Analysis updated 2026-05-18
Play a fully winnable Rust port of Pixel Dungeon on desktop or in a browser
Reproduce the exact same dungeon run using a fixed random seed for testing
Study how a game separates pure simulation logic from a rendering frontend
Extend the project as a base for a reinforcement learning environment
| tonystratum/pd-rs | abc3dz/mixxx | abyo-software/ferro-stash | |
|---|---|---|---|
| Stars | 1 | 1 | 1 |
| Language | Rust | Rust | Rust |
| Setup difficulty | moderate | moderate | moderate |
| Complexity | 3/5 | 2/5 | 4/5 |
| Audience | developer | general | ops devops |
Figures from each repo's GitHub metadata at analysis time.
Requires a recent stable Rust toolchain, WebAssembly build needs the wasm32 target added separately.
pd-rs is a rewrite of Pixel Dungeon, a classic roguelike dungeon game, done in the Rust programming language. The goal is to keep the same rules, formulas, and content as the original Java version while running the simulation on its own predictable random number generator. This means that if you use the same seed, you get the exact same run every time, which makes the game useful for automated testing, replays, and possibly training AI to play it in the future. The whole game is playable from start to finish, all five chapters, down through the dungeon to the final boss and the Amulet of Yendor. It is organized into three separate pieces of code: a core that holds all the game rules and never touches graphics or the screen, a rendering layer built with a graphics library called macroquad that draws what is happening and turns your keyboard, mouse, or touch input into game actions, and a small program that opens the window and runs everything together. This separation is meant to keep the actual game logic fast, memory efficient, and safe to copy or save at any point. You can play it on your own computer using Rust's cargo tool, or build it to run in a web browser using WebAssembly. Controls include arrow keys or WASD to move, clicking to travel or attack, number keys to use inventory items, and menu keys for things like the character sheet and pause menu. The readme is candid about its current state: the game is complete and can be won, but there are two known bugs around scroll targeting and tunnel corridor shapes, and a longer list of planned polish like animations, zooming, and a couple of missing items compared to the original game. The project uses the same GPLv3 license as the original Pixel Dungeon since it reuses its art and sound assets.
A Rust rewrite of the roguelike game Pixel Dungeon, built as a deterministic simulation with a separate graphics layer so runs are reproducible.
Mainly Rust. The stack also includes Rust, macroquad, WebAssembly.
Setup difficulty is rated moderate, with roughly 30min to a first successful run.
Mainly developer.
This repo across BitVibe Labs
Verify against the repo before relying on details.