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NetHack Information
Basic Information
- What is NetHack?
-
NetHack is a single player dungeon exploration game that runs on a wide
variety of computer systems, with a variety of graphical and text
interfaces all using the same game engine. Unlike many other Dungeons &
Dragons-inspired games, the emphasis in
NetHack is on discovering the detail of the dungeon and not simply killing
everything in sight - in fact, killing everything in sight is a good
way to die quickly. Each game presents a different landscape - the
random number generator provides an essentially unlimited number of
variations of the dungeon and its denizens to be discovered by the
player in one of a number of characters: you can pick your race, your
role, and your gender.
For information on running the program see the README that comes with each
copy.
For details on the game itself, see the Guidebook.
- When will the next version be released?
- When it's ready. We don't announce schedules so we don't miss deadlines :-)
- Where do I find out about new versions?
- Here, or on USENET:
Read rec.games.roguelike.announce
on your local news server.
- What is the current version?
- 3.3.0
- Then what is 3.2.3?
- 3.2.3 is a patch release for 3.2.2 which deals with
Y2K issues and a few nasty bugs. Unless you are trying
to finish games started with 3.2.2, or your platform is not supported
for 3.3, you don't need it.
- Where do I get it?
- NetHack 3.3.0 can be obtained from our
downloads
page or by ftp from in .
- NetHack 3.2.3 can be obtained from
here
or by ftp from from in .
- What does it cost?
- Nothing - NetHack is free software. While there is no monetary cost
associated with it, NetHack is not in the public domain. Please
see our license for details.
- Where can we discuss NetHack?
- The best place to discuss NetHack is on USENET:
Read rec.games.roguelike.nethack
on your local news server.
- How do I contact the developers?
- See our contacts page.
Common Questions
- Can I use my old save files and bones files with the new version?
- Almost always no, but see the release information for each version
to be sure. These files contain information from the internal structures
of the game, and these almost always change between versions.
You can use save or bones files from 3.2.2 with 3.2.3.
You cannot use save or bones files 3.2.2 or 3.2.3 with 3.3.0.
- Can I share my bones files with my friends?
- Maybe. If you are using the same version of NetHack, compiled with
the same options, on the same kind of operating system, it will probably
work; if any of these differ, it definitely won't.
- My game crashed and I've got all these files ending in a number
lying around. Can I get my game back?
- Maybe. See the documentation for your version and look for the
recover program.
- Why is it called NetHack if it's a single player game that
doesn't use the net?
- The "Net" in NetHack refers to the way the developers, many of whom
have never met in person, organize the work on the program.
- How about a multi-player version?
- See Things we are NOT doing.
Things we are NOT doing
- Are you porting NetHack to Palms?
- No. None of us have one. We're not inclined to run out and buy
machines to port free software to, especially when we have trouble
maintaining all the ports that already exist.
Other people who've written in with information about them lead us
to believe that it won't work on most models, but the largest ones
*might* be able to run it, if someone wrote bridge code adapting
some major NetHack assumptions. The UI would actually be the easy
part -- that's split off from the rest of the code anyway. The hard
part is that Palms have only memory (no disk) and a very limited heap,
while NetHack is designed to run in low memory conditions by writing
everything not used to disk and likes to keep those varying-but-
often-large numbers of monsters and objects in the heap. A couple
people have gone off to look at the exact constraints, but we haven't
heard anything to suggest that actual porting has started, let
alone successfully finished. Aside from advising such people on
NetHack internals, and merging their port code back in should such
ever appear, we have no plans in that area.
- Has anyone ever thought that multiplayer NetHack would be a neat idea?
- (Sigh.) Yes, at least a couple hundred people. We think you can't
do that playably without compromising the basic idea of being able
to think as long as you want about what you're doing, but many people
have made many different suggestions as to the one obvious way to
handle things. If you still like the idea, you can try Crossfire,
a multiplayer roguelike for UNIX/X11, or see how the InterHack project
has progressed. Other games to check out are MAngband and Diablo.
- Why don't you add Glamdring/Mournblade/etc.? After all, you have
Orcrist/Stormbringer/etc., so you must have just overlooked the
others!
- Yes, but the new names would be just like the old ones, and wouldn't
add anything new to the game. We try to make new things add new
choices instead of adding absolutely everything we can find.
(Believe it or not. :-)
- Why don't you add this new role? I've come up with ideas for a
leader, nemesis, and artifact, so it should be trivial for you to
name all their experience levels and implement the new abilities
and design appropriate quest levels for them and write pages of new
quest text to cover every situation and then manage to differentiate
the new role from the existing ones when outside the quest levels.
- We're still trying to get the existing roles differentiated.
- Could you include an "easy" option?
- That's what explore mode is for!
- How about prompting the player before they break a #conduct?
- No. The whole point of #conduct is that you are avoiding the
kinds of actions that lead to violations.
Y2K Statement
- Is NetHack 3.3 Y2K compliant?
- Yes.
- Is NetHack 3.2.3 Y2K compliant
- Yes.
- What about earlier versions?
- NetHack 3.2.2 and earlier versions are not Y2K compliant (the score
file used 2 digit years and will be corrupted if added to in the year 2000).
If you need to finish games started under 3.2.2, get
3.2.3.
Game Documentation
- Guidebook.html
- How to play NetHack (html).
-
Guidebook.pdf
- How to play NetHack (pdf).
-
Guidebook.ps
- How to play NetHack (postscript).
-
Guidebook.txt
- How to play NetHack (ASCII).
-
nethack.txt
- The Unix manual page for NetHack.
-
recover.txt
- The Unix manual page for the recover utility.
-
dlb.txt
- The Unix manual page for the dlb utility. Only interesting if you
want to know how NetHack works on the inside.
-
dgn_comp.txt
- The Unix manual page for the dungeon compiler. Only interesting if you
want to know how NetHack works on the inside.
-
lev_comp.txt
- The Unix manual page for the level compiler. Only interesting if you
want to know how NetHack works on the inside.
Hosted courtesy of alt.org.
NetHack is Copyright 1985-2026 by Stichting Mathematisch Centrum
and M. Stephenson.
See our license for details.
This site is Copyright 1999-2026 by Kenneth Lorber, Kensington, Maryland.