I’ve been pondering much on an important question in the last few months. 0.11 is going to be the first URR release with a clear central quest, and a clear endpoint. This is a “proof of concept” central quest, sure – i.e. making sure the game can indeed create one fully completable riddle thread, which the player can make sense of and play through – but it’s still a huge milestone. It’s a huge milestone to have a complete objective in any game, but particularly a game which has been going for so long, has spent so much time on the world building required to make that central gameplay work, and where – on a slightly more personal note – I have always been inundated with those comments of “great world, but where’s the game?”. I’ve never taken offence at them, or anything close, but it’s very meaningful and important to me, personally, that we’re finally seeing the very first steps of the game, not just the world, coming into being. As such, this got me into a thought process along the lines of – this release is going to stand out, and I’m going to put some proper effort (and money, even) into making it as visible as possible, but… what else could I do to make it stand out? How else could I signal its difference from previous releases, and the start of the proper transition into a game, rather than merely a supremely detailed piece of worldbuilding software?

Well, friends, the answer is clear: it’s time to get a soundtrack. Now, visuals have always been important to me in URR – although this focus was there long before I began this project. All my earlier game design and modding projects as a child and teenager always had a very strong focus on the visual, with my mods always looking to meet the same visual quality as the base game that I was trying to mod – which is somewhat demanding, of course! – and with my own personal game design projects always striving for very clean and very distinct aesthetics that would make them stand out from other things around them. Equally, art direction is one of the things I look for most in a game when I play it. This doesn’t mean graphical “quality”, in the sense of number of polygons, or number of pixels on screen, but in terms of art direction. This is why I’d say something like The Curious Expedition or Rain World are absolute stunners, while other games are so aesthetically off-putting to me, and seem to be so lacking in in any actual art direction, that I can hardly look at them. Equally, although I’ve never shown this off here on the blog, I’m genuinely good at drawing and sketching by hand, although I don’t do a great deal of it these days. All of this is to say: visuals are my jam, both as an appreciator, and a creator.

Music, however… well, music has always seemed rather elusive to me. I struggled immensely in music class at school – the fact I was one of the archetypal “smart kids who do the bare minimum” in every class didn’t help, although it was mainly because the hopeless teacher assumed that everyone understood how to read music, and if you didn’t, he didn’t even bother to teach you – and to this day I’m not sure I could truthfully assert a competent explanation of what a note is, let alone a chord or a melody. I don’t play any instruments, and there’s very few musicians or bands I act really listen to on a regular basis. My musical ignorance (especially when contrasted against other creative forms) is actually quite striking whenever I get into conversations about music with friends. Visuals have always spoken to my soul – they’ve always been able to grab my attention, evoke a world so completely, and immediately place me fully within a fictional setting, or at least give me a sense of aesthetic satisfaction and interest in the abstract. By contrast, music – outside of a truly minuscule number of bands and musicians – has always struggled in that regard, for me. I do, though, get a lot out of game soundtracks, and that’s a good 50%, if not more, of the music I actually listen to. A good game soundtrack really can do a great deal to position even me, even someone as non-musical as I am, into a game world and a setting, and successfully suggest what the developer is looking to suggest.

The point is, then, that music composition is not exactly my area of expertise (although one day, probably in retirement, the idea of seeing whether I can actually learn an instrument does hold some interest for me, but that’s 35 years away), so once I’d settled on the idea of getting a proper soundtrack in place for the 0.11 release, the next task in front of me was clear: let’s find a professional musician, pay them money (because paying creatives is good!), and have them make a dozen tracks for the game. I’ll then figure out to implement these and integrate them into the game, develop the prompts for changing tracks, figure out how all this works by using an appropriate Python library to help me, and then suddenly we’ll have a game that possesses an actual soundtrack, and hopefully in doing so, will really stand out as being a major disjuncture and change from every previous release of URR up to this point. When I made this plan I confess to being a little bit intimidated about the possibility of music integration, especially as this was something I had no experience in, but I’ve recently been coding some of the grandest, most complex, and most novel stuff I’ve ever done, so I’m not too worried about that. Indeed, some internal and psychological shifts I’ve been having in this last year vis-à-vis programming as a practice and my personal relationship to it have also helped here (though this is a topic for another blog entry). Confident I could implement it, this idea was immediately so exciting that I had to get into right away – and thus, the quest for a musician began…

