Near-future Sci-Fi roguelike and tactical squad game

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AGPL-3 licensed by Andres Loeh, Mikolaj Konarski and others
Maintained by Mikolaj Konarski

Allure of the Stars Build StatusBuild Status

Allure of the Stars is a near-future Sci-Fi roguelike and tactical squad game. Have a look at or jump straight into the fray.

gameplay screenshot

The game is written in Haskell using the LambdaHack roguelike game engine. Long-term goals of the project are high replayability and auto-balancing through procedural content generation and persistent content modification based on player behaviour.

Installation from binary archives

Pre-compiled game binaries for some platforms are available through the release page and from the Nix Packages Collection. To manually install a binary archive, make sure you have the GTK libraries suite on your system, unpack the Allure archive and run the executable in the unpacked directory.

On Windows, if you don't already have GTK installed (e.g., for the GIMP picture editor) please download and run (with default settings) the GTK installer from

Screen and keyboard configuration

The game UI can be configured via a config file. A file with the default settings, the same as built into the binary, is in GameDefinition/config.ui.default. When the game is run for the first time, the file is copied to the official location, which is ~/.Allure/config.ui.ini on Linux and C:\Users\<username>\AppData\Roaming\Allure\config.ui.ini (or C:\Documents And Settings\user\Application Data\Allure\config.ui.ini or something else altogether) on Windows.

Screen font can be changed and enlarged by editing the config file at its official location or by CTRL-right-clicking on the game window.

If you use the numeric keypad, use the NumLock key on your keyboard to toggle the game keyboard mode. With NumLock off, you walk with the numeric keys and run with SHIFT (or CONTROL) and the keys. This mode is probably the best if you use mouse for running. When you turn NumLock on, the reversed key setup enforces good playing habits by setting as the default the run command (which automatically stops at threats, keeping you safe) and requiring SHIFT (or CONTROL) for the error-prone step by step walking.

If you don't have the numeric keypad, you can use laptop keys (uk8o79jl) or you can enable the Vi keys (aka roguelike keys) in the config file.

Compilation from source

If you want to compile your own binaries from the source code, use Cabal (already a part of your OS distribution, or available within The Haskell Platform), which also takes care of all the dependencies. You also need the GTK libraries for your OS. On Linux, remember to install the -dev versions as well. On Windows follow the same steps as for Wine. On OSX, if you encounter problems, you may want to compile the GTK libraries from sources.

The latest official version of the game can be downloaded, compiled and installed automatically by Cabal from Hackage as follows

cabal update
cabal install gtk2hs-buildtools
cabal install Allure --force-reinstalls

For a newer version, install a matching LambdaHack library snapshot from a development branch, download the game source from github and run cabal install from the main directory.

Compatibility notes

If you are using a terminal frontend, numeric keypad may not work correctly depending on versions of the libraries, terminfo and terminal emulators. The curses frontend is not fully supported due to the limitations of the curses library. With the vty frontend started in an xterm, CTRL-keypad keys for running seem to work OK, but on rxvt they do not. The commands that require pressing CTRL and SHIFT together won't work either, but fortunately they are not crucial to gameplay. For movement, laptop (uk8o79jl) and Vi keys (hjklyubn, if enabled in config.ui.ini) should work everywhere. GTK works fine, too, both with numeric keypad and with mouse.

Testing and debugging

The Makefile contains many sample test commands. Numerous tests that use the screensaver game modes (AI vs. AI) and the dumb stdout frontend are gathered in make test. Of these, travis runs test-travis-* on each push to the repo. Test commands with prefix frontend start AI vs. AI games with the standard, user-friendly gtk frontend.

Run Allure --help to see a brief description of all debug options. Of these, --sniffIn and --sniffOut are very useful (though verbose and initially cryptic), for monitoring the traffic between clients and the server. Some options in the config file may prove useful too, though they mostly overlap with commandline options (and will be totally merged at some point).

Further information

For more information, visit the wiki and see, CREDITS and LICENSE.

Have fun!

Copyright (c) 2008--2011 Andres Loeh, 2010--2015 Mikolaj Konarski

Allure of the Stars is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details.

