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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.
ms-escher.png
Escher
ms-plain.png
Plain
ms-ascii.png
ASCII
ms-escher3.png
Escher/3D
ms-plain3.png
plain/3D
ms-black.png
black+grid


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.
icyland.png
Icy Land
caves.png
Living Cave
desert.png
Desert
loem.png
Land of Eternal Motion
jungle.png
Jungle
lab.png
Alchemist Lab

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...
crossroad.png
Crossroads
crossII.png
Crossroads II
crossroad3.png
Crossroads III
cross4.png
Crossroads IV

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.
mirrorhall.png
Hall of Mirrors
ivorytower.png
Ivory Tower
yendorian.png
Yendorian Forest
minefield.png
Minefield
palace.png
Palace
ebra.png
Zebra

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.
ocean.png
Ocean
warped.png
Warped Coast
livefjord.png
Living Fjord
Caribbean-sea.png
Caribbean
whirlpool.png
Whirlpool
kraken.png
Kraken Depths
rlyeh.png
R'Lyeh
temple.png
Temple of Cthulhu

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.
dryforest.png
Dry Forest
wine.png
Vineyard
windy.png
Windy Plains
landofstorms.png
Land of Storms
rose.png
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.
deadcave.png
Dead Cave
redrock.png
Red Rock Valley
overgrown.png
Overgrown Woods
clearing.png
Clearing

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.
dragon.png
Dragon Chasms
galapagos.png
Galápagos
graveyard.png
Graveyard
haunted.png
Haunted Woods
hive.png
Hive
burial.png
Burial Grounds
trollheim.png
Trollheim
elemental.png
Elemental Planes

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.
emerald.png
Emerald Mine
camelot.png
Camelot

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.
hell.png
Hell
cocytus.png
Cocytus
power.png
Land of Power


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.
wildwest.png
Wild West
halloween.png
Halloween
docks.png
Docks
snakenest.png
Snake Nest
crystalworld.png
Crystal World


Newest lands

Lands not yet moved to their correct locations. See the HyperRogue blog (9.2, 9.3, 10.1, 10.3, 11.0 ).
reptiles.png
Reptiles
dungeon.png
Dungeon
mountain.png
Mountain
prairie.png
Prairie
bulldash.png
Bull Dash
cross5.png
Crossroads V
volcanic.png
Volcanic Wasteland
terracotta.png
Terracotta Army
hunting.png
Hunting Grounds
blizzard.png
Blizzard
jelly.png
Jelly Kingdom
ruinedcity.png
Ruined City
brownian.png
Brown Island
smallfall.gif
Free Fall
irradiated.png
Irradiated Field
brownian.png
Wetland
brownian.png
Frog Park
eclectic.png
Eclectic City
brownian.png
Cursed Canyon
brownian.png
Dice Reserve

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.
yendorchallenge.png
Yendor Challenge
puretactic.png
Pure Tactics Mode
princess.png
Princess Challenge
heptagon.png
Heptagonal Mode
shmup-coop.png
Shmup mode (cooperative)
chaos.png
Chaos Mode
randpatt.png
Random pattern mode
sunflower-iii.png
Map/Graphics Editor
eu-mirage.png
Euclidean Mode
peace.png
Peaceful mode
orbstrategy-thumb.png
Orb Strategy mode
race-tpp-thumb.png
Racing mode*

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.
klein.png
Klein-Beltrami model
(Crossroads III)
gans.png
Gans model
(Red Rock Valley)
hrmodel-full.png
Paper Model Creator
hypersian-rug.png
Hypersian Rug Mode
spiral-windy.png
Conformal spiral
(Windy Plains)
halfplane.png
Poincaré half-plane model
(Yendorian Forest)
square.png
Conformal square
(Vineyard)
tehora-star.png
Conformal star
(Emerald Mines)


*These lands and modes are only available in the paid versions (11.0+).

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Thanks to Slashie for hosting this at RogueTemple!
@ Zeno Rogue Games @ Vapors of Insanity @ Necklace of the Eye @ Hydra Slayer @ [ HyperRogue ] @ Untahris @
@ About @ Downloads @ [ Gallery of Lands ] @ FAQ @ Models @ Geometries @ Curves @ Programming @ RogueViz @ Images & Videos @ History & Naming & Credits @ press @