Distant Friends – js13k 2021

Js13kGames is a JavaScript coding competition for JavaScript Game Developers. The fun part of the compo is the file size limit set to 13 kilobytes. The competition started on 13th August and ended on 13th September 2021. The theme for 2021 was SPACE.

I managed to participate in the competition for the fifth time in a row, this year I teamed up with fellow game jammers and friends: mapedorr and QuietGecko, as agar3s went lone-wolf with his entry for the decentralized category.

We ended up creating a cute space exploration arcade game. You can play online here. Source code is here. There’s a gameplay video here.

My main inspiration, in the end, was “Tokyo 2020 Google Doodle Champion Island Games”, a fun little game made by a company called “Google” for this year’s Olympics. I wanted to recreate its feeling of relaxed quest-completing gameplay with challenging minigames.

The Story

I wanted to do something simple this year, but I also wanted to start as quick as possible so that there was something we could polish along the way instead of rushing it thru the end.

When the theme was announced I immediately thought of the idea of a space exploration sim; however I also thought it would be a common approach, given how easy it might be to exploit procedural generation to create infinitely expanding, boring universes with thousands of planets. I decided instead to have a more focused world, with unique planets, characters and quests, using procgen only for non-critical content (such as the stars in the background, and the random asteroid fields). Everything else was to be made manually, quest types would be sparsely reused, and tied to a hand-written story line.

The theme of cute visuals and audio was also something I thought from the start, maybe I just wanted to make a cute game for my daughter, or I thought the visuals could be easily adapted to vector illustrations without yielding quality, and the nature of the sound tools we could use for the jam worked very well for the type of audio that would support these visuals.

What Went Right

We ended up with a solid, finished entry with nice visuals and audio, and hopefully a fun and challenging experience with some interesting story moments.

What Went Wrong

While I still haven’t received feedback from the community, I don’t think anything went particularly wrong.

One thing I really wish I have had the time (and the bytes) to implement, was the additional game mode focused in building your home in a lonely planed, spaced away from civilization. The idea was for it to be the game mode you would unlock for the web monetization category. Maybe I should have implemented the roots of it along with the core gameplay, so that it wasn’t left out in the end (but then maybe that would have prevented me from filling the core content first, since we did run out of SPACE in the end).

The mobile controls could also be improved with more iteration on it, so that the players could shut down the engine more easily while turning the ship at the same time.

The DevLog

Day 1

The theme for this year was SPACE. I had an initial idea on my head of making a simple educational simulator, with a cute children theme, showing a journey from Earth to Moon of a multistage rocket.

I decided to use my entry from 2018 as a starting point, and started fiddling around with some “lander” physics and a simple camera that could go back and forth (Duet of Aces was forward only).

Day 2

I changed my mind about trying to make it physics based. Went in a more “arcade” route by removing gravity and also implemented open movement in all directions. Did some work in the rockets so they exploded after some time instead of only upon impact, as I thought the player would have to make his way thru asteroid fields and aliens in the open space by timing the rocket explosions.

Day 3

The idea now was for the player to travel to the planets to find the fragments of the song, (a multi-track song in the background would only play the tracks for the instruments you had found already).

To make this possible for the player, I added the navigation pointer at the bottom, and allowed switching waypoints.

As QuietGecko jumped on board, I also set up ZZSFXR, since there was music and sounds to be added.

The plan was to populate the empty space with aliens and asteroid fields. But aliens should behave more like animals than enemies, you had to push them away.

I also increased the resolution of the game to cover all the window (but this was eventually kind of rolled back.)

Day 4

I managed to integrate some test music and sound effects, including troubleshooting an issue with the ZZFXM web tracker exporter.

Day 5

I improved vector objects rendering, replacing my own path rendering functions from 2018 into using Path2D directly, which was a great step to allow more complex quadratic / bezier paths, as well as save a big chunk of code. I also did some foundations for the conversation system and drew some “test” objects (spoiler: some of them stood until the very end).

