If you haven’t already, you may wish to read my Introduction to Roguelikes. Previous Roguelike Highlights can be found here.

I’ve been pretty busy recently so I haven’t had much time to post, but I wanted to at least write something quick about Mercury. While most Roguelike Highlights are fairly long and detailed, this one doesn’t have to be, because of the central premise of Mercury. It’s a winner-generated roguelike. Rather than being continuously updated by the developer, as most roguelikes are, Mercury instead tracks players’ high scores, and at the end of each cycle (I think cycles are two weeks long but I’m not sure) the two players with the highest scores can add a new character class, monster, or item to the game. Then everyone plays with the new stuff for the next cycle, and the new high scorers will get to add more stuff when that cycle ends.

That means that Mercury started off as a very simple game, with only one character class, one type of monster, and one item. Since then, it’s grown quite a bit.