Since the recent update to the house list, there has been the biggest boom in the player population in almost two years, with 50+ unique players per day for the past few days. The irony is that we now have so many houses online that the original fix, to pad out the house list, isn't currently needed. However, its important to understand that without such a backup system to provide content in low population situations, a vicious cycle results that shrinks the population over time. By fixing this problem, a virtuous cycle is created instead. Players that try the game again these days tend to stick around for a while, making the game still even better and more interesting for additional new players that show up later. A Discord channel has sprung up as well, which you can join through this invite link: https://discord.gg/HupVMC9
Since the recent update to the house list, there has been the biggest boom in the player population in almost two years, with 50+ unique players per day for the past few days. The irony is that we now have so many houses online that the original fix, to pad out the house list, isn't currently needed. However, its important to understand that without such a backup system to provide content in low population situations, a vicious cycle results that shrinks the population over time. By fixing this problem, a virtuous cycle is created instead. Players that try the game again these days tend to stick around for a while, making the game still even better and more interesting for additional new players that show up later. A Discord channel has sprung up as well, which you can join through this invite link: https://discord.gg/HupVMC9
The Castle Doctrine
Jason Rohrer
Jason Rohrer
2014-01-29
Strategy MMO
Game News Posts 10
🎹🖱️Keyboard + Mouse
Mixed
(260 reviews)
http://thecastledoctrine.net/
https://store.steampowered.com/app/249570 
The Game includes VR Support
CastleDoctrineLinux [8.23 M]
I'm Jason Rohrer, and The Castle Doctrine is my 10th game. It's a bit hard to describe, because there's never been anything quite like it before. It's a brutal game in terms of its perma-death and perma-destruction consequences, and it is turn-based, so it's rather Rogue-like. But building such a brutal game in a multiplayer context, with absolutely no cushion between players to stop them from brutalizing each other, is quite strange and new.
Everything is real in this game. When you rob someone, you are actually hurting another player in a permanent way by destroying and stealing their hard work. When someone dies in this game, they lose everything and start over. If you devise perplexing security systems, you can perma-death other players when they come to rob you. Watching those security tapes, where someone gets what's coming to them, is an exhilarating experience. On the other hand, you just killed someone and perhaps caused them to lose days of their hard work. And you've been on the other side too, losing everything because of some thoughtless move you made in someone else's house.
But there is no randomness in this game, so everything is fair. When you die, it is always your fault. When things get dicey, you can always retreat back out the front door to save your own neck. Of course, human folly will get the better of you.
Here's what you get when you buy the game:
- A lifetime account on the central world server that I'm running.
- Access to the full game source code (after launching the game on Steam, go here).
- Everything you need to run your own game server (requires a PHP/MySQL web server, download the source bundle to get started).
- Processor: 900 MHzMemory: 40 MB RAM
- Memory: 40 MB RAM
- Graphics: Onboard GraphicsNetwork: Broadband Internet connection
- Storage: 10 MB available space
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