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Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
Tame rogue programs. Compile a base with a crew of its own. Trade with the Grid's towns, or make enemies of them. Descend the Stack.
GamesRust · PythonGitHub @troglodyteOnlineOwner unconfirmed
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scifi rogue like game
Translation pending
Taken from the repository README
Loading the full README. The saved excerpt is shown below.
A Neuromancer/Tron-flavored game blending Pokemon (tame and battle rogue
programs), Palworld (compiled programs work your base for you), and Dwarf
Fortress (procedural world, needs simulation, configurable permadeath).
Single-player, built in Rust, with a graphical frontend sitting on top of a
simulation that stays fully decoupled from presentation. A display is
required; there is no text mode.Read the full README ↗A Neuromancer/Tron-flavored game blending Pokemon (tame and battle rogue programs), Palworld (compiled programs work your base for you), and Dwarf Fortress (procedural world, needs simulation, configurable permadeath). Single-player, built in Rust, with a graphical frontend sitting on top of a simulation that stays fully decoupled from presentation. A display is required; there is no text mode.
You explore the Grid, fight or decompile the rogue programs you bump into, and build a base whose structures your compiled programs run for you while you are away. Scattered across every zone are links down into the Stack — procedurally generated frames drawn in first person, where the fights are harder, the returns are better, and the place notices what you take from it. Deeper zones double every wild stat, and the only way into one is a portal you fund yourself.
.ron files under assets/*/ — drop one in and it
is picked up next run, no recompiling. Difficulty tuning is deliberately
code, in crates/engine/src/tuning.rs.You need the Rust toolchain (Cargo); if you don't have it, install it with
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | sh. Then clone
the repo and cargo run -p feral-processes. The binary resolves assets/,
saves/, run_history.log and profile.ron relative to the checkout at
build time, so the clone needs to stay put even if you
cargo install --path crates/launcher to get feral-processes on your
PATH.
Start a New Game from the main menu, pick a difficulty, and press ? in
game for the complete control list. Each session gets its own save under
saves/, autosaving every 50 ticks; L from the main menu lists every save
and A opens your achievements.
The full manual — every control, table, stat, recipe, and species — lives in
docs/manual.md. Beside it are seven charted stat sheets, one
per content directory under assets/:
| Page | Charts |
|---|---|
| roster.md | the 17 species — stats, habitats, taming and growth |
| items.md | the 46 items — the value ladder, gear by slot, recipes, drops |
| abilities.md | the 41 abilities — target against effect, families, what a hit costs |
| structures.md | the 20 structures — build costs, the production lines, rates, upgrades |
| research.md | the 19-node tech tree and what it really costs to reach the ends |
| achievements.md | the 13-rung cross-run ladder and the ceiling on what it may pay |
| perks.md | the 12 perks, their prices, and where each magnitude lives |
Each holds a transcribed copy of the .ron files it describes, so each
has to be regenerated when those files change: edit the table at the top of
the matching docs/*-gen.py and run it from the repo root.
Release notes are in CHANGELOG.md.
cargo test --workspace