Post
A classic roguelike that made world structure, quests, and corruption feel bigger than the dungeon.
Ancient Domains of Mystery belongs in the roguelike conversation because ADOM mixes overworld travel, alignment choices, class identity, hunger pressure, corruption, and multiple endings into a brutal fantasy campaign. The run structure is what matters: it asks players to build a plan under uncertainty, then live with the consequences when the run turns ugly.
Example
ADOM mixes overworld travel, alignment choices, class identity, hunger pressure, corruption, and multiple endings into a brutal fantasy campaign
Why it matters
ADOM matters because it argues that roguelikes can be role-playing epics, not just efficient dungeon murder machines.
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