This page shows all the lands available in HyperRogue. These are high resolution
screenshots, showing a bigger part of the world than you normally
see in the actual game.
Note that HyperRogue provides multiple graphical styles.
Version 9.2 introduces 3D versions of monsters and terrain features, but screenshots
in the Gallery are not updated yet.
Most of the images on this page
are shot in the style inspired by works of M.C.Escher, but if you find tactical planning
difficult on such fancy floors, this can be disabled by setting the "plain" mode.
Fans of classic roguelikes can choose the ASCII
style, or a "black mode" which is similar in style, but without ASCII.
Basic lands
These lands are available from the start of the game. Most of them are
relatively straightforward, to teach you the basics of the game, and the
hyperbolic geometry. In
Icy Lands your body heat causes the ice walls to melt
and allows the Wolves to track you, the
Living Cave is a maze of
living walls which may grow when a Cave Troll is killed next to them,
Desert
contains with slow but hard to kill Sandworms, in the
Land of Eternal Motion
the floor collapses the instant you move away from it (and even though the monsters have
the same speed as you, you can lose them by just moving in a straight line -- an
effect of the hyperbolic geometry), in
Alchemist Lab you
can move on only one color but killing Slimes sprays their color onto nearly cells,
and the
Jungle features a more dangerous, multi-tile plant, the Ivy.
Hubs
Crossroads are also available from the start, while
Crossroads II,
Crossroads III and
Crossroads IV
start to appear later. These lands work as hubs, helping you to reach new lands
quickly. They don't contain treasures or monsters of their own, unless you have
conquered 10 treasures in every other land. However, if you have unlocked Orbs
somewhere, they will appear in hubs too. Crossroads will probably be the first land
you see that is impossible in the Euclidean geometry: all those Great Walls are straight
lines, and they diverge...
Intermediate lands
These lands are available once you have collected 30 treasure; if you are collecting
10 treasure per land, this means that you have collected three basic lands. Most of
these introduce mechanics which are somewhat less straightforward.
Mirror Land
includes mirror images which fight for you (but which are less useful than they would
in Euclidean geometry),
Minefield is a bit similar to the classic Minesweeper
game,
Palace is a maze of gates, switches, and trapdoors,
Ivory Tower
and
Yendorian Forest are two "platformer" levels (you cannot move against the
gravity), and
Zebra is a bit simlar to the Land of Eternal Motion, but only
some floors collapse. Palace and Zebra are the first lands based on a kind of
regular pattern which is impossible in the Euclidean geometry, and Palace includes
the
Princess quest, where you have to master your hyperbolic navigation
skills to save the Princess.
Overseas
Also after 30 treasures, you get a chance to get to the
Ocean. You can do this
from one of the three possible coastal areas --- the normal coast is ravaged by
dangerous tides, in the
Living Fjord ground rises and sinks in a way
similar to the Living Caves, and the
Warped Coast uses a different tiling
which forces you to use special tactics against the enemies.
Ocean works like a hub; from there, you can look for the pirate treasures hidden deep
in the islands in the
Caribbean, dive into the
Whirlpool where your
boat is only allowed to go with the current, or fight the huge Krakens and uncover
sunken treasures in the
Kraken Depths.
If you have 60 treasures, you can go to the sunken
city of
R'Lyeh and explore the
Temples of Cthulhu inside it. Caribbean,
Temple, and Whirlpool are all based on horocycles (infinite circles in the hyperbolic
geometry) in different ways, while the Ocean coast is an equidistant curve.
Special Lands
These advanced late game lands unlock when you have collected 60 treasures.
Some of them are based on unique features, like
spreading forest fires in the
Dry Forest,
dense patterns of straight lines in the
Vineyard,
making electric circuits out of your enemies in the
Land of Storms,
strong winds in the
Windy Plains,
or scents in the
Rose Garden.
Advanced lands
These lands are advanced, more challenging versions of basic lands.
They unlock when you have collected 60 treasures, and
getting 10 treasures in an easier version of the particular land.
After completing the Living Cave, you get the
Dead Cave, a tight and mostly static
maze. After the Desert, you get the
Red Rock Valley,
where Rock Snakes are slower only because they can move only on hexagons,
and you have to create platforms out of killed enemies in order to get the treasures.