I used MiniSVGcreator by xem, it was great to produce optimized SVG paths (although by this point its usefulness was limited by its inability to save/load)

Day 6

Decided that the game would be about finding your missing friends instead of completing a song, and made a basic structure for this questline (hoping from planet to planet looking for them)

Also added asteroid fields serving as obstacle for your planet-hoping journey.

For the visuals, I added a parallax effect with cute stars and reused the pseudo 3d effect when turning from Duet of Aces. QuietGecko continued working in the audio.

Day 7

Sent a small patch to xem’s MiniSVGCreator to allow loading SVG data (to improve the art workflow), also added new music tracks from the gecko, and worked on the plotline to have an idea of how much text I’d be able to fit.

Day 8

I had to travel to fetch some hardware, but managed to do some airplane coding implementing conversations with multiple fragments, word wrap for text, and a lot of writing for the dialogs and plot (measuring how much is viable to add inside the limits, because text taxes you HEAVILY in js13k!).

Day 9

Added rocket particle effects, hints to friend locations, and city labels. Also integrated more test conversations.

So far I had a huge JS file with all on it, so I decided to split it into modules and modify the gulpfiles to merge them at build time.

Day 10

Asteroid mining with minirockets. Character portraits composition with test cat, dog, and fox.

Day 11

Integrated new SFX by the gecko and added mobile controls and scaling.

Day 12

Worked on quests (for mining and space racing) and speed booster powerups. The idea was that you would have to complete some quests to get hints to your friends’ locations.

Day 13

Implemented the “time trial” quest, including improving the obstacles track, and adding boosters to it.

Also worked further in the mobile controls, and added scoring to the game, based on how long it took you to complete it.

Day 14

Focused on a better user experience, by improving space navigation tying it to the current known location of friends instead of all the planets in the universe, as well as adding some onboarding and hints

Mapedorr jumped into the game designing some nice portraits, I did an initial test integration for them.

Day 15 and 16

Implemented space fishing and Galaxian fishing quest.

Days 17 and 18

As the end drew near, I called for friends to help test and did a lot of small fixes and tweaks in the mining and fishing, and also improved responsiveness for mobile.

We were already over the 13KB limit, so had to call for help on the js13k slack. I was pointed to ECT which was a last-minute life-saver.

SFX and Music were also revamped by the gecko.

Tales of NovaMundi – Week 130

NovaMundi is available on Steam Early Access! GET IT NOW (or wishlist it) if you like what you see!

For the past two weeks, we produced version v0.32.4 and there’s a lot of ongoing visual, audio, and content work.

Wandering expeditions

We are now spawning packs of Puma in the overworld (instead of a single one). This involved creating a sort of “hivemind” coordinated AI for the individual actors.

We went ahead and decouple this from the “wildlife” controller to make it useable in other parts of the game, including the long-awaited enemy expeditions replacing the random combat on the map. This is available on the public version, and we are looking forward to seeing how the experiment works (so far it seems good).

New Visuals for units (WIP)

We are working on revamping the visuals for the characters and unit models. This will take some time as we generate enough content to replace the current one, but I believe we are on the right track to make our units fit more with the visual style of the rest of the game.

Conversations (WIP)

We are also working on expanding the content of the towns in the game with more and higher-quality characters. We are populating these towns with at least an authority with which you have to negotiate to join the alliance, some of them based on historical accounts of Muisca leaders from around the time of the Spanish incursion. These will be added to the game soon.

New Audio (WIP)

We are working in the environment audio for the páramo (Andes high-mountain tundra) and wetlands, as well as the sound effects for the cavalry units and improvements in the UI feedback.


I was interviewed for “Congreso y Sociedad”, a TV show for “Canal del Congreso” (the official TV station of the Congress of the Republic of Colombia), where I talked about NovaMundi’s history, its dynamics with the academy, and non-traditional media as a way to preserve the indigenous cultures, Gamification, VideoGame development in Colombia and Latin America and the role of the state in the growth of the VideoGames sector. It’s still not available but I’ll put a link here when it’s up.

