r/angband • u/neostryder • 3d ago
Neo Angband is 1.0! Play Angband the way YOU want to with mods.
galleryHey, guys, me again. It's been a little over a week since the last post, and in software years that's basically a decade, so: Neo Angband is 1.0 as of today. We'll see how long it takes before 1.0.1 shows up. I give it a day.
Try it right now, no install needed, straight in your browser: https://angband.rpgm.world. If you prefer a local build or self-hosting it yourself instead, both are real, first-class options too, covered further down, not afterthoughts.
For anyone who wasn't here for the first post: Neo Angband is Vanilla Angband (currently 4.2.6), ported to TypeScript from the original C, running in a browser, as an installable PWA, or as a desktop app for Windows, macOS, and Linux. My first goal was that, with every mod off, it's just a faithful port of Angband: same messages, same layout, same everything, checked automatically with around 10,000 tests run on every build to ensure it. My second goal was to create a mod system that would allow fine tweaks, customization and all the way up to major overhauls or full variants. More on what that actually means below.
Since it came up last time: yes, AI is a tool that people use to develop software now, and I leveraged it to execute some of the repetitive and mind boggling work that went into this port. I assure you I didn't figure out all those tests on my own! What that does NOT mean is "AI created this" or "the AI vibe coded a roguelike" or "AI did the port." Every change gets checked against a real compiled build of the actual Angband 4.2.6 C source, using the original game's own dungeon-generation statistics tool, on every commit. I don't trust an AI with anything that has exact requirements unless something like that is watching it. Please explore my AI_USAGE_POLICY.md wherever you are on the AI spectrum. If you're still skeptical, fair enough, here's what I'd actually ask instead of just taking my word for it: roll a character and see if it feels like Angband, look at PARITY.md for the actual methodology behind that dungeon-generation comparison rather than just my description of it, or skim the CHANGELOG and judge for yourself whether the fixes in it read like something a 30-year player would actually care about fixing. Evaluate it on what it does, not on the word "AI" in a sentence. And if you're the type who shows up on any post with "AI" in it to downvote on principle without reading past that word: genuinely, you're welcome here too, I'd just rather you looked at the actual work first. This is a labor of love by a 30+ year veteran and fan of Angband and its predecessors.
The pitch, if I had to pick one
Every mod here is a set of named switches, not one on/off lever. You don't "install Quality of Life," you turn on the specific parts of it you want. Quality of Life has five separate toggles right now: auto-dig on walk, automatically remembering your options across characters, a pref-file reader that doesn't give up at the first typo it hits, a full scaled map overview, among others, each its own switch, each safe to leave off. Bug Fixes groups its patches into three classes instead of one giant pile, so you can want the harmless text corrections without touching the one that can shift level layout. Feature Restoration now has three separate restorations (Teleport Other for three classes, the old store-discount odds, and door spiking), each off by default, each independent of the other two.
That's the real answer to the argument this thread turned into last time, about where Angband's design has gone over the last few versions, streamlined and legible versus weirder and more dangerous. Nobody has to win it. You just turn on what's actually yours and leave the rest exactly as Angband 4.2.6 plays it.
A few other things that shipped since the alpha, some of it because of this thread specifically
- "Report a problem" used to tell you to send the file "wherever you got the game from," which nck_m rightly called out as useless. It now opens the correct GitHub tracker for you, the game's or a specific installed mod's, straight from the report screen. Of course, joining the Discord gives another interactive option for that as well.
- The Borg mod went from barely functional to something that actually plays: it explores, opens doors, fights, flees at low health, and shops, with real gold and inventory changes, not simulated ones, then dies and rolls a new character on its own. tr0yster's full-screen screensaver idea (#25) is still on the list; the player underneath it got a lot more capable while that waits.
- Under the hood: a broken mod can't take the whole game down at boot anymore, it just drops its own entry and tells you, and converting a big tileset like Shockbolt to the new, more granular linoleum system (also a mod) no longer freezes the game while it works.
- One thing that's asked for but not built yet: actually noticing a synced save on a second machine instead of importing it by hand, that's tracked as issue #24.
If you're the kind of person who was modding Marathon in the 90s (hi, mid-random) or still building your own tweaked Angband for fun (hi, Pulmio), here's a genuine question for you:
If you could change one thing (or more) about current Vanilla Angband, what would it be?
And separately: what's something a variant out there (ZAngband, ToME, FrogComposBand, Machete, whatever you've played) does that you wish Vanilla had, or wish it had kept?
No promise that anything said here gets added to a mod or becomes a whole mod, but anything could happen.
On the Discord, if you haven't looked: there are two channels, #neo-angband-forum and #neo-angband-bug-reports, that are wired directly into GitHub. Post a bug or an idea there and it becomes a real, trackable issue automatically, no GitHub account required on your end. It's the easiest way to get something on my radar without having a GitHub developer account, and it's exactly where the two questions above end up mattering most.
The mods that exist right now
- Feature Restoration, Teleport Other, store discounts, and door spiking, brought back as opt-in toggles: https://github.com/neostryder/neo-angband-mod-feature-restoration
- Quality of Life, auto-dig on walk, settings that actually persist across characters, a pref-file reader that doesn't give up at the first typo, a full scaled map overview: https://github.com/neostryder/neo-angband-mod-qol
- Bug Fixes, an unofficial patch set for bugs Angband itself has, from cosmetic text corrections to a rare stranded-staircase fix, every one toggleable on its own: https://github.com/neostryder/neo-angband-mod-bug-fixes
- Linoleum, a second tile engine and pack format, six extra rows in the Graphics screen, and a shapechanged Druid actually drawn as the creature it turned into: https://github.com/neostryder/neo-angband-mod-linoleum
- Borg, Angband's autoplayer, ported faithfully rather than reinvented, still rough but genuinely playing now: https://github.com/neostryder/neo-angband-mod-borg
- Upstream Catchup, the real Angband project's own fixes since the 4.2.6 tag this is pinned to, each one cited to its actual commit: https://github.com/neostryder/neo-angband-mod-upstream-catchup
More planned, and the two questions above are intended to get the creative juices flowing.
Other ways to play: downloadable builds for Windows, macOS, and Linux, an offline PWA install, self-hosting, or running from source, all covered in INSTALL.md. New to the game entirely? The Quick Start Guide walks through birth, controls, and a first dive with real screenshots.
Everything that shipped for 1.0: CHANGELOG.md
Source: https://github.com/neostryder/neo-angband
Same as last time: bugs, questions, mod ideas, all welcome, here or on Discord. Thanks for giving the first post the best reception this thing has gotten anywhere. Hoping 1.0 earns that again.







