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Roguelike (or rogue-like) is a subgenre of role-playing computer games traditionally characterized by a
dungeon crawl A dungeon crawl is a type of scenario in fantasy role-playing games in which heroes navigate a labyrinth environment (a " dungeon"), battling various monsters, avoiding traps, solving puzzles, and looting any treasure they may find. Video games a ...
through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the
player character A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
. Most roguelikes are based on a
high fantasy High fantasy, or epic fantasy, is a subgenre of fantasy defined by the epic nature of its setting or by the epic stature of its characters, themes, or plot.Brian Stableford, ''The A to Z of Fantasy Literature'', (p. 198), Scarecrow Press, ...
narrative, reflecting their influence from
tabletop role playing game A tabletop role-playing game (typically abbreviated as TRPG or TTRPG), also known as a pen-and-paper role-playing game, is a form of role-playing game (RPG) in which the participants describe their characters' actions through speech. Participan ...
s such as ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
''. Though ''
Beneath Apple Manor ''Beneath Apple Manor'' is a roguelike game written by Don Worth for the Apple II and published by The Software Factory in 1978. Higher resolution "Special Editions" were released in 1982 and 1983, through Quality Software, for the Apple II and ...
'' predates it, the 1980 game ''
Rogue A rogue is a person or entity that flouts accepted norms of behavior. Rogue or rogues may also refer to: Companies * Rogue Ales, a microbrewery in Newport, Oregon * Rogue Arts, a film production company * Rogue Entertainment, a software co ...
'', which is an
ASCII ASCII ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because ...
based game that runs in
terminal Terminal may refer to: Computing Hardware * Terminal (electronics), a device for joining electrical circuits together * Terminal (telecommunication), a device communicating over a line * Computer terminal, a set of primary input and output devi ...
or terminal emulator, is considered the forerunner and the namesake of the genre, with derivative games mirroring ''Rogue''s character- or sprite-based graphics. These games were popularized among college students and computer programmers of the 1980s and 1990s, leading to hundreds of variants. Some of the better-known variants include ''
Hack Hack may refer to: Arts, entertainment, and media Games * ''Hack'' (Unix video game), a 1984 roguelike video game * ''.hack'' (video game series), a series of video games by the multimedia franchise ''.hack'' Music * ''Hack'' (album), a 199 ...
'', '' NetHack'', '' Ancient Domains of Mystery'', ''
Moria Moria may refer to: Arts and entertainment * Moria (Middle-earth), fictional location in the works of J. R. R. Tolkien * '' Moria: The Dwarven City'', a 1984 fantasy role-playing game supplement * ''Moria'' (1978 video game), a dungeon-crawler g ...
'', '' Angband'', '' Tales of Maj'Eyal'', and '' Dungeon Crawl Stone Soup''. The Japanese series of '' Mystery Dungeon'' games by Chunsoft, inspired by ''Rogue'', also fall within the concept of roguelike games. The exact definition of a roguelike game remains a point of debate in the video game community. A "Berlin Interpretation" drafted in 2008 defined a number of high- and low-value factors that distinguished the "pure" roguelike games ''Rogue'', ''NetHack'' and ''Angband'' from edge cases like '' Diablo''. Since then, with more powerful home computers and gaming systems and the rapid growth of
indie video game development An indie game, short for independent video game, is a video game typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. ...
, several new "roguelikes" have appeared, with some but not all of these high-value factors, nominally the use of procedural generation and permadeath, while often incorporating other gameplay genres, thematic elements, and graphical styles; common examples of these include '' Spelunky'', '' FTL: Faster Than Light'', '' The Binding of Isaac'', ''
Slay the Spire ''Slay the Spire'' is a roguelike deck-building video game developed by American studio MegaCrit and published by Humble Bundle. The game was first released in early access for Microsoft Windows, macOS, and Linux in late 2017, with an official re ...
'' and ''
Hades Hades (; grc-gre, ᾍδης, Háidēs; ), in the ancient Greek religion and myth, is the god of the dead and the king of the underworld, with which his name became synonymous. Hades was the eldest son of Cronus and Rhea, although this also ...
''. To distinguish these from traditional roguelikes, such games may be referred to as "rogue-lite" or "roguelike-like".


Origin

The term "roguelike" came from
Usenet newsgroup A Usenet newsgroup is a repository usually within the Usenet system, for messages posted from users in different locations using the Internet. They are discussion groups and are not devoted to publishing news. Newsgroups are technically distin ...
s around 1993, as this was the principal channel the players of roguelike games of that period were using to discuss these games, as well as what the developers used to announce new releases and even distribute the game's source code in some cases. With several individual groups for each game, it was suggested that with rising popularity of ''Rogue'', ''Hack'', ''Moria'', and ''Angband'', all which shared common elements, that the groups be consolidated under an umbrella term to facilitate cross-game discussion. Debate among users of these groups ensued to try to find an encapsulating term that described the common elements, starting with rec.games.dungeon.*, but after three weeks of discussion, rec.games.roguelike.*, based on ''Rogue'' being the oldest of these types of games, was picked as "the least of all available evils". By the time it was suggested that a group be created to discuss the development of these kind of games in 1998, the "roguelike" term was already established within the community. This usage parallels that of " Doom clone", a term used in 1990s that later evolved into more generic "
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
".


