
- added small traces of reverb to audio fx
1.2.3 02/12/2024
- added one finger pan & zoom - the game should be now completely playable using one hand only
1.2.2 26/11/2024
1.7.1-4
- there were some optimization gains to be had and game/PC should be running much faster now
- fix when running should stop at passages splits near screen/dungeon edges
- wands [emitters] fix
- new 'L' status - when PC can see all monsters on the level
- player gains XP after successfully reading a scroll [data] now, also XP gains from food/consumable and potion of experience [mnemonic flood] were adjusted
- text labels on menu buttons can be turned on/off in Settings
- slightly tweaked visuals of menu and dungeon overlay
- bugfixes
1.7.0
- dungeon now contains rooms with environmental hazards
more Version 1.7.3 20 Feb
Data Not Collected The developer does not collect any data from this app.