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Ruins

A roguelike written in Go—gear up in town, descend into the ruins for materials, and use crafting to push your adventure further.

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Game overview

Feature-rich roguelike built in Go

Ruins is a Japanese-language roguelike developed in Go with Ebitengine. In addition to classic dungeon exploration, it features a town hub, crafting, equipment management, and save/load menus. Each major screen is automatically captured in continuous integration, keeping the project documentation up to date with the latest build.

From the main menu you travel between the ruins and town, combining gathered materials at the crafting screen to upgrade your gear. Pixel fonts and a retro interface underpin the atmosphere while you experiment with builds and push deeper into the dungeon.

Controls

Dungeon exploration

  • WASD: Move up, down, left, and right through the ruins.
  • C / Page Down: Zoom out to see more of the floor.
  • E / Page Up: Zoom in for a closer look at rooms and corridors.
  • Mouse wheel: Adjust zoom level smoothly.

Menu navigation

  • Up / Down arrows: Move between menu entries.
  • Left / Right arrows: Move horizontally when navigating grid-style lists.
  • Tab: Jump to the next interactive element.
  • Shift + Tab: Return to the previous element.
  • Enter: Confirm a selection or activate a button.
  • Escape: Cancel or back out to the previous menu.

Features

Go-based roguelike engine

  • Entity–component–system–style game state management and logging developed openly on GitHub.
  • Multiple dedicated screens including town, shop, crafting, equipment, save/load, and message log views.
  • Documentation that links to reference repositories and font resources used to build the project.

Our take

Why Ruins is worth exploring

Ruins combines classic roguelike structure with a modern Go + Ebitengine tech stack, making it interesting both to play and to study. The town hub, crafting, and equipment systems give runs a sense of continuity beyond a single dungeon dive, while the retro UI and fonts reinforce the traditional vibe.

From a development perspective, the project is also a strong reference for building multi-screen games in Go: you can see how dungeon exploration, menus, and logging are factored into separate views and kept in sync under test.

Who will enjoy it?

If you like roguelikes and are curious about seeing one implemented in Go rather than more common engines, Ruins is well worth a look. Programmers and technical players will get extra value from browsing the source code and documentation while they experiment with builds and explore deeper floors.