Divine Roguelike

Divine Roguelike is a co-op adventure roguelike map for Warcraft III Reforged (1-4 players). Lead squads through a generated world, choose risky paths, complete quests, and permanently upgrade immortal souls after death. Destroy the Infernal Forge — or wake in the Sanctuary and run again stronger.

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Best Roguelike in Warcraft 3? #2

Best Roguelike in Warcraft 3? #2

  • Media owner Cancel
  • Date added Jul 21, 2026
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Best Roguelike in Warcraft 3?

Best Roguelike in Warcraft 3?

  • Media owner Cancel
  • Date added Jul 21, 2026
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Divine Roguelike Act 2, Landscape generation is 80% complete

Divine Roguelike Act 2, Landscape generation is 80% complete

  • Media owner Cancel
  • Date added Jul 21, 2026
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Autumn biome

Autumn biome

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  • Date added Jul 21, 2026
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Tundra biome

Tundra biome

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Joined
Feb 20, 2015
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88

Act 2 is in active development
Divine Roguelike — Generated Open World



Act 2 / open world
Watch on YouTube
Generator Viewer
Watch on YouTube



Players will enter a generated open world. Unlike Act 1, it gives freedom of action independently of each other: you can split up or explore together.

We already have a custom world generator that builds large playable spaces with settlements, points of interest, and a road network that ties locations into one coherent structure.



How the generator works (POI-centric world)​


The generator does not start from random noise and then “guess” where towns should go.
It works the other way around: content first, terrain second.

  1. Input rules
    Map size + a list of POI types (camps, settlements, objectives, start camp, etc.).
    Each POI defines:
    • how many instances to place
    • collision geometry (circles / rectangles, including compound shapes)
    • placement priority
    • road attachment points
    • biome influence zones
    • named spawn points (market, monsters, loot, hero starts…)
  2. Priority placement
    High-priority sites (cities, main objective, start) are placed first.
    Lower-priority camps fill the remaining space without overlapping.
  3. Biome painting
    Biomes are blended from POI influence (and optional global climate points).
    A forest camp can radiate forest; a graveyard can radiate deadlands; north/south climate can still be forced globally.
  4. Road network
    Roads are pathfind-built between road anchors.
    They flow around obstacles and other locations, respect passability costs, and can use settlements as transport hubs — so routes stay readable and playable, not spaghetti through every camp.

Result: every run gets a unique layout of settlements, camps, biomes, and roads — but still a structured adventure map, not chaos.



Why this generator matters​


  • Speed — a 100×100 sector generates in under one second, while still placing all requested POIs, linking them with obstacle-aware roads, and mixing biomes.
  • Design control — designers declare what must exist (start, cities, objective, camp density). The generator invents where and how they fit together.
  • Replayability — different seeds = different geography, route choices, and exploration order.
  • Multiplayer-friendly structure — roads and hubs create shared landmarks, while open space still allows parties to split.
  • Gameplay hooks built-in — named positions and POI labels feed spawning, quests, prisons, and objectives directly.
  • Unique runs without losing readability — biomes blend, but the world stays navigable because roads obey real constraints.
  • Dedicated Viewer tool — a custom viewer was built specifically for this generator, so generation templates can be tuned visually and quickly, without guessing in the dark.



Custom Viewer for generation templates​


For this generator we developed a dedicated Viewer: a visual tool for convenient setup and iteration of generation templates (rules).

Instead of editing blind parameters and waiting for a full in-map test, designers can:
  • regenerate the world instantly with a new seed
  • inspect POI placement, geometry, road anchors, and biome blend
  • adjust template rules and see the result right away
  • export / validate layouts before bringing them into Warcraft III

This keeps Act 2 world design fast, controllable, and iterable — the same template language that drives the in-game generator.

Viewer demo is in the top video pair (right).



Act 2 gameplay loop​


  • Players start in a camp and begin exploring — together or separately.
  • If your units fall, they are sent to a prison inside the nearest enemy POI.
  • Clear that POI’s creeps → its prison releases everyone held there.
  • Each POI has its own prison. Losses stay scary… but not run-ending. You can still take hard fights, just like in Act 1.
  • On act start, a 100×100 playable sector is generated — enough for roughly 40–60 minutes.
  • The sector contains camps/POIs of different difficulty and one main objective camp. Destroy it to finish the chapter.
  • After victory: return to the Sanctuary, or push into the next area with your current power and army preserved — Diablo-style chapter transitions.