Gameplay and design


General gameplay

Drawing from the concepts of
tabletop role-playing game A tabletop role-playing game (typically abbreviated as TRPG or TTRPG), also known as a pen-and-paper role-playing game, is a form of role-playing game (RPG) in which the participants describe their characters' actions through speech. Participa ...
s such as ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
'', nearly all roguelikes give the player control of a character, which they may customize by selecting a
class Class or The Class may refer to: Common uses not otherwise categorized * Class (biology), a taxonomic rank * Class (knowledge representation), a collection of individuals or objects * Class (philosophy), an analytical concept used differently ...
, race, and gender, and adjusting attributes points and
skills A skill is the learned ability to act with determined results with good execution often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of w ...
. At the start of the game, the character is placed at the top-most
level Level or levels may refer to: Engineering *Level (instrument), a device used to measure true horizontal or relative heights *Spirit level, an instrument designed to indicate whether a surface is horizontal or vertical * Canal pound or level *Reg ...
of a dungeon, with basic equipment such as a simple weapon, armor, torches, and food. Following along the role-playing concept of a
dungeon crawl A dungeon crawl is a type of scenario in fantasy role-playing games in which heroes navigate a labyrinth environment (a " dungeon"), battling various monsters, avoiding traps, solving puzzles, and looting any treasure they may find. Video games a ...
, the player moves the character through the dungeon, collecting treasure which can include new weapons, armours, magical devices, potions, scrolls, food, and money, while having to fight monsters that roam the dungeon. Most combat is performed simply by attempting to move the character into the same space as the monster. The game then calculates the damage that the character and monster deal. Other types of attacks, such as firing an arrow or performing an offensive magic spell, can often be performed as well. Defeating monsters earns the character
experience point An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
s, and after earning enough points, the character will gain an experience level, improving their
hit points Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the f ...
, magic capability, and other attributes. Monsters may drop treasure to be looted. The character dies if they lose all their hit points. As most roguelikes feature the concept of
permadeath Permadeath or permanent death is a game mechanic in both tabletop games and video games in which player characters who lose all of their health are considered dead and cannot be used anymore. Depending on the situation, this could require the p ...
, this represents the end of the game, and the player will need to restart the game with a newly made character. Roguelikes are nearly always
turn-based In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress cont ...
, with the game only reacting when the player makes an action with the character. This allows players to evaluate a difficult situation, such as being cornered by several monsters, at their own pace and determine the best strategy. The player generally has to explore the dungeon to reveal its contents, similar to a
fog of war The fog of war (german: links=no, Nebel des Krieges) is the uncertainty in situational awareness experienced by participants in military operations. The term seeks to capture the uncertainty regarding one's own capability, adversary capability, ...
. Many roguelikes include visibility elements, such as a torch to provide illumination to see monsters in nearby squares, or line of sight to limit which monsters are visible from the player's position. Dungeons tend to be connected by stairs; lower dungeon levels generally are more difficult than higher ones, so that an underdeveloped character will have difficulty progressing too fast. Dungeon levels and the population of monsters and treasure within them are generated randomly using
procedural generation In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In ...
, so no game is the same on subsequent playthroughs. Most roguelikes have an ultimate goal of either claiming an item located at the deepest level of the dungeon, or defeating a specific monster that lives on that level. Typical roguelikes assess the player's performance at the end of the game through a score based on the amount of treasure, money, experience earned, and how fast the player finished the game, if they managed to do so. The score is displayed in a ranked scoreboard to compare the player's performance on successive runs.