The Olympic pictograms

The Olympic Games are a celebration that comprises more than sports.

My personal highlight of this year’s Olympic Games opening ceremony was a videoclip made to celebrate the creation and the evolution of the pictograms used to represent every discipline, as these were born in the Tokyo 1964 Olympics.

I am not a professional graphics artist, but I really enjoyed the production, its music and the little details in the desktops of the designers as they were shown ideating and illustrating the pictograms, with their tools, references and more mundane items. So here’s a capture of all of them, enjoy!

Tales of NovaMundi – Week 128

NovaMundi is available on Steam Early Access! GET IT NOW (or wishlist it) if you like what you see!

For the past two weeks, we produced two versions, v0.32.1 and v0.32.2

Characters and Dialogs

The characters on the towns have been renamed to more accurate Muisca names, and the Spanish dialogs for four of them have been improved greatly including embedded Muisca language words. One of them has been translated to English too. I still need to integrate and translate the remaining redesigned dialogs.


The “Spectacled Bear” now dwells in the cold Andes highlands.

Also added the “Solitary Eagle”, although it’s not a very common sight in this area of the Andes, and tweaked the logic to spawn all existing fauna (reduced chances and spawn ranges, prevent spawning while expedition resting).

Combat / Misc

  • 3X attack bonus on the first attack to “Charging” units (puma, spectacled bear and Spanish cavalry)
  • Tweak grass appearance
  • New visuals for clubs for Guardians


I was interviewed by Diego Celis for Divulgark, a group dedicated to research, conservation and diffusion of the archeological patrimony of Colombia. It was a pretty good interview and we got to show the game to a lot of people. You can see it here in Spanish: LINK.

This led to a conversation with Jorge Gamboa, coordinator of the “History Group” of the ICANH (Colombian Institute of Anthropology and History). He brought some interesting points about the historical context of the game, which served to strengthen my ideas about the mission of the player inside the game: uniting the Muisca territory as a nation. The biggest threat the player faces is not the Spanish invaders, but rather the deep divisions between the Muisca.

Tales of NovaMundi – Week 126 of Development

NovaMundi is available on Steam Early Access! GET IT NOW (or wishlist it) if you like what you see!

For the past two weeks, we produced two versions, v0.31 and v0.32.

Wandering mobs

At long last, I started tackling one big thing that is going to change the player experience greatly: groups of people (or animals) moving around on the map and interacting with the player. We are going to add this to make the world feel more alive as well as to add a factor of seeking / evading targets on the map replacing the current random encounters. See below for the first type of mob to be included.


These cats employ a blend of stealth and power, stalking their prey until an opportunity arrives to pounce, then going for the back of the neck with a fatal bite. They will hide large carcasses and feed on them for several days.

National Geographic website (link)

The puma now roam the land! they will wander around until you get close to them, then they may flee or assault the expedition.

The puma is spawned around forests and will disappear after a while if you lose sight of it. The White-Tailed Deer were also added back, and will.

You can also now ask for directions to the habitats of animals in the towns.


I zoomed back in the camera into combat so that it’s easier to select the units, and also because we were not really making good use of the entire space for combat (which normally happens in 1 to 3 clusters, with short-range units, and under 30 units). We still need to implement the combat areas by biome, procedural, and with relevant obstacle and height bonuses.


We put some big effort into the audio, including continued tweaks on UI sounds and in general audio responsiveness to in-game events (for example combat start/end), as well as tweaks and fixes for some animal sounds (parrots and condors).

