Never After Online
What is NeverAfter?
NeverAfter Online is a locally hosted, tradition-inspired roguelike multiplayer game rendered in 32-bit pixel art. It serves as both a showcase for assets found in the “Game Dev Tools” section of this website and an exploration of a genre I’ve always wanted to create.
The procedural generation runs entirely on the host machine and then synchronizes with any connected clients. Behind the scenes, the level layout is composed of prebuilt 20×20 tile grids. Certain edges of each grid are flagged for sharing, allowing the system to stitch maps together seamlessly. This functionality is part of the Tile Foundry system, which lives in \tutorials\tilefoundry
.
Multiplayer support is handled via a client-server architecture: when a new player joins, the host sends the current map state, and every tile change is broadcast in near-real time. The multiplayer is a custom implementation of Mirror (see the Tutorial section), but—just like Tile Foundry—it’s admittedly cobbled together by one person!
The idea is that each round is a self contained word and players can rank up across these game play sessions/rounds. If you die during the round, you take over a monster. The towns NPC's need basic things, like sleep, food and so on. Monsters have the same needs, and dont mind going into town to get it. I'm hoping it becomes a defend the town while trying to be agressive and advance your characters.
Gameplay Features
• Traditional Roguelike Mechanics: Random loot, permadeath, and turn-based movement.
• Pixel Art Visuals: All sprites and environments use 32-bit-style pixel art to evoke classic roguelikes with a modern polish.
• Dynamic Map Stitching: Thanks to the Tile Foundry system, each 20×20 grid can connect in multiple ways. No two runs feel the same.
• Local Multiplayer: Up to four players can join a single host. All players share one synchronized map, loot spawns, and enemy movements.