You should have received a copy of the GNU Affero General Public License along with this program in file LICENSE. If not, see


v0.5.0.0, aka 'Halfway through space'

  • let AI put excess items in shared stash and use them out of shared stash
  • let UI multiple items pickup routine put items that don't fit into equipment into shared stash, if possible, not into inventory pack
  • re-enable the ability to hear close, invisible foes
  • add a few more AI and autonomous henchmen tactics (CTRL-T)
  • keep difficulty setting over session restart
  • change some game start keybindings
  • replace the Duel game mode with the Raid game mode
  • various bugfixes, minor improvements and balancing

v0.4.101.1, aka 'Officially fun'

  • the game is now officially fun to play, with a seal of the Galactic Council
  • introduce unique boss monsters and unique artifact items
  • add robots that heal the player, in particular as a mid-game reset for HP
  • move spaceship airlock to level 10 and beef up spaceship crew
  • let AI gang up, attempt stealth and react to player aggressiveness
  • spawn actors fast, close to the enemy and in large numbers
  • spawn actors less and less often on a given level, but with growing depth
  • prefer weapons with effects, if recharged
  • make the bracing melee bonus additive, not multiplicative
  • let explosions buffet actors around
  • make braced actors immune to translocation effects
  • make actor domination yet less common and deadly
  • use mouse for movement, actor selection, aiming
  • don't run straight with selected actors, but go-to cross-hair with them
  • speed up default frame rate, slow down projectiles visually
  • rework item manipulation UI
  • you can pick up many items at once and it costs only one turn
  • allow actors to apply and project from the shared stash
  • reverse messages shown in player diary
  • display actor organs and stats
  • split highscore tables wrt game modes
  • move score calculation formula to content
  • don't keep the default/example config file commented out; was misleading
  • update vs the naughtily changed v0.5.0.0 of LambdaHack content API

v0.4.100.0, aka 'The last interstellar thaw'

  • update vs the unexpectedly thawed v0.5.0.0 of LambdaHack content API
  • unexpectedly add items with timeouts and temporary effects
  • start campaign on level 3 and don't spawn aliens until level 4
  • rebalance campaign (probably still too hard)
  • tweak skills of some factions and actors
  • rename tablets to chips to make their vanishing easier to understand
  • make colorful characters bold (if it resizes your fonts, turn off via colorIsBold = False in config file or --noColorIsBold on commandline)
  • start the game with a screensaver safari mode
  • improve keyboard handling on Windows
  • add i386 Linux and Windows compilation targets to Makefile

v0.4.99.0, aka 'Player escapes through airlock'

  • balance game content a bit (campaign still unbalanced)
  • fix a bug where doors can't be closed
  • assign AI tactics to players, in particular use follow-the-leader in safari
  • specify monster spawn rate per-cave
  • generally update content to the new v0.5.0.0 of LambdaHack content API

v0.4.14, aka 'Out of cosmic balance'

  • add tons of new (unbalanced) items, actors and descriptions
  • add a simple cabal test in addition to make-test and travis-test
  • add items of Wonder and of Marvel
  • add game mechanics, items and places to enable stealthy tactics
  • add lots of shrapnel (explosions) and organs (body parts)
  • expose a bit of the plot via new game modes and their order


  • make walls lit by default to simplify exploration
  • improve and simplify dungeon generation
  • simplify running and permit multi-actor runs
  • let items explode and generate shrapnel projectiles
  • add game difficulty setting (initial HP scaling right now)
  • allow recording, playing back and looping commands
  • implement pathfinding via per-actor BFS over the whole level
  • extend setting targets for actors in UI tremendously
  • implement autoexplore, go-to-target, etc., as macros
  • let AI use pathfinding, switch leaders, pick levels to swarm to
  • force level/leader changes on spawners (even when played by humans)
  • extend and redesign UI bottom status lines


  • screensaver game modes (AI vs AI)
  • improved AI (can now climbs stairs, etc.)
  • multiple, multi-floor staircases
  • multiple savefiles
  • configurable framerate and combat animations


  • experimental multiplayer modes
  • a lot of gameplay changes induced by the engine overhaul and in particular the client-server rewrite


  • this is a minor release, primarily intended to fix the broken compilation on Hackage
  • changes since 0.4.6 are mostly unrelated to gameplay:
    • strictly typed config files split into UI and rules
    • a switch from Text to String throughout the codebase
    • use of the external library miniutter for English sentence generation


  • the Main Menu
  • improved and configurable mode of squad combat


  • missiles flying for three turns (by an old kosmikus' idea)
  • visual feedback for targeting
  • animations of combat and individual monster moves


  • the Allure of the Stars game depends on the LambdaHack engine library
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