Suppose you’re on a game show, and you’re given the choice of three doors: Behind one door is a car; behind the others, goats. You pick a door, say №1, and the host, who knows what’s behind the doors, opens another door, say №3, which has a goat. He then says to you, “Do you want to pick door №2?” Is it to your advantage to switch your choice?

It is mostly clear that:

  • you prefer to win the car (you will sell it and buy a lot of goats)
  • you need to choose which strategy yields a better conditional…

After creating the first versions of HyperRogue, I have learnt that people often associate non-Euclidean geometry with the works of H. P. Lovecraft (which I have not read by then). Later, I have also learnt that people say things like “non-Euclidean geometry is just the geometry on a sphere, Lovecraft was afraid of spheres”, suggesting that H. P. Lovecraft did not understand the meaning of the technical term he was using.

It appears that most people saying this got their knowledge from a popular video by Overly Sarcastic Productions. OSP seem to hate Lovecraft for his racism, and claim that…


Several recently released games have rekindled the old discussions on the meaning of the word “roguelike”. This post is an attempt to document how the meaning of this term has changed historically.

Roguelikes have evolved separately from mainstream video games: while mainstream games focused on features that sell well, roguelikes were made by skilled programmers who wanted to create games interesting for themselves, and share them with other people with similar tastes. The term was never defined well, with every player using it according to their own feelings; for this reason, I have decided to make this quite subjective. …


The term “non-Euclidean” is often used by gamers (game developers, journalists, etc.) to mean any kind of game where the space does not work exactly as in our world. While such games typically tend to be amazing and very fun, this is not what “non-Euclidean” traditionally means for mathematicians, for whom it has a more precise meaning, which is not “anything that is not a perfectly normal space”. This article provides a summary of what “non-Euclidean” means, and the various weird geometries used in games.

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A hexagon in the hyperbolic plane can have six right angles.

Non-Euclidean geometry

The discovery of non-Euclidean geometry is one of the most celebrated, surprising, and crazy moments…


While two-player strategy games (Go, Chess) are very important in our culture, and puzzles (both pen-and-paper and computer-based) are quite popular, roguelikes are not as well understood by the gamers in general. I think this is because that, while at times they feel similar to puzzles or Chess, puzzlers and Chess players will look for things they know from their favorite games. Chess players will look at roguelikes weird because the monsters do not move intelligently. Puzzlers will be annoyed because sometimes they will lose roguelikes due to bad luck, and perceive that as bad design. However, roguelikes do not…

Zeno Rogue

Mathematics, game development, art, roguelikes, hyperbolic geometry. Sometimes all at once.

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