Choosing a Musician

The first step was to reach out to a lot of game musicians whose work, I felt, hit some of the notes or at least one of the notes that was going to show up in URR. Interestingly, as I write this blog entry, I realise I’m not sure that I should give too much detail here about responses and discussions, because inevitably some of those who reached out to responded, some didn’t, but also some of those who responded I had to turn down in favour of the one I went with in the end (alas!). These are all game musicians whose work I tremendously like and tremendously respect, but in the end, we could only go with one, and I don’t mind saying that all the unsuccessful negotiations came down to fit, time, and money, rather than anything to do with talent, style, or vision. So, I will say: I reached out to the people who did the soundtracks for Rain World, Skald: Against the Black Priory, Blasphemous, Axiom Verge, HyperRogue, Escape Goat, Eldritchvania, Roadwarden, The Curious Expedition, Noita, Environmental Station Alpha, and a number of other really strong indie games as well, asking them whether they were actively looking for commissions at the present moment. Of those, over half a dozen said “yes, I am” and with all of them I then had a bunch of Zoom meetings and email discussions back-and-forths and all the usual, to get a sense of what I understood URR to be (now and in the future), what they might be able to bring, pricing and practicalities and all that, and steps forward. I’m not someone who makes big decisions like this readily, so I took a full month of consideration before I decided to go with the musician – Nik Sudan – who did the music for Eldritchvania! I adored the work he did on that game, and although URR has a somewhat different tone (and is turn-based, of course, so we’re looking for a slower pace), I was just so impressed with the samples he sent along, and I thought he’d be a fantastic pick for hitting the notes I want to hit with URR (mystery, exploration, reflection, and just a little bit of strangeness). Once this decision was made, I then needed to actually know what tracks I wanted, and how they would fit into the game – and this was some pondering I did beforehand, which really helped inform my discussion with all these lovely musical folk.

The Soundtrack

So: what track list would URR require? I found myself giving this thought, and of course running up against the classic issue in a PCG game, which is that I can’t predict what the in-game nations will be, what the locations will be, what the religions might be, and so on and so forth. I briefly considered going with something insanely ambitious here by having particular musical aspects or instruments be procedurally interwoven based on the traits of nations or the traits of religions, but a) I haven’t even the faintest clue how to do that because I barely know what a chord is, b) the cost would be vastly greater than just a normal soundtrack with some tracks on it, and c) ultimately I just didn’t like the idea all that much – it felt a bit over-involved, and just unnecessary, honestly. If absolute stand-out games in this area like Dwarf Fortress or Caves of Qud or Crusader Kings and the like don’t feel the need to do this, then I really don’t see a good reason to buck the trend. So the idea was going to be instead that we would have loops which are playing in the background when the player is in particular categories of places, rather than specific places. After some consideration, I settled on 12 tracks. These are not just appropriate for the game as it stands now, nor even for the game as it will be in 0.11 released hopefully at the end of this year, but rather thinking long-term towards features that aren’t present yet, and won’t be present for a couple of years. Both for my sake, and for my musician’s sake, I want to get it all done in one block, and then just add the tracks into the game as required over time.

As such, we’re going with twelve tracks, which are as follows:

-Menu and world gen (world generation takes 1-2 minutes, so I need to keep the player “occupied” during it, aside from the visuals, and to evoke interest as well – so this will be a more active track, and a particularly important one, since it’s the first one the player will encounter, and will have to listen to for perhaps 120 seconds while the world is being created – though as an aside, this is a length of time I intend to address in 0.12 and beyond, since so much of that code is so old, and can surely be massively improved)

-Walking around outside in a settlement (an obvious one, this’ll play when you’re walking around outside when you’re in a settlement – so it needs to be appropriate to potentially a nomadic camp, a great city, a town, a tribal settlement, a university, and so on)