Key features

What gameplay elements explicitly define a "roguelike" game remains a point of debate within the video game community. There is broad agreement that roguelike games incorporate gameplay elements popularized by the text-based game ''
Rogue A rogue is a person or entity that flouts accepted norms of behavior. Rogue or rogues may also refer to: Companies * Rogue Ales, a microbrewery in Newport, Oregon * Rogue Arts, a film production company * Rogue Entertainment, a software co ...
'' (1980), which bore out many variations due to its success; As of 2015, several hundred games claiming to be roguelikes were available through the
Steam Steam is a substance containing water in the gas phase, and sometimes also an aerosol of liquid water droplets, or air. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporizatio ...
game catalog,Craddock 2015, Introduction: "Rodney and Friends". and the user-run
wiki A wiki ( ) is an online hypertext publication collaboratively edited and managed by its own audience, using a web browser. A typical wiki contains multiple pages for the subjects or scope of the project, and could be either open to the pub ...
RogueBasin tracks hundreds of roguelikes and their development. Some players and developers sought a more narrow definition for "roguelike" as variations on ''Rogue'' introduced new concepts or eschewed other principles that they felt moved the games away from the flavor of what ''Rogue'' was. At the International Roguelike Development Conference 2008 held in Berlin, Germany, players and developers established a definition for roguelikes known as the "Berlin Interpretation". The Berlin Interpretation set out a set of high-value and low-value factors, basing these lists on five canon roguelike games: ''ADOM'', ''Angband'', ''Linley's Dungeon Crawl'', ''NetHack'', and ''Rogue''. The Interpretation was designed to determine "how roguelike a game is", noting that missing a factor does not eliminate a game from being a roguelike, nor does possessing the features make a game roguelike. John Harris of ''
Game Set Watch ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Gam ...
'' exemplified this by using these criteria to numerically score some seemingly roguelike games; ''Linley's Dungeon Crawl'' and ''NetHack'' scored highest, earning 57.5 points of 60 available based on the Interpretation, while ''Toe Jam & Earl'' and ''Diablo'', games commonly compared to roguelikes, earned only about half of the points. The Berlin Interpretation defined eight high-value factors: * The game uses
random dungeon A random dungeon is a dungeon in a role-playing video game which is procedurally generated by the computer using an algorithm, such that the dungeon is laid out differently every time the player enters it, and a player often never plays through qu ...
generation to increase replayability. Games may include pre-determined levels such as a town level common to the ''
Moria Moria may refer to: Arts and entertainment * Moria (Middle-earth), fictional location in the works of J. R. R. Tolkien * '' Moria: The Dwarven City'', a 1984 fantasy role-playing game supplement * ''Moria'' (1978 video game), a dungeon-crawler g ...
'' family where the player can buy and sell equipment, but these are considered to reduce the randomness set by the Berlin Interpretation. This "random generation" is nearly always based on some
procedural generation In computing, procedural generation is a method of creating data algorithmically as opposed to manually, typically through a combination of human-generated assets and algorithms coupled with computer-generated randomness and processing power. In ...
approach rather than true randomness. Procedural generation uses a set of rules defined by the game developers to seed the generation of the dungeon generally to assure that each level of the dungeon can be completed by the player without special equipment, and also can generate more aesthetically pleasing levels. * The game uses
permadeath Permadeath or permanent death is a game mechanic in both tabletop games and video games in which player characters who lose all of their health are considered dead and cannot be used anymore. Depending on the situation, this could require the p ...
. Once a character dies, the player must begin a new game, known as a "run", which will regenerate the game's levels anew due to procedural generation. A "save game" feature will only provide suspension of gameplay and not a limitlessly recoverable state; the stored session is deleted upon resumption or character death. Players can circumvent this by backing up stored game data ("save scumming"), an act that is usually considered
cheating Cheating generally describes various actions designed to subvert rules in order to obtain unfair advantages. This includes acts of bribery, cronyism and nepotism in any situation where individuals are given preference using inappropriate crit ...
; the developers of ''Rogue'' introduced the permadeath feature after introducing a save function, finding that players were repeatedly loading saved games to achieve the best results. According to ''Rogue''s Michael Toy, they saw their approach to permadeath not as a means to make the game painful or difficult but to put weight on every decision the player made as to create a more immersive experience. * The game is
turn-based In video and other games, the passage of time must be handled in a way that players find fair and easy to understand. This is usually done in one of the two ways: real-time and turn-based. Real-time Real-time games have game time progress cont ...
, giving the player as much time as needed to make a decision. Gameplay is usually step-based, where player actions are performed serially and take a variable measure of in-game time to complete. Game processes (e.g., monster movement and interaction, progressive effects such as poisoning or starvation) advance based on the passage of time dictated by these actions. * The game is non-modal, in that every action should be available to the player regardless of where they are in the game. The Interpretation notes that shops like in ''Angband'' do break this non-modality. * The game has a degree of complexity due to the number of different game systems in place that allow the player to complete certain goals in multiple ways, creating emergent gameplay. For example, to get through a locked door, the player may attempt to pick the lock, kick it down, burn down the door, or even tunnel around it, depending on their current situation and inventory. A common phrase associated with ''NetHack'' is "The Dev Team Thinks of Everything" in that the developers seem to have anticipated every possible combination of actions that a player may attempt to try in their gameplay strategy, such as using gloves to protect one's character while wielding the corpse of a
cockatrice A cockatrice is a mythical beast, essentially a two-legged dragon, wyvern, or serpent-like creature with a rooster's head. Described by Laurence Breiner as "an ornament in the drama and poetry of the Elizabethans", it was featured prominently i ...
as a weapon to petrify enemies by its touch. * The player must use resource management to survive. Items that help sustain the player, such as food and healing items, are in limited supply, and the player must figure out how to use these most advantageously to survive in the dungeon. ''
USGamer Gamer Network Limited (formerly Eurogamer Network Limited) is a British mass media company based in Brighton. Founded in 1999 by Rupert and Nick Loman, it owns brands—primarily editorial websites—relating to video game journalism and oth ...
'' further considers "stamina decay" as another feature related to resource management. The player's character constantly needs to find food to avoid starvation, which prevents the player from exploiting health regeneration by simply either passing turns for a long period of time or fighting very weak monsters at low level dungeons. Rich Carlson, one of the creators of an early roguelike-like ''
Strange Adventures in Infinite Space ''Strange Adventures In Infinite Space'' is a roguelike video game created by the Independent video game developer, indie developer Digital Eel and released for Microsoft Windows, Windows and Macintosh, Mac on March 15, 2002 by boardgame developer- ...
'', called this aspect a sort of "clock", imposing some type of deadline or limitation on how much the player can explore and creating tension in the game. * The game is focused on
hack and slash Hack and slash, also known as hack and slay (H&S or HnS) or slash 'em up, refers to a type of gameplay that emphasizes combat with melee-based weapons (such as swords or blades). They may also feature projectile-based weapons as well (such a ...
-based gameplay, where the goal is to kill many monsters, and where other peaceful options do not exist. * The game requires the player to explore the map and discover the purpose of unidentified items in a manner that resets every playthrough. The identity of magical items, including magically enchanted items, varies from run to run. Newly discovered objects only offer a vague physical description that is randomized between games, with purposes and capabilities left unstated. For example, a "bubbly" potion might heal wounds one game, then poison the player character in the next. Items are often subject to alteration, acquiring specific traits, such as a curse, or direct player modification. Low-value factors from the Berlin Interpretation are: * The game is based on controlling only a single character throughout one playthrough. * Monsters have behavior that is similar to the player-character, such as the ability to pick up items and use them, or cast spells. * The game aimed to provide a tactical challenge that may require players to play through several times to learn the appropriate tactics for survival. * The game is presented using
ASCII ASCII ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because ...
characters in a tile-based map. * The game involves exploring dungeons which are made up of rooms and interconnecting corridors. Some games may have open areas or natural features, such as rivers, though these are considered against the Berlin Interpretation. * The game presents the status of the player and the game through numbers on the game's screen/interface. Though this is not addressed by the Berlin Interpretation, roguelikes are generally single-player games. On multi-user systems,
leaderboards A ladder tournament (also known as a ladder competition or pyramid tournament) is a form of tournament for games and sports. Unlike many tournaments, which usually have an element of elimination, ladder competitions can go on indefinitely. In a lad ...
are often shared between players. Some roguelikes allow traces of former player characters to appear in later game sessions in the form of
ghost A ghost is the soul or spirit of a dead person or animal that is believed to be able to appear to the living. In ghostlore, descriptions of ghosts vary widely from an invisible presence to translucent or barely visible wispy shapes, to re ...
s or grave markings. Some games such as NetHack even have the player's former characters reappear as enemies within the dungeon. Multi-player turn-based derivatives such as ''TomeNET'', ''MAngband'', and '' Crossfire'' do exist and are playable
online In computer technology and telecommunications, online indicates a state of connectivity and offline indicates a disconnected state. In modern terminology, this usually refers to an Internet connection, but (especially when expressed "on line" ...
.Craddock 2015, Bonus Round: "Excerpt from One Week Dungeons: Diaries of a Seven-Day Roguelike Challenge"