We made some initial work on balancing the volume of the effects, but are still pending completing a mix for all the audio in the project. One big change is we are now properly using an Audio Mixer object to control the volume for the different tracks (music/ambient/sound effects) instead of manually tracking the volume of the Audio Clips. This will facilitate the process in the future to continue building a high-quality audio experience; there’s also a slider bar for the ambient sounds (separate from music)

User Interface

I implemented another relayout in the HUD, moving the command buttons to the upper-right corner, making the compass bar smaller, and making the status area more compact including a background for readability.

Procedural Generation

I did a lot of tweaks, lowering the generation time by about two-thirds (!), some routines to place vegetation still relied on my slow Cellular Automata implementation and were replaced by the much quicker one based on queues. Some ultra-heavy things, like the routine to remove trees from the river paths, were no longer needed for our new water-bodies-based generator, and the process to create clearings in the forest for towns was also changed to prevent placing trees there in the first place.

I also disabled the caves, until we can invest a good deal of work on them to make them more interesting.


We are in the process of remaking and fixing the dialogs for the characters you find in the town, to make them feel more alive and integrated into the environment; in the process, we also included the means to display words in Muyscubun (Muisca language), along with their Spanish or English translation, visible when hovering the native word.

For now, we have a single character implementing the new dialogs and translations (and only in Spanish), but we’ll have a bigger coverage in the next weeks.


Two big hits this week, the first one is a ~30 mins playthrough by Nookrium, always a great way for people to get to know about the game (as well as for us to find some spots to focus on). I’m happy to see the game is enjoyable already, and we’ll continue working for it to be more fun and interesting. (Click below to watch the gameplay)

I was also interviewed for Revista Semana (in Spanish), one of the biggest publications in Colombia. I talked about the history of the project, some of the challenges we have met, and our goals with it. (Click below to read the interview)

The NovaMundi Series

We participated in virtual GDC 2021, pitching the next game in the NovaMundi series of open-world exploration roguelikes. This one will not be set in a historical context like Spear of Chaquén. More info to come soon!

Tales of NovaMundi – Week 124 of Development

NovaMundi is available on Steam Early Access! GET IT NOW (or wishlist it) if you like what you see!

For the past two weeks, we worked on the historical aspects of the game, as well as the fauna along with some improvements in combat and UI. We produced a single version, v0.30.1.

Historical Content

Based on the research done by Manuel (our Muisca history/culture/linguistics advisor), we integrated a list of 221 historical names that would likely have been used by the historical Muisca, obtained from documental sources. We used these to replace the ones we had in place which were generated using Markov chains based on Muisca-like place names (a poor source in the first place).

The component that selects names for units was improved to reduce the number of collisions by rotating through the full list and falling back through the different categories (male/female/unqualified genre) as needed.

I also did a first approach at improving the names of the territories; we’ll eventually have a proper reflection of the hierarchy of cacicazgos the Muisca had, but for now, I’m at least assigning names of large historical Muisca territories to the “quest” towns, instead of just using random names.


We still need to work on a big iteration for the combat aspect. That was the plan for these two weeks but things went in a different direction. At least we worked some small improvements for usability, making it easier to select units by increasing the size of their click mask, and increasing the zoom overall of the combat scene since we weren’t making full use of the screen real state anyways (our battles are small skirmishes, max 15 vs 15 units and commonly stuck together real close, so we were wasting a lot of space.) Maybe we should allow the player to zoom in and out in this scene since the zoom level is untied to the exploration range (unlike in the normal overworld mode)

Mysterious New Unit

We finished the visuals (model, animations and icon) for a new upcoming unit type, which I won’t unveil until its gameplay effects are implemented (hopefully soon!).


Andean condors are massive birds, among the largest in the world that are able to fly. Because they are so heavy (up to 33 pounds), even their enormous 10-foot wingspan needs some help to keep them aloft. For that reason, these birds prefer to live in windy areas where they can glide on air currents with little effort

National Geographic website (link)

The imponent Andean Condor is a national symbol of Argentina, Bolivia, Chile, Colombia, Ecuador, Peru and Venezuelan Andes states. It is distinctive of the Muisca territory so we were long overdue to add it!

