The Ruins of Calaworm (turn-based Dungeon Crawler)
Re: The Ruins of Calaworm (turn-based Dungeon Crawler)
Looks amazing, thanks for sharing

Re: The Ruins of Calaworm (turn-based Dungeon Crawler)
Thank you.
Back then, when I first shared progress on the german side of PureBasic I carelessly claimed I was 95% done. Little did I know ... the game underwent a complete structural overhaul since then, and now has mutated into a pretty unique and crazy polished beast, with amplified focus on Roguelike-potential, and a lot more procGenerated content.
Back then, when I first shared progress on the german side of PureBasic I carelessly claimed I was 95% done. Little did I know ... the game underwent a complete structural overhaul since then, and now has mutated into a pretty unique and crazy polished beast, with amplified focus on Roguelike-potential, and a lot more procGenerated content.
Now these points of data make a beautiful line,
And we're out of Beta, we're releasing on time.
And we're out of Beta, we're releasing on time.
Re: The Ruins of Calaworm (turn-based Dungeon Crawler)
Tell me about it, haha. The number of times I've published an update to my app but then found a major bug an hour later... so annoying! Especially after I just submitted the exe to Microsoft and some anti-virus companies for white-listing. That's why you can't hold back... just update often and release often.
Re: The Ruins of Calaworm (turn-based Dungeon Crawler)
Hello it's-a me again, Mario, I mean, Alexander!
Just wanted to drop a notice, that my game "The Ruins of Calaworm" has finally wrapped up! The game has been 100% coded in PureBasic, and has now been in development for 5 and a half years.The full release will some time later this year, because I still need to playtest more, write documentation for the editor, do a trailer - stuff like that. But until then I have released another free Demo, which holds a good representative slice for the final product. Thank you, and all the best for your projects as well.
Huge shoutout to ricardo_sdl and darius676, for big-time support und Bluesky, and Fred, for tirelessly making my favorite languge a bit more awesome each day (you're all in the credits).
My itch.io: https://erdbeerscherge.itch.io/ruins-of-calaworm

Just wanted to drop a notice, that my game "The Ruins of Calaworm" has finally wrapped up! The game has been 100% coded in PureBasic, and has now been in development for 5 and a half years.The full release will some time later this year, because I still need to playtest more, write documentation for the editor, do a trailer - stuff like that. But until then I have released another free Demo, which holds a good representative slice for the final product. Thank you, and all the best for your projects as well.
Huge shoutout to ricardo_sdl and darius676, for big-time support und Bluesky, and Fred, for tirelessly making my favorite languge a bit more awesome each day (you're all in the credits).
My itch.io: https://erdbeerscherge.itch.io/ruins-of-calaworm

Now these points of data make a beautiful line,
And we're out of Beta, we're releasing on time.
And we're out of Beta, we're releasing on time.
Re: The Ruins of Calaworm (turn-based Dungeon Crawler)
Looks awesome Alexander! funnily enough I started out on Blitz Basic 2 on the Amiga (Well, Amos Pro before then .. and well C64 GAC basic scripting before Amos - Graphic Adventure Creator which came on a cassette lol) and then moved on to Blitz 2D and Blitz 3D on the PC and was active on the forums quite a bit (RIP Mark) but ultimately gravitated towards PureBasic too, it's a truly excellent language.
ProGUI - Professional Graphical User Interface Library - http://www.progui.co.uk
Re: The Ruins of Calaworm (turn-based Dungeon Crawler)
Looks very good ! Good luck for your project
Re: The Ruins of Calaworm (turn-based Dungeon Crawler)
Thank you! <3
Wouldn't be in that state without your late 2026 marathon of Epic Bug Fixing.
@PrincieD
Yeah, BlitzBasic 2D was my "return to coding"-language back in the days, after a lengthy hiatus between my teen years and mid-20s. Then it quietly went extinct, the non-compatibility-issues started accumulating, and so I jumped ship. Then I found PureBasic, which filled the void perfectly (and then some) and the rest is history!
Wouldn't be in that state without your late 2026 marathon of Epic Bug Fixing.
@PrincieD
Yeah, BlitzBasic 2D was my "return to coding"-language back in the days, after a lengthy hiatus between my teen years and mid-20s. Then it quietly went extinct, the non-compatibility-issues started accumulating, and so I jumped ship. Then I found PureBasic, which filled the void perfectly (and then some) and the rest is history!
Now these points of data make a beautiful line,
And we're out of Beta, we're releasing on time.
And we're out of Beta, we're releasing on time.