Early roguelikes

Early roguelikes were developed to be played on text-based user interfaces, commonly UNIX-based computer mainframes and terminals used at colleges and universities before transitioning to personal computers. Games used a mix of
ASCII ASCII ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because ...
or
ANSI The American National Standards Institute (ANSI ) is a private non-profit organization that oversees the development of voluntary consensus standards for products, services, processes, systems, and personnel in the United States. The organi ...
characters to visually represent elements of the dungeon levels, creatures, and items on the level as in
ASCII art ASCII art is a graphic design technique that uses computers for presentation and consists of pictures pieced together from the 95 printable (from a total of 128) characters defined by the ASCII Standard from 1963 and ASCII compliant char ...
. These games typically included one or two text lines presenting the player's current status at the bottom of the screen, and text-based menu screens to manage inventory, statistics, and other details. The player's character was nearly always represented by the @ character across text-based roguelikes, which had been chosen by the developers of ''Rogue'' to stand for "where you're at". Other common examples would include $ for monetary treasure and D for a dragon. Later games would take advantage of colour-based text graphics to increase the variation of creature types, such as a red D for a red dragon that would shoot fire, while a green D could indicate a green dragon that would shoot acid. Players would use the
keyboard Keyboard may refer to: Text input * Keyboard, part of a typewriter * Computer keyboard ** Keyboard layout, the software control of computer keyboards and their mapping ** Keyboard technology, computer keyboard hardware and firmware Music * Mu ...
, using one keypress to enter a
command Command may refer to: Computing * Command (computing), a statement in a computer language * COMMAND.COM, the default operating system shell and command-line interpreter for DOS * Command key, a modifier key on Apple Macintosh computer keyboards * ...
. Sociologist Mark R. Johnson described these commonality of symbols and glyphs as semiotic codes that gave an "aesthetic construction of nostalgia" by "depicting textual symbols as aesthetic forms in their own right" and consistency across multiple roguelikes. With modern computer systems, users developed alternate means of displaying the game, such as graphical tilesets and Isometric-based graphical front ends, as well as interfaces that took advantage of keyboard and mouse UI controls, but otherwise still kept to the core tile-based gameplay. As computers offered more advanced user interfaces, such as
windows Windows is a group of several proprietary graphical operating system families developed and marketed by Microsoft. Each family caters to a certain sector of the computing industry. For example, Windows NT for consumers, Windows Server for se ...
and point-and-click menus, many traditional roguelikes were modified to include support for having multiple windows. This was useful to not only show the character-based dungeon, but details on the character's inventory, the monster they were in battle with, and other status messages, in separate windows. Having access to multiple windows also allowed having menus to complete more complex commands. More recent examples of roguelikes that have stayed with ASCII art-based displays include '' Cogmind'' (2017) and '' Cataclysm: Dark Days Ahead'' (2013).