We are also in the process of adding the Puma, and some other animals species to make the world feel more alive.

In a semi-related change, I remove “European” food from the loot you can get from enemies, considering it is too early in the time period for it to be available in these lands.

User Interface

We are experimenting with a new layout for the action buttons (in order to implement it I ended up doing a big internal refactor, organizing the way we had laid out the UI components which had grown out of control). However, I believe we are going to change this again to a more “minimalistic”, more accessible design, with the buttons placed in a row at the top right corner instead.

I also configured the new set of portrait parts to the female and elder male types.

We are also working on adding sounds to the UI so that it feels more responsive.


We were interviewed (in Spanish) by Outline, a creative community from Mexico. The interview is pretty informative and includes gameplay as well, so please give it a look and share!

Tales of NovaMundi – Week 122 of Development

NovaMundi is available on Steam Early Access! GET IT NOW (or wishlist it) if you like what you see!

For the past two weeks, we continued working on terrain generation and visuals. We produced 3 versions ending up in v0.29.0.


The biggest change is the addition of the “Compress time” command; now if you press Shift while exploring, time will happen at 2x so you will move faster. I believe this is a need to prevent long travels from becoming super boring but I am still experimenting with this (may add some +/- commands to lock the time compression rate).


New appearance for the Conquistador Cavalry, more similar to the concept. Kept the old one as “mounted pikeman”, may use it sometime.

Added some more variation to portraits, disabled the wooden clubs from the guardian’s portraits since they were looking a bit cartoonish cavemen to me; we will replace them with narrower staffs probably. The next version will feature some more variations still. Also, we reset the “framing” of the portraits in order to display more of the face even if we miss some details of the equipped weapons.

We are also working on a new non-military unit, we should be ready to unveil it on next update!

Terrain visuals

Implemented some visual fixes in the grass objects, and added a new texture for the rocks so they blend better with the grassy terrain. Rocks are also populated more sparsely.

The paramo (Andes tundra) biome also saw some work with the placement of the mountains there and the removal of the snow peak biome pending yet another planned overhaul of the biome placement that allows us to have more control over bigger areas of terrain instead of relying on the heightmap.

For grass texturing, we discarded some of the textures we were using and tweaked the tiling and normal scale values of some others.

A new particle system for rain was developed, although it hasn’t been integrated yet into the main game scene.


This iteration was meant to focus on combat but art integration and needed tweaks in the exploration just haven’t let me charge into it. However, I did some small high-impact changes, like increasing the size of the initial enemy sizes so they are less of a joke.

We also did some work in the audio aspect with Mr. QuietGecko, doing a pass over the attack sound effects to make sure all of them were covered, and tweaking the volume for the different combat actions.

Project and Community

We participated in the Steam Summer Sale (along with our other game, Ananias Roguelike).

We were also interviewed for our state’s TV news, and a couple other podcasts (more info here)

Kay and Xenia

This week I’d like to shout out to Kay Tila, a member of our discord community which has been helping a lot with playtesting. My story with Kay goes back a loong time including the original “Expedition” project and probably more stuff I’ve done along all these years. Thank you for all your valuable feedback!

(Español) NovaMundi – Entrevistas y Artículos Parte 2

Entrevista en Retrus Gamer

Link – Los amigos de RetrusGamer, una gran comunidad de juegos retro de México, me invitaron a conversar acerca de roguelikes, diseño de videojuegos y por supuesto NovaMundi.

