Underground 2 Revived
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
翻译准备中
尚未检测到更新。GitHub 发布版本后会显示在这里。
个人 GitHub 账号下公开仓库的所有者可以登录并验证所有权,自行管理介绍,无需管理员批准。
登录并生成验证文件,在 30 分钟内将其提交到此仓库的默认分支。其他分支或分叉仓库中的文件无效。然后在下方检查文件,即可无需管理员批准直接管理项目。请保留文件以维持管理权限。
如需登录,将前往登录页面。登录后请回到此处,再次点击所选的验证按钮。
在项目文件夹中运行 /nomorevibe verify,即可验证所有权并自行管理介绍。
一分钟完成验证scifi rogue like game
翻译准备中
取自仓库 README
正在加载完整 README。 以下为已保存的摘录。
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.查看完整 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