Rogue-lites and procedural death labyrinths

With computers and video game consoles capable of more advanced graphics and gameplay, numerous games have emerged that are loosely based on the classic roguelike design but diverge in one or more features. Many of these games use the concepts of procedurally generated maps and permadeath, while moving away from tile-based movement and turn-based gameplay, often using another gameplay genre such as
action game An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform g ...
s or
platformers A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are charact ...
. Other titles deriving from roguelike games are based on the observation that the traditional roguelikes are difficult with a steep
learning curve A learning curve is a graphical representation of the relationship between how proficient people are at a task and the amount of experience they have. Proficiency (measured on the vertical axis) usually increases with increased experience (the ...
, and a player may never complete these games over numerous play sessions, making these titles difficult to sell to a broader audience. These new games would include elements to reduce the difficulty as to draw in a larger audience. Many games with some of the Berlin Interpretation elements call themselves "roguelike", but bear little resemblance to the original ''Rogue'', causing confusion and dilution of the term. Some players of the Berlin Interpretation roguelikes disliked the dilution of the term, believing that in the 1990s and 2000s, the term "roguelikes" served well to distinguish games that forwent aesthetics to focus on depth of gameplay from games more comparable to interactive movies, particularly games that incorporated real-time gameplay elements which tended to reduce the game's complexity. As such, the term "rogue-lite" or "roguelike-like" has been used by some to distinguish these games that possess some, but not all, of the Berlin Interpretation features from those that exactly meet the Berlin roguelike definition. The phrase "procedural death labyrinth" has also been applied to such games, as they retain the notion of permadeath and random level generation but lack the other high-value factors normally associated with roguelike games. Rogue-lites favor short gameplay runs with victory conditions, in contrast to some traditional roguelikes that can be played indefinitely. The shortness of a single gameplay run in rogue-lites can motivate players to continually replay the game in the hope of reaching completion, making replayability a high-value factor in these types of games. Game journalist Joshua Bycer observed that several games considered as rogue-lites feature fixed events, even if the means to reach that may be through procedural generation, whereas a roguelike game typically lacks this level of predictability. For example, several rogue-lites require the player to travel a fixed number of biomes, each which culminates in a
boss fight In video games, a boss is a significant computer-controlled opponent. A fight with a boss character is commonly referred to as a boss battle or boss fight. Bosses are generally far stronger than other opponents the player has faced up to that ...
, such as ''Rogue Legacy''. Associated with their short length, many rogue-lites feature a
metagame Metagame, Hypergame, or game about the game, is an approach to a game that transcends or operates outside of the prescribed rules of the game, uses external factors to affect the game, or goes beyond the supposed limits or environment set by th ...
, whereby achieving certain goals will unlock persistent features such as the ability to select a new character at the start of the game or the addition of new items and monsters in the procedural generation of the game's levels. Alternatively, each run through rogue-lite may be to collect resources which one then advances their character within the metagame, and a player may simply forgo a complete run once they have collected sufficient materials for that advancement. Several rogue-lites feature daily challenges, in which a preset random seed is used to generate the game's levels in a deterministic fashion so that each player will have the same encounters; players attempt to complete the game through those levels or otherwise get the highest score through online leaderboards. Rogue-lites may also allow the player to enter the random seed directly as to be able to rechallenge the same set of levels or share a difficult set of levels with other players. ''US Gamer'' further identified games they consider
edge case An edge case is a problem or situation that occurs only at an extreme (maximum or minimum) operating parameter. For example, a stereo speaker might noticeably distort audio when played at maximum volume, even in the absence of any other extreme ...
s of being roguelikes or rogue-lites, as they are inspired by ''Rogue'', and "that stray a bit further from the genre but still manage to scratch the same itch as a great roguelike". These include games such as the '' Diablo'' series, ''
ToeJam & Earl ''ToeJam & Earl'' is an action game developed by Johnson Voorsanger Productions and published by Sega for the Sega Mega Drive (Genesis) console. Released in 1991, it centers on ToeJam and Earl—alien rappers who have crash-landed on Earth. ...
'', and '' Dwarf Fortress'', the latter which retains the classic ASCII art-approach to gameplay as traditional roguelikes. ''
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'' writer Richard C. Moss alternatively suggested that the term "roguelike" is less necessarily about any specific genre definition but instead the idea that "games can be deep, inventive, challenging, and endlessly compelling experiences through their rules and their systems alone".