Entre algunos temas hablamos de:

  • Diseño de videojuegos
    • La historia de los micropagos incluyendo el rol de Raph Koster de Ultima Online como parte de Electronic Arts, y sus efectos negativos en la experiencia del juego.
    • Elementos de diseño roguelike como la “procedimentalidad”, la alta dificultad, la estrategia por turnos, la muerte permanente y la no meta-progresión.
    • Qué es un juego retro, algunos juegos retro que me gustan y el diseño de juegos retro más allá de su fecha de salida.
    • Balance entre historia y jugabilidad en el diseño de juegos.
    • Diseño de juegos para móviles, cómo funciona actualmente, publicidad engañosa y destrucción de la experiencia del usuario con publicidad dentro del juego.
    • Diferentes tipos de MMORPG y Battle Royale y mecanismos que usan para enganchar a los jugadores.
  • Slashware y nuestros proyectos
    • Historia de Slashware, Slashie, Ananias Roguelike y NovaMundi, incluyendo de dónde viene el nombre “Slash”.
    • El contexto histórico y cultural de NovaMundi, los retos que hemos encontrado al momento de desarrollarlo.
    • Relación costo/valor de NovaMundi y Ananias, posibilidad de ports a consolas a futuro para NovaMundi y la decisión de sacarlo primero en PC para poder iterar más fácilmente en el diseño.
  • Otros temas importantes
    • Anime con batallas con demasiado diálogo.
    • Forma adecuada de preparar y presentar la birria (tatemada o en caldo).

Entrevista en Noticias Teleantioquia

Link – El noticiero local Teleantioquia hizo una nota sobre NovaMundi para su edición de las 7PM del 24 de Junio de 2021, hablando acerca del proyecto, de qué se trata y algunos aspectos de su desarrollo.

Entrevista en GamesTravelers

Link – Fuimos invitados a una entrevista en conjunto con Mauricio Betancourt, para hablar acerca de NovaMundi y de la escena de desarrollo de videojuegos de Medellín, los retos y oportunidades que se tienen.

Algunos de los temas tratados

  • Qué es NovaMundi, algunas diferencias con juegos de estrategia tradicionales.
  • Transformaciones temáticas de NovaMundi a lo largo de su historia.
  • Razones para sacar un juego en “Acceso Anticipado”
  • Razones para incluir elementos de historia local en los juegos.
  • Estado de la industria de desarrollo de videojuegos en Medellín y Colombia.
  • Diferentes formas de aproximarse al desarrollo de videojuegos, construcción de empresa vs. desarrollo indie a más baja escala.
  • Tips para las personas que quieren realizar videojuegos.
  • Programas gubernamentales para incentivar el desarrollo de videojuegos y algunas ideas para que fueran más efectivas.
  • Impacto del mercado local de Colombia.

Gameplay con Simernio

Link – El artista líder del proyecto, Simernio, nos visitó desde la lejana ciudad de Envigado para jugar NovaMundi y comentar un poco acerca de cómo llegó al proyecto, los retos de crear ambientes procedimentales y los planes que tenemos a futuro.

Nota en “La Nota Positiva”

Link – “El juego se parece en sus características a otros comerciales y conocidos como ‘Age of Empires’ e inicia con un contexto histórico en el que se desarrollará la trama; después el jugador conoce su equipo de indígenas Muiscas con diferentes características y habilidades”

Rainy Day – 2021 7DRL Results are in!

Check them out here. It was weird this year, like, the review team started super fast and covered I think about 50% of the work in two weeks? but then we had the normal stall period and finally, when we were done we were halted by itch.io not helping us with some cleanup. (We may fall back to using my old reviewing system for 2022, where we had full control).

Our entry, Rainy Day, didn’t place too high with the review committee (as usual “:D) however they had some good comments:

“On initial look, this feels very bland. It’s a very typical looking green on black looking roguelike, but therein lies the hook. The obvious FF7 references – especially when the music starts up – when you start the actual game tugs on nostalgia so hard that it’s impossible to not get sucked into playing this. It’s a rainy day, and you’re spending it playing an old game and fighting evil.

As for the game itself – It’s a pretty standard hack and slash with gun, but the upgrade pods on each floor that you can learn a new skill in adds an extra layer, especially when they aren’t all combat skills. Increased carry capacity, increased FOV, power upgrades – there wasn’t a skill that could be learned that felt superfluous or pointless.

