// the take
RogueSharp is a small .NET Standard library that handles the math roguelikes need: grid-based maps, field-of-view, pathfinding (A*, Dijkstra), weighted goal maps, and dice notation. It's for someone building a tile-based game in C# who wants the algorithmic plumbing done so they can focus on game logic and rendering.
The API surface is narrow and interface-driven (IMap, ICell, IMapCreationStrategy), so you can swap in your own map implementation without forking the library. Goal maps (Dijkstra maps) for AI pathing toward weighted multi-goal targets with obstacle avoidance is a feature a lot of roguelike libraries skip. There's an actual unit test suite covering the algorithms, FOV, and dice parsing, not just smoke tests. Documentation is unusually thorough for a project this size: DocFx-generated API reference, a full step-by-step tutorial series, and working sample integrations with SadConsole and RLNet.
It's effectively a one-person project and development has slowed to a crawl — last push August 2024, and the feature set has been stable for years, so if you need something it doesn't already do (hex grids, non-uniform movement costs, 3D/multi-level maps) you're on your own. It's pure algorithms and data structures with no rendering, input handling, or ECS, so you still have to wire it into something like SadConsole or MonoGame yourself. CI and package badges point at a personal AppVeyor account and a personal Azure DevOps org rather than GitHub Actions, which is a minor supply-chain trust concern if that infra ever lapses. The Map/Cell model assumes a flat rectangular grid, so non-square tile layouts need workarounds rather than first-class support.
We read the README, the directory tree and a key source file in October 2026. Nobody pays to be listed. How we judge →