Jungle gets levelled up to
Overgrown Woods where Mutant Ivies which grow extremely
quickly, and where
Clearings are invaded by a single infinite Mutant Ivy.
Advanced lands II
Dragon Chasms, available when you kill monsters of 20 different types,
lets you fight the slow but evil and powerful Dragons. You can also find the
Baby Tortoises stolen by the Dragons there, and return them to their kin in
Galápagos, provided that you find exactly the same species, something that
would be virtually impossible in Euclidean geometry.
Graveyard shows a simple regular pattern and unlocks when you have 100 kills,
and has a subzone,
Haunted Woods, which tries to confuse you so that you get
lost without ever finding your way out.
Elemental Plains shows crossing straight
lines and unlock when you kill all
Elementals, and
Hive unlocks at 100 kills + requires 60 treasure collected,
and it puts you in the middle of a hyperbolic war.
Burial Grounds
requires you to master your energy sword, which can be rotated only by using the
properties of hyperbolic geometry.
Trollheim is a home to many different
clans of Trolls -- to get the treasures there, you need to defeat a whole clan, and be
able to get back to where you found them.
Road to Camelot
Camelot is an optional side quest, which checks your skill in traversing
the hyperbolic world. You need to visit the
Emerald Mine first to train for it.
These two lands include multiple kinds of enemies who have to be killed in special
ways.
Endgame lands
Hell is required to win the game; you need to collect treasures
from at least 9 different lands (at least 10 treasures from each). You
can look for an Orb of Yendor here for the ultimate hyperbolic navigation challenge.
Also, for extra challenge and points, you can visit the frozen lake of
Cocytus which melts easily
when you try to get its treasures, or try
the Land of Power, where you get
powerful magical powers easily, but the monsters are extremely powerful too.
These lands are required for the Hyperstone Quest, which is completed by getting 10
treasures from each land in HyperRogue.
Bonus Lands
Only available in special modes. Wild West is based on the western theme that does not match
the fantasy theme of HyperRogue (shoot Outlaws before they get the chance to shot you),
and Halloween is designed to be played in the spherical or elliptic geometry, and
is based on careful resource management, while the normal game of HyperRogue is strongly
designed around the fact that everything in hyperbolic geometry is infinite.
The Docks, Snake Nest, and Crystal World do not work in the standard HyperRogue tiling, but they are available when using another tiling.
Newest lands
Lands not yet moved to their correct locations.
See
the HyperRogue blog
(
9.2,
9.3,
10.1,
10.3,
11.0
).
Special modes
Some modes in HyperRogue with special gameplay. Yendor Challenge lets you complete
the Yendor Quest in many different ways, by using various features in the HyperRogue
world. Princess Challenge is a harder version of the Princess quest. Pure Tactics
Mode lets you concentrate on getting a high score in a single land, and compare it
with other players. The
Experiment with Geometry mode lets you
experiment with HyperRogue's gameplay in other geometries, for example, using
only heptagons effectively increases the curvature, or in the Euclidean mode yoy
can see why exactly does the
hyperbolic geometry matter. The
Strange Challenge*
is HyperRogue's take on the "daily challenge" feature --
it lets you play two random lands in a random geometry each 77 hours,
and compare your scores against the other players playing in the same setting.
The shmup mode lets you play a shoot'em up instead
of a turn-based roguelike -- most of the HyperRogue mechanics are replaced with their
real-time non-grid-based version, and it is great when played with multiple players (the
turn-based mode works with multiple players too, but it tends to be quite slow).
Random pattern mode lets you play with versions of several lands where terrain features
are based on a randomly chosen periodic pattern, thus providing yet more unique
experiences. You can create your own maps and hyperbolic graphics in the map/graphics
editor.
Alternative display
HyperRogue displays its world in the Poincaré disk model by default, but there are
some other choices too, available from the
models menu,
from other special modes (the Paper Model Creator and the Hypersian Rug Mode),
or by simply changing the parameter.
*These lands and modes are only available in the paid versions (11.0+).