I got overwhelmed on the harder floors more frequently than I would have liked, but that’s fine, it’s still a great game. I’ll be trying the post 7DRL version soon, I enjoyed it that much.”

I like the aesthetic choices of the ascii alongside realistic sound effects its very immersive for the crawling through caves experience. I also liked the cute auto generated vhs tape names at the start and the rougenet link opening.

The perk system is interesting but some of them feel significantly worse than others, never really felt like I could justify the plasma rifle upgrades as in the 60 minutes i played i found 2 ammo pickups. The game play also gets pretty repetitive pretty quickly as the only real combat choice is when to heal although props for being aware of that and putting them everywhere because this could’ve easily been a game with a lot of no win areas otherwise.

I think the four areas was a little ambitious for this project as the game play loop doesn’t stretch out to that long of a scale well. If you continue to work on this id love to see how they would gain their own personality though!

In a similar fashion to last year’s Emerald Woods, it seems the jurors wanted more, a sign of maybe a scope too big, although I feel this year it was much more enclosed. Maybe I could have gone for a single dungeon and polish the experience there, aiming to make replays more fun instead of a more content-full longer run, hmmm. The game was a bit unbalanced but the perks system worked well enough.

Again, the music and SFX played an important role in the success of the entry. Thank you Gecko.

In any case both reviews share something, it seems I was able to convey this feeling of playing alone at home on a rainy day, using the simple monochrome display (and the awesome music and sound effects, of course).

Roguebasin 2021 Migration and some history

tldr: Roguebasin has been migrated to its own Virtual Machine at DigitalOcean, and upgraded to MediaWiki 1.36.0 + PHP 7.4.3. As a result, it’s currently running MUCH faster and hopefully will not have any downtime.

January 16, 2005. I set up the first version of roguebasin using a long-gone service called swiki.net, imagine it being a predecessor of wikia / fandom.com, only much less stable and feature-full. It soon went down and become unreliable as the people of r.g.r.d. jumped in to contribute, but it worked well enough to gather the attention of the community.

January 26, 2005. I got an email from DarkGod where he offered to host roguebasin at tome.net’s server. “The basin is a good idea, and I’d hate to see it fade away, the RL community needs something like that!“. He alongside “Pav” set up the first mediawiki installation, the foundations of the current roguebasin.

August 2, 2006. After being battered by spambots for a while, the wiki was no longer accepting new user accounts except thru a cumbersome manual process. We decided we had to change how it was operating so someone could take better care of the technical setup of the wiki. It was finally moved to roguelikedevelopment.org, the domain of the long-time roguelike developer Björn Ritzl, who would host it for almost 15 years.

June 19, 2011, RogueBasin was moved by Björn to a new and more reliable webhost and the roguebasin.com domain was set up by myself.

By 2021, there had been many reports of the wiki being too slow or going down sometimes. I contacted Björn and he agreed to hand over the hosting to me. I noticed we were still using MediaWiki 1.19 from 2012, probably due to having to stick with PHP5 on Björn’s hosting account so my first priority was changing that as well as getting it to its own more private hosting where we could scale resources as needed.

June 17, 2021. After almost 10 years of the last server movement, Roguebasin has been migrated from roguelikedevelopment.org hosting to its own Virtual Machine at DigitalOcean, and upgraded to MediaWiki 1.36.0 + PHP 7.4.3. As a result, it’s currently running MUCH faster and hopefully will not have any downtime. We also will be able to address the spambots situation with more modern weapons.

I also restored the logo, which was actually the result of a small contest we ran at r.g.r.d, the winner was Radomir “TheSheep” Dopieralski, who used to be very active on the roguelike community back then.

I also took this opportunity to update some of the front page content to the roguelike reality of 2021, because times have changed.

Coming up for roguebasin:

  • HTTPS setup
  • User list cleanup (not as easy as it sounds with thousands of spambot accounts)
  • More community things!