-Walking around outside in the wild (originally I thought this would be the same track as the above one, but I soon realised that this made absolutely no sense, and this will now be a separate piece of music, which again needs to be appropriate to many different sorts of bioregions, and to imply not just exploration, but also potential strangeness and intrigue as well, e.g. unusual plants and the like)

-Inside significant buildings (palaces, parliaments, mansions, fortresses, etc – generic buildings we’ll keep the outside but in a settlement music, I think, in order to in turn emphasise the importance of the important buildings)

-Inside religious buildings (this will be a separate track from the above one and just for religious buildings, again to emphaise their importance and difference from everything else)

-Inside secret places (i.e. every time the player finds a secret and goes down the staircase / through the door that they’re revealed or unlocked to take them into that area, this is the track that plays until they leave)

-Travelling on the world map (pretty self-explanatory!)

-Combat (the plan here is still for only very rare duels, where a player might only do a handful in a full playthrough, but each one might be fatal)

-Caves (pretty self-explanatory – this one is for crypts but also for caves and for mines, which I’ll be generating and filling with Interesting Things in the not-too-distant future)

-Underwater (we’re thinking here about getting hold of a diving bell and exploring the deep, so this might be played while you’re deciphering the mysteries of sunken cyclopean ruins, but also for exploration more generally, and encountering underwater creatures and plants)

-[??????] (this track won’t appear for a good 3+ years, but it needs to be in there…)

-Islands and Ruins (similar to underwater areas and caves and the like, these will be late-game areas that one needs to find, and take particular resources in order to explore)

And there we have it, folks – the track list. It’s of course not unthinkable that in ten years I’ll go back to Nik and say “hey, there’s something I never thought of at the time which I now definitely want to add”, but barring that, will be a complete and exhaustive soundtrack for the entire game.

Bloody heck – what an exciting sentence to write.

As a result of all this excitement, we put together a contract, signed it (the usual deal – Nik has the rights to the music, I have exclusive license for URR, and we’ll put out an OST at some point in the [distant?] future), and Nik has been hard at work on it for the last little while. We’re doing regular check-ins and discussions of the tracks, and I’m also doing a lot of playtesting of the tracks at the same time, by which I mean loading up the relevant areas of the game and exploring them or doing stuff in them while listening to the piece of music, or just imagining what they will be like in the future and trying to picture them in my mind in my mind’s eye whilst listening to the tracks. I’m not just saying this, but I’m really happy with the tracks which are already coming through here. Each one is very distinct from the others, but they also form a very clear single soundtrack with a single sort of sound being deployed, and capture beautifully the sorts of notes that I’ll be looking for – while also being catchy and enjoyable enough that if that they’d be fine to listen to on quite a substantial loop (e.g. if you’re really taking your time to delve into your books while remaining in one place), but not so invasive or foregrounded that they might become distracting. There’s a lot to balance here, but so far, it’s going great. It’s also very distinct from the standard faux-medieval classic-RPG fare – as it should be for a game that isn’t trying to do that – and is doing very well at hitting those notes that imply mystery, but also a slight strangeness, and even in some tracks a slight sense of the unnerving, which is really going to fit well for stranger places, stranger civilizations, stranger ruins filled with curious generated murals, and the like. It’s fantastic stuff, and the soundtrack should definitely all be ready to go once 0.11 is ready to release at some point next year.

What next?

So, there we have it, friends! URR is gaining an official soundtrack – and, from the pieces I’ve heard already, I can’t describe how well it fits everything I’m going for in the game. It’s ambient rather than active, as befits a turn-based rather than real-time game, and hits all the notes I want in terms of mystery, exploration, deciphering and making sense of things, discovering new things, looking deeply into things, and more generally just evoking a world which is very full and complete and alive, in a way that music is able to do simply by addressing another one of the senses beyond the visual. I’m honestly just so excited about this, and it really does make the game world leap off the screen so much more than previously did – I’m coming to really appreciate for the first time just how important music and sound design are. It’s one of those things I suppose I knew intellectually, but have never really thought about on a more emotional or experiential level, but it’s extraordinary the difference it makes – even something as simple as having one track fade out and one track fade in when the player transitions to a new place does so much in terms of pacing and articulating to the player that an important change has been made. I’m very confident also, as I say, that the track is somewhat unlike what some would expect loading up an “open world roguelike” and it’s my hope the soundtrack, alongside other things, will help to signal to the player some distinctions between other seemingly comparable games, and help focus in on the sorts of things the player wants to be actually doing.