Subgenres within roguelikes

In considering the popularity of roguelikes that deviate from the Berlin Interpretation, the rogue-lites, some subgenres have emerged. Action roguelikes are typically based on combining gameplay of
action game An action game is a video game genre that emphasizes physical challenges, including hand–eye coordination and reaction-time. The genre includes a large variety of sub-genres, such as fighting games, beat 'em ups, shooter games, and platform g ...
s within roguelikes in lieu of the turn-based gameplay. ''Spelunky'' is an example of combinging a platform game with the roguelike formula, while ''The Binding of Isaac'' and ''Enter the Gungeon'' are effective roguelike
shooter game Shooter video games or shooters are a subgenre of action video games where the focus is almost entirely on the defeat of the character's enemies using the weapons given to the player. Usually these weapons are firearms or some other long-range ...
s. Within action roguelikes have also emerged a minimalistic shooter roguelike, with ''
Vampire Survivors ''Vampire Survivors'' is a roguelike shoot 'em up video game developed and published by Luca Galante, also known as poncle. Following an early access period from December 17, 2021, it was released for macOS and Windows on October 20, 2022. Ports ...
'' as a leading example; in such games, the player generally fights through wave after wave of enemies, their character often fully firing or using all possible attacks without player intervention, with the ability to expand their character through a random selection of power-ups as they defeat more enemies. Another type of roguelike subgenre is the roguelike deck-builder, where combat is resolved by using cards or an equivalent object. These games are inspired by physical living card games, where the player builds their deck over the course of the game, forcing them to plan strategy on the fly. While the 2014 game ''Dream Quest'' is considered the first example of such a video game, the popularity of the genre was cemented with ''
Slay the Spire ''Slay the Spire'' is a roguelike deck-building video game developed by American studio MegaCrit and published by Humble Bundle. The game was first released in early access for Microsoft Windows, macOS, and Linux in late 2017, with an official re ...
'' in 2017.


History


Early history (1975–1980)

The creation of roguelike games came from hobbyist programmers and
computer hackers A security hacker is someone who explores methods for breaching defenses and exploiting weaknesses in a computer system or network. Hackers may be motivated by a multitude of reasons, such as profit, protest, information gathering, challenge ...
, attempting to create games for the nascent computer field in the early 1980s, particularly influenced by the 1975 text adventure game '' Colossal Cave Adventure'' (often simply titled ''Adventure''), and from the
high fantasy High fantasy, or epic fantasy, is a subgenre of fantasy defined by the epic nature of its setting or by the epic stature of its characters, themes, or plot.Brian Stableford, ''The A to Z of Fantasy Literature'', (p. 198), Scarecrow Press, ...
setting of the tabletop game ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TS ...
''. Some elements of the roguelike genre were present in dungeon crawlers written for the
PLATO system Plato ( ; grc-gre, Πλάτων ; 428/427 or 424/423 – 348/347 BC) was a Greek philosopher born in Athens during the Classical period in Ancient Greece. He founded the Platonist school of thought and the Academy, the first institut ...
. This includes ''
pedit5 ''pedit5'', alternately called ''The Dungeon'', is a 1975 dungeon crawl role-playing video game developed for the University of Illinois Urbana-Champaign's PLATO computer network by Rusty Rutherford. In it, the player controls a character explor ...
'' (1975) believed to be the first dungeon crawl game, and featured random monster encounters, though only used a single fixed dungeon level. ''pedit5'' inspired similar PLATO-based dungeon crawlers '' dnd'' (1975), ''orthanc'' (1978), ''
Moria Moria may refer to: Arts and entertainment * Moria (Middle-earth), fictional location in the works of J. R. R. Tolkien * '' Moria: The Dwarven City'', a 1984 fantasy role-playing game supplement * ''Moria'' (1978 video game), a dungeon-crawler g ...
'' (1978), and ''
avatar Avatar (, ; ), is a concept within Hinduism that in Sanskrit literally means "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appear ...
'' (1979). It is unclear if these PLATO games inspired the roguelike genre as there is no evidence that the early roguelike creators had access to these games. The core roguelike games were developed independently of each other, many of the developers not learning about their respective projects until several years after the genre took off. Roguelike games were initially developed for computing environments with limited memory, including shared mainframe systems and early home computers; this limitation prevented developers from retaining all but a few dungeon levels in memory while the game was running, leading to procedural generation to avoid the memory storage issue. Procedural generation led to high replayability, as no two games were alike.


