“This entire game is too hard!”

Tangaria is based on Angband, a classic single-player, turn-based roguelike. Turning it into a multiplayer game didn’t make it any easier — in fact, it can be pretty tough, especially for newcomers. If you’ve never played Angband before and are struggling with Tangaria, it might help to try Angband first to get familiar with the core mechanics.

That said, many players have become hooked on Tangaria without any prior Angband experience. Some claim it’s a game best suited only for veteran roguelike players who find other multiplayer roguelikes too easy. And sure – with disconnected stairs, ESP that only works within a 20-tile radius, and permanent death (your ghost is instantly destroyed)… it can be brutal.

But is it really just for hardcore veterans? Not necessarily. If you enjoy a challenge and are willing to learn, you might just find yourself loving it.

It had been my dream for a long time – to experience a proper, truly online roguelike without cheating, stair-scumming, endless grinding, and all the other things that ruin the fun and teach people to play the wrong way. A way that isn’t true to the roguelike spirit. Over time, that kind of playstyle burns players out – they lose interest.

To me, an online roguelike should follow a different philosophy — one that stands in contrast to the typical MMORPG hoarder-simulator boredom. A true roguelike is just you, your skill, your courage… and your freedom. Freedom from the fear of death. Freedom from the fear of losing. Every adventure – meaningful. Every death – an achievement. Every new character – a moment of joy, a fresh, unique journey of exploration.

Immortality in a roguelike? That would ruin the fun. The game would quickly become dull without the thrill of risk. No wonder Eru Iluvatar granted the Gift of Men to all roguelike players — mortality and free will. That’s what makes it meaningful.

And honestly… the game isn’t that hard. It’s been carefully rebalanced in the right way. Item progression in PWMAngband is based on modern Angband, but shop restocking is actually faster in PWMA than in Vanilla, making consumables easier to access. Sure, it’s still more challenging overall – because of real-time mechanics, new monsters, and other unique systems – but the difficulty is intentional and fair. I’ve personally fine-tuned the PWMA engine for Tangaria – adjusting item drops, dungeon depth, food balance, and more – all to prevent grind and cheesy exploits. The result? Slightly tougher gameplay, yes, but far from impossible. In fact, I managed to win with a brand new class/race combo on my first attempt, even after heavily nerfed the dragon race. So don’t worry – the difficulty’s just right 😉

This entry was posted in News. Bookmark the permalink.

Leave a Reply

🇬🇧 Attention! Comments with URLs/email are not allowed.
🇷🇺 Комментарии со ссылками/email удаляются автоматически.