Anyway – thank you as ever for reading (this unusually and perhaps painfully picture-free blog post) and if you think others will be excited by one of the world’s longest running and still-actively-developed solo game dev projects finally gaining a soundtrack (!!!), please do share this update around on the web – and as ever, please do leave a comment with your thoughts. Thanks for reading everyone, and I’ll see you all in a fortnight!

11 Comments

  • I was already excited for 0.11, but now I’m downright hyped! I hadn’t heard of Eldritchvania before, so thanks for introducing me to both the game and the musician. I think it’s really rather unusual for a ‘traditional’ roguelike with the ascii aesthetic of URR to have music. Old-school roguelikes are in some ways a programmer’s game genre, in that it’s appealing to work on something with a pure mechanical focus, keeping graphics as simple as possible, and often neglecting music and sound design entirely. That in mind, I don’t think you could have picked a better way to make URR stand out from the crowd! (Do you have a patreon or ko-fi where I can pitch some money in for the commission?)

    • Thanks so much for the kind words, Alex! Eldritchvania is pretty great (I wrote a review of it here – https://www.markrjohnsongames.com/2025/01/05/some-games-i-played-in-2024-and-what-i-thought-of-them/ – if you fancy a read) and I recommend it very highly, even more so because it is (somehow?!) free, which is pretty wild. Anyway, I totally hear you on the traditional ASCII roguelike and music front, and so I’m so glad you think it’ll achieve that standing-out-from-the-crowd objective a little more, as I do hope it will.

      As for Patreon etc, that’s super generous of you (seriously – I appreciate it) but I don’t have anything of that sort set up, and more generally, I’m very happy paying myself. I’ve got tenure at a research university, and Australian universities pay well, and I recognise that puts me in a financial position that’s stronger than most, especially in the era of gig work, precarious labour, zero-hour contracts, and all the rest of it. I don’t have any issue with using my own funds to support my creative work (which is not to say a game dev grant at some point wouldn’t be incredibly nice to get…!) so like I say: *super* generous of you and I’m genuinely quite touched by the offer, but all good on that front. From what I’ve heard of the OST so far, I think it will be money well-spent!

    • Hello there CrowdedTrousers, welcome, and thank you for the comment! I, too, am excited (as I type this) to hear the next edits whenever Nik next sends them along, and you won’t be surprised I have been sending Nik what are essentially essays of feedback on every track – every note, sound, rhythm, feel, evocation, everything. I honestly couldn’t imagine doing anything less!

  • Hi Mark,

    Amazing news! Audio can add so much depth to the world in terms of ambiance and overall immersion. I’m mainly audio driven myself and I find music / sound effects in general are such a powerful tool to get people to engage in an environment.

    A great soundtrack paired with the games ASCII display is really going to aid the player in soaking up the atmosphere. It really works for Qud.

    Actually, in terms of graphics would you ever consider overhauling URR’s tileset to something more Qud-esque?

    I keep visiting the Six Day Stilt and love walking around the temple and thinking that the tile representation would suit URR so well, although of course we have the option to examine tiles up close. This would obviously be a major project in itself but I was curious either way.

    Really looking forward to hopefully hearing a small sample in the future!

    All the best

    – Kyle

    • Hello Kyle, thank you for the comment! Very interesting that you’re audio-driven, I know of a few other game creators who have a similar background. I think that’s true of the guy who made Axiom Verge? Though I might be misremembering. Either way, you are completely right, and actually since I’ve begun this music adventure, I’ve – entirely without intending to, and entirely subconsciously – been noticing both music and sound design in other games significantly more than I had previously, and trying to reverse-engineer in my head why certainly choices were made, how tracks were composed, and so on. Really interesting stuff.