Concurrent variants

Though the term "roguelike" derives from the 1980 game ''Rogue'', the first known game with the core roguelike gameplay elements was ''
Beneath Apple Manor ''Beneath Apple Manor'' is a roguelike game written by Don Worth for the Apple II and published by The Software Factory in 1978. Higher resolution "Special Editions" were released in 1982 and 1983, through Quality Software, for the Apple II and ...
'' (1978), written by Don Worth for the
Apple II The Apple II (stylized as ) is an 8-bit home computer and one of the world's first highly successful mass-produced microcomputer products. It was designed primarily by Steve Wozniak; Jerry Manock developed the design of Apple II's foam-m ...
; ''Beneath Apple Manor'' is also recognized as the first commercial roguelike game.Craddock 2015, Chapter 1: "The BAM-Like: Exploring Beneath Apple Manor". The game, inspired by Worth's enjoyment of ''Dungeons & Dragons'' roleplaying, included procedural generation using a modification of the random maze generator from the game ''Dragon Maze'', role-playing elements for the characters, tile-based movement and turn-based combat. Though ''Beneath Apple Manor'' predated ''Rogue'', it was not as popular as ''Rogue'': ''Rogue'' had advantage of being distributed over
ARPANET The Advanced Research Projects Agency Network (ARPANET) was the first wide-area packet-switched network with distributed control and one of the first networks to implement the TCP/IP protocol suite. Both technologies became the technical fou ...
which many college students had easy access to, while ''Beneath Apple Manor'' was packaged and sold by hand by Worth either at local stores or through mail fulfillment. Another early roguelike whose development pre-dated ''Rogue'' was '' Sword of Fargoal'' (1982), developed by Jeff McCord starting in 1979.Craddock 2015, Chapter 4: "There and Back Again: Retrieving the Sword of Fargoal" The game was based on ''GammaQuest'', an earlier title McCord had created on the Commodore PET which he shared locally with friends while a student at Henry Clay High School in Kentucky; the game itself was based on a ''Dungeons & Dragons'' campaign he had run himself in the prior years. Before graduating and attending the
University of Tennessee The University of Tennessee (officially The University of Tennessee, Knoxville; or UT Knoxville; UTK; or UT) is a public land-grant research university in Knoxville, Tennessee. Founded in 1794, two years before Tennessee became the 16th sta ...
in 1981, he had started work on ''GammaQuest II'', which required the player to navigate through randomly generated dungeon levels, acquire a sword, and make it back to the surface with that sword through more randomly generated levels. The more advanced computers available at the school, such as the
VIC-20 The VIC-20 (known as the VC-20 in Germany and the VIC-1001 in Japan) is an 8-bit home computer that was sold by Commodore Business Machines. The VIC-20 was announced in 1980, roughly three years after Commodore's first personal computer, the ...
, enabled him to expand out the game further from the highly limited memory on the PET. On seeing the prospects of selling computer software, he eventually got a publication deal with Epyx, where they helped him to refine the marketing of the game, renaming it ''Sword of Fargoal'', and giving him access to the more powerful
Commodore 64 The Commodore 64, also known as the C64, is an 8-bit home computer introduced in January 1982 by Commodore International (first shown at the Consumer Electronics Show, January 7–10, 1982, in Las Vegas). It has been listed in the Guinness W ...
, enabling him to use graphics and sound as part of the game. The game was considered a success, and when it was ported to the PC in 1983, it out-shone ''Rogue''s PC release the same year due to ''Sword of Fargoal''s superior graphics and sound.


''Rogue''

''Rogue'' was written by
Glenn Wichman Glenn R. Wichman (born in 1960 in Bay City, Michigan) is a software developer and one of the original authors of the computer game '' Rogue'', along with Michael Toy, Ken Arnold and Jon Lane. Wichman has also contributed to many other commercial so ...
and Michael Toy in 1980 while students at the
University of California, Santa Cruz The University of California, Santa Cruz (UC Santa Cruz or UCSC) is a public land-grant research university in Santa Cruz, California. It is one of the ten campuses in the University of California system. Located on Monterey Bay, on the ed ...
. The game was inspired by Toy's prior experience in playing the 1971 ''
Star Trek ''Star Trek'' is an American science fiction media franchise created by Gene Roddenberry, which began with the eponymous 1960s television series and quickly became a worldwide pop-culture phenomenon. The franchise has expanded into vari ...
'' game and programming clones of it for various other computer systems.Craddock 2015, Chapter 2: "Procedural Dungeons of Doom: Building Rogue, Part 1" It was also inspired by interactive fiction ''Adventure''. While looking for a way to randomize the experience of ''Adventure'', they came across
Ken Arnold Kenneth Cutts Richard Cabot Arnold (born 1958) is an American computer programmer well known as one of the developers of the 1980s dungeon-crawling video game ''Rogue'', for his contributions to the original Berkeley ( BSD) distribution of Uni ...
's curses library that enabled them to better manipulate characters on the terminal screen, prompting Toy and Wichman to create a graphical-like randomized adventure game. They created the story of the game by having the player seek out the "Amulet of Yendor", "Yendor" being "Rodney" spelled backwards, the name of the wizard they envisioned had created the dungeon. ''Rogue'' was originally executed on a VAX-11/780 computer; its limited memory forced them to use a simple text-based interface for the game. Toy eventually dropped out of school but got a job at the computing labs at
University of California, Berkeley The University of California, Berkeley (UC Berkeley, Berkeley, Cal, or California) is a public land-grant research university in Berkeley, California. Established in 1868 as the University of California, it is the state's first land-grant un ...
, where he met with Arnold. Arnold helped to optimize the curses code and implement more features into the game.Craddock 2015, Chapter 3: "Rodney and the Free Market: Building Rogue, Part 2" ''Rogue'' proved popular with college students and computer researchers at the time, including Ken Thompson;
Dennis Ritchie Dennis MacAlistair Ritchie (September 9, 1941 – October 12, 2011) was an American computer scientist. He is most well-known for creating the C (programming language), C programming language and, with long-time colleague Ken Thompson, the Unix ...
had joked at the time that ''Rogue'' was "the biggest waste of CPU cycles in history". Its popularity led to the game's inclusion on
BSD UNIX The Berkeley Software Distribution or Berkeley Standard Distribution (BSD) is a discontinued operating system based on Research Unix, developed and distributed by the Computer Systems Research Group (CSRG) at the University of California, Berke ...
v4.2 in 1984, though at that time, without its
source code In computing, source code, or simply code, is any collection of code, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the ...
. Toy and Arnold had anticipated selling ''Rogue'' commercially and were hesitant about releasing it; Toy would go on to meet Jon Lane at
Olivetti Olivetti S.p.A. is an Italian manufacturer of computers, tablets, smartphones, printers and other such business products as calculators and fax machines. Headquartered in Ivrea, in the Metropolitan City of Turin, the company has been par ...
, and together they would go on to create the company A.I. Design to port the games for various home systems along with publishing support by Epyx, later bringing Wichman back to help.