This satisfies both audiences:
  • players who want a focused 40–60 minute session
  • players who want a long adventure across multiple areas



Currently in progress​


  • Decorating camps and cities
  • Settlement NPCs with quests
  • More POI variety
  • Balance tuned specifically for Act 2’s open-world pace

Important: if the Act 2 gameplay shift isn’t your style — Act 1 remains as it is.




Act 2 / open-world preview
·
Generator Viewer demo

Explore freely. Split or stay together. Clear the threat — then decide: Sanctuary, or the next frontier.
 
Joined
Feb 20, 2015
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88

DIVINE ROGUELIKE
Co-op Adventure Roguelike · Squad Command · Permanent Soul Progression

1–4 Players · Solo & Multiplayer · Warcraft III Reforged

Join the Discord



The world is young. The Gods are watching.
Oral memory still remembers how Heroes — by divine will —
brought down once-prosperous civilizations.
Now the Gods have spoken again.
Find the Infernal Forge. Destroy it. Or die trying… and wake stronger.



What is Divine Roguelike?​


Divine Roguelike is an adventure roguelike where you and your friends lead squads across a procedurally generated world. Heroes, creeps, locations, items, and quests are rolled anew every run — but your souls remember everything.

Die often. Die proudly. Every death feeds permanent progression that makes your next heroes stronger. This is not a map you “clear once” — it is a map you master across lifetimes.

“I was really blown away how well implemented the roguelike features were… My friends and I would discuss which path is optimal.”
— Hive player feedback



Why this map hits different​


  • Squads, not solo heroes. Hire troops. Grow armies. At high danger levels you fight enemy hosts with real forces — classic WC3 warfare inside a roguelike loop.
  • Death is the upgrade path. After death you enter the Sanctuary (Sacrarium) and invest lumber into immortal souls: more gold, XP, travel steps, stronger mercenaries, extra hero slots.
  • Every road is a decision. Clear a location → choose 1 of 4 next destinations. Green / yellow / red paths reshape world danger and rewards. Plan routes like a true roguelike — not a linear RPG.
  • See the map. Rewrite the map. Preview neighboring locations. Spend map fragments to reroll bad options. Later — plan across 16 locations ahead.
  • Run modifiers that rewrite the rules. Visit the Guild of Astrologers and stack world mods: more altars, bonus taverns, reincarnating foes, cloning enemies, mentoring XP, headhunting reputation, and more.
  • Reputation economy. Complete tavern quests and hard objectives → earn reputation → recruit extra heroes at the Guild of Heroes.
  • Village meta-progression. Unlock and develop a village that buffs this run and all future runs.
  • Fearless combat design. After clearing a creep group, your troops revive — so you can take risky fights without permanent army wipe anxiety.
  • Story with teeth. A full first-chapter arc: memory loss, the City, orc memory fragments, World Danger 16, the Infernal Forge… and a mega ending — a game-within-a-game forge defense for Hero Defense fans.
  • Difficulty from Easy to Hell. Tune monster density, variety, and rewards to your group.
  • Save / Load. Keep soul progress between sessions and across map versions (/save / /load).



Core Features​


Players1–4 co-op
GenreRoguelike RPG / Adventure / Squad Management
GenerationLocations · enemy packs · quests · rewards · special sites
MetaSoul upgrades · village growth · save/load persistence
Special sitesTavern · Orc camps · Forgotten lairs · Guild of Heroes · Guild of Astrologers · Tower of Trials · Pandora chests / relics · boss locales
Combat loopClear → revive troops → choose path → escalate or stabilize world danger
Hero identityStarter troops & unique items per hero archetype



The Fantasy​


You are not just “playing heroes”.
You are souls possessed by the Gods — vessels of divine will, feared and worshipped, hunting apostates who forged weapons that could shatter the world.

Win, and the Gods discard your spent bodies.
Lose, and Morpheus reveals the truth: the campaign was a dream — training for the Champions who will one day succeed.

Either way, you awaken in the Sacrarium.
Either way, you grow.
Either way — you run again.



How to play (30-second guide)​


  1. Pick difficulty. Form your starting hero(es).
  2. Clear the location. Rebuild. Hire. Loot.
  3. Choose the next path — reward vs risk.
  4. Take tavern contracts. Hunt orc bases. Stack modifiers.
  5. Push World Danger toward the Infernal Forge… or die of old age / defeat.
  6. In Sanctuary, spend wood on souls. Rebirth. Go deeper.

Tip: Do not fear death. Fear wasted death — always bank progress into souls and village.



Credits​


Authors: Cancel (Philipp Kruglyakov)
Community: Discord

Actively developed. Feedback welcome — balance, bugs, and wild ideas all help the next life of the map.




Download. Gather a squad. Serve the Gods.
Die. Upgrade. Ascend.

 
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