      Re: graphics, I have considered this! I’ve now got the game comfy handling tilesets / character sets of any / arbitrary size, so it could absolutely be done (though the 8×8 set would inevitably be the hardest, especially for differentiating human categories). I’m absolutely open to have an ASCII / tileset toggle, though, and indeed the current graphics do have a few arguably non-ASCII characters in the mix anyway. Point being: maybe! Maybe…

  • “to this day I’m not sure I could truthfully assert a competent explanation of what a note is, let alone a chord or a melody” – To be fair, I’m not sure a professional musicologist could manage that! The more you know, the harder those questions are to answer.

    It’s hard for me to imagine a single music track that would feel appropriate for all religious buildings, considering how many different kinds of religions there are in the game! I wonder if it could be an adaptive track, with different instruments depending on the religion? (That’d be cool for all the music actually – Imagine if the settlement music could have a military-sounding drum track when you’re in a militaristic nation, for example!)

    • Hello Josh – haha, well, that’s a fair comment! I do hear what you’re saying. Expertise can absolutely complicate answers to questions that, at a lesser degree of skill, one finds oneself very confident in the answers to…

      Anyway – that’s something we’ve very much been working hard on resolving and addressing, since you’re completely right. At the moment we’re trying to make some of the core tracks oscillate at least somewhat between related but distinct sounds, so that there should always be some sound in the track that feels really appropriate to the context, but we’re also open to the possibility of having sub-tracks which are modified versions of each track that the game can select based on some simple internal logic. At the moment the final decision here hasn’t been made, but we’re very aware of the need for each track to be able to respond to a genuinely pretty vast range of different settings, and it’s certainly a unique challenge in that regard!

  • This is very exciting news! To be honest, I hadn’t even considered that URR might *have* a soundtrack. Music can make a game much more memorable, whether it’s the industrial rock of Red Alert, the dynamic music of Total Annihilation, or musical cues such as the chest opening sound from Legend of Zelda that will forever live rent-free in my head. For my own Twine games, I’ve only used free & royalty-free music sourced from Pixabay (https://pixabay.com/music/), where I’ve found some surprisingly good and evocative music. I also like how Pixabay clearly marks which tracks are AI-generated.

    Some good music will really help URR to stand out, and I think you’ve made a great choice of artist. In fact, I’ve put the Eldritchvania soundtrack to play on my PC here at work today and Nik’s style – at least in that album – really nails the “mysterious exploration” vibe of URR. For anyone else who wants to hear it, you can listen to and buy the Eldritchvania OST at: https://niksudan.bandcamp.com/album/eldritchvania-original-game-soundtrack

    Also, I’m very excited to try out the full proof-of-concept riddle quest in v0.11! And as for the mystery music track, my guess is that it’s the Sphinx House theme…

    • Thank you crowbar! For a long time, nor had I, but once the idea hit me, and once I realised that actually, yeah, I could do this, and nothing could stop me from doing this and I had every technical competence and financial capacity to make this happen… I just couldn’t resist. I naturally love your mention of Red Alert (C&C 95 remaining, perhaps, my favourite game of all time?) and I definitely did consider doing for the free music option for quite a while there, as I agree, there’s some great stuff out there! My decision was ultimately made from a long-term perspective here – I knew I’d want a handmade soundtrack in the end as all comparable games (DF, CoQ, Rimworld, the Paradox games, etc) have, so I figured I might as well bite the bullet and get it done here and now, and I think it’ll just inevitably have the biggest “oomph” for when the 0.11 time comes. But again, totally agree – some *really* great free out there (and excellent that Pixabay notes the slop, too!).

      Also very pleased to hear the Eldritchvania OST vibed with you (as the young people say?). For URR we’re (of course) going for something slower and less intense, as befits a turn-based game, but especially the first half of the soundtrack really does hit lots of notes I like a ton. In particular, “Voynich Glade” is a track on that album I really love, and is very close to what I’d imagine for very much end-game areas such as ancient ruins, and islands, where you need to come with both a lot of information and probably a lot of ability to survive combat, and has a wonderful intensity as well as a wonderful weirdness. And as for the mystery track, well, only time will tell, my friend…!

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