Compare XLarn prices across 50+ stores and find the best deal. Developed by Swinfjord-Games. Published by Swinfjord-Games. Released on 5/25/2015. Available on PC, Mac, Linux. Genres: Indie, RPG.

If you have a soft spot for the roguelikes that predate everything you currently call modern, XLarn is a quiet, unhurried tribute that actually earns its place on your drive.

I spent a good few hours sitting with XLarn before I could say anything honest about it, and what struck me first was how unapologetically old-school the whole thing is. This is not a game wearing retro as an aesthetic choice, the way so many indie roguelikes do. XLarn is a direct, earnest expansion of Larn, the 1986 UNIX dungeon-crawler written by Noah Morgan, and it carries that lineage without embarrassment. The pacing is deliberate, the interface is text-heavy, and the game expects you to read the manual. That is not a criticism. That is the whole point. The structure has two layers worth knowing about. You begin on a persistent home level, a small village with a bank where your gold earns interest, a shop, a school, and dungeon entrances. That town hub was one of the first of its kind in roguelike history, and XLarn preserves and extends it. From there you push down through procedurally generated cave systems before eventually earning the right to descend through a dead volcano into the Demonic Temples beneath. The goal is personal and specific: your daughter is dying, the clock is ticking in real in-game turns called mobuls, and every bit of gold you spend and every spell you learn feeds directly into whether you reach the cure in time. The time pressure is not decorative. Run too many errands and she dies. The game tells you plainly and moves on. Spells are learned by finding spell books scattered through the dungeons. Read the book, learn the spell, the book vanishes. You will never collect every spell in a single run, which means each attempt feels meaningfully different even without a class system to anchor you. Curses here are nastier than in most of the genre, and items only reveal themselves after use, so there is a quiet gamble in every potion you drink. XLarn adds 99 difficulty levels on top of the original structure, more than 100 prebuilt caves woven into the procedural generation, and global leaderboards for players who want a competitive frame. That is a substantial amount of content wrapped around a game most people have never heard of. Where XLarn asks patience is in its presentation. There is no hand-holding, no tutorial pop-up, no accessibility ramp. Players accustomed to modern roguelikes like Caves of Qud or even Dungeon Crawl Stone Soup will feel the age of this design language immediately. The Steam review sample is small, sitting at roughly 77 percent positive across forty reviews, which suggests a self-selecting audience of genre devotees who knew exactly what they were coming for. If you are not already comfortable reading ASCII-style interfaces and consulting reference documents, XLarn will feel opaque before it feels rewarding. But for the right reader, there is something genuinely moving about a small developer taking a forgotten 1986 relic and treating it with care. XLarn is not trying to be the next Hades. It is trying to be the best version of an obscure thing that once mattered, and by that narrow measure it mostly succeeds. The difficulty scaling gives veterans somewhere to go, the leaderboards give the whole exercise a low-key social dimension, and the time limit keeps every session tight enough that a loss never costs you more than an evening. That is a rhythm worth respecting. Kai, Scout Team

XLarn
IndieRPG

XLarn

May 25, 2015Swinfjord-Games
GamerScout Says

If you have a soft spot for the roguelikes that predate everything you currently call modern, XLarn is a quiet, unhurried tribute that actually earns its place on your drive.

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About XLarn

I spent a good few hours sitting with XLarn before I could say anything honest about it, and what struck me first was how unapologetically old-school the whole thing is. This is not a game wearing retro as an aesthetic choice, the way so many indie roguelikes do. XLarn is a direct, earnest expansion of Larn, the 1986 UNIX dungeon-crawler written by Noah Morgan, and it carries that lineage without embarrassment. The pacing is deliberate, the interface is text-heavy, and the game expects you to read the manual. That is not a criticism. That is the whole point. The structure has two layers worth knowing about. You begin on a persistent home level, a small village with a bank where your gold earns interest, a shop, a school, and dungeon entrances. That town hub was one of the first of its kind in roguelike history, and XLarn preserves and extends it. From there you push down through procedurally generated cave systems before eventually earning the right to descend through a dead volcano into the Demonic Temples beneath. The goal is personal and specific: your daughter is dying, the clock is ticking in real in-game turns called mobuls, and every bit of gold you spend and every spell you learn feeds directly into whether you reach the cure in time. The time pressure is not decorative. Run too many errands and she dies. The game tells you plainly and moves on. Spells are learned by finding spell books scattered through the dungeons. Read the book, learn the spell, the book vanishes. You will never collect every spell in a single run, which means each attempt feels meaningfully different even without a class system to anchor you. Curses here are nastier than in most of the genre, and items only reveal themselves after use, so there is a quiet gamble in every potion you drink. XLarn adds 99 difficulty levels on top of the original structure, more than 100 prebuilt caves woven into the procedural generation, and global leaderboards for players who want a competitive frame. That is a substantial amount of content wrapped around a game most people have never heard of. Where XLarn asks patience is in its presentation. There is no hand-holding, no tutorial pop-up, no accessibility ramp. Players accustomed to modern roguelikes like Caves of Qud or even Dungeon Crawl Stone Soup will feel the age of this design language immediately. The Steam review sample is small, sitting at roughly 77 percent positive across forty reviews, which suggests a self-selecting audience of genre devotees who knew exactly what they were coming for. If you are not already comfortable reading ASCII-style interfaces and consulting reference documents, XLarn will feel opaque before it feels rewarding. But for the right reader, there is something genuinely moving about a small developer taking a forgotten 1986 relic and treating it with care. XLarn is not trying to be the next Hades. It is trying to be the best version of an obscure thing that once mattered, and by that narrow measure it mostly succeeds. The difficulty scaling gives veterans somewhere to go, the leaderboards give the whole exercise a low-key social dimension, and the time limit keeps every session tight enough that a loss never costs you more than an evening. That is a rhythm worth respecting. Kai, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:sub-5Traditional RoguelikePermadeathTimed QuestSpell Book SystemVillage HubPrebuilt CavesLeaderboardASCII-StyleSingle-Session RunsDifficulty Scaling

System Requirements

Minimum

OS
XP/Vista/7/8/10
Storage
10 MB available space
Graphics
OpenGL 2.0
Processor
1.0Ghz

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Game Info

Developer
Swinfjord-Games
Publisher
Swinfjord-Games
Release Date
May 25, 2015

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Frequently asked questions about XLarn

Where can I buy XLarn cheapest?

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What platforms is XLarn available on?

XLarn is available on PC, Mac, Linux.

When was XLarn released?

XLarn was released on 25 May 2015.

Who developed XLarn?

XLarn was developed by Swinfjord-Games.