Following evolution (1980–1995)

The hierarchy of the major Roguelike games that are known to descend from ''Rogue''. Solid lines represent games developed from the parent's source code, while dotted lines represent games that were inspired by the parent game.Freeing an old game
by Ben Asselstine on Free software magazine (March 12, 2007)
The popularity of ''Rogue'' led developers to create their own versions of the game, though their efforts were originally limited by the lack of access to ''Rogue''s source, which was not released until BSD v4.3 in 1986. These developers resorted to building games from scratch similar to ''Rogue'' but with features that they wanted to see.Craddock 2015, Chapter 5: "When the Inmates Run the Asylum – Hack-ing at Lincoln-Sudbury High School" These versions would be distributed with source code, and along with the original ''Rogue'' source, other developers were able to create
software fork In software engineering, a project fork happens when developers take a copy of source code from one software package and start independent development on it, creating a distinct and separate piece of software. The term often implies not merely ...
s of the games, adding in new monsters, items, and gameplay features, creating several dozen variants. This process was aided by switching code to languages with better data typing, including
object-oriented Object-oriented programming (OOP) is a programming paradigm based on the concept of "objects", which can contain data and code. The data is in the form of fields (often known as attributes or ''properties''), and the code is in the form of ...
and scripting languages, and cleaning up and modularizing the code so that contributors can better follow where changes can be made. While there are some direct variants of ''Rogue'', such as '' Brogue'', most variants of ''Rogue'' could be classified into two branches based on two key games, ''Moria'' and ''Hack'', that were developed in the spirit of ''Rogue''.


''Moria''-based

''
Moria Moria may refer to: Arts and entertainment * Moria (Middle-earth), fictional location in the works of J. R. R. Tolkien * '' Moria: The Dwarven City'', a 1984 fantasy role-playing game supplement * ''Moria'' (1978 video game), a dungeon-crawler g ...
'' (1983) was developed by Robert Alan Koeneke while a student at
University of Oklahoma , mottoeng = "For the benefit of the Citizen and the State" , type = Public research university , established = , academic_affiliations = , endowment = $2.7billion (2021) , pr ...
, inspired by both ''Adventure'' and ''Rogue''. Having access to a VAX-11/780, but without the source to ''Rogue'' due to computer administrator restrictions, he began trying to recreate ''Rogue'' but specifically flavored with the complex cave maze of the same name in J.R.R. Tolkien's Middle Earth stories. Following Tolkien's fiction, the player's goal was to descend to the depths of Moria to defeat the
Balrog A Balrog () is a powerful demonic monster in J. R. R. Tolkien's Middle-earth. One first appeared in print in his high-fantasy novel ''The Lord of the Rings'', where the Fellowship of the Ring encounter a Balrog known as Durin's Bane in the Min ...
, akin to a
boss battle In video games, a boss is a significant computer-controlled opponent. A fight with a boss character is commonly referred to as a boss battle or boss fight. Bosses are generally far stronger than other opponents the player has faced up to that ...
.Craddock 2015, Chapter 7: "None Shall Pass: Braving the Mines of Moria" As with ''Rogue'', levels were not persistent: when the player left the level and then tried to return, a new level would be procedurally generated. Among other improvements to ''Rogue'', Koeneke included a persistent town at the highest level where players could buy and sell equipment, and the use of
data structure In computer science, a data structure is a data organization, management, and storage format that is usually chosen for efficient access to data. More precisely, a data structure is a collection of data values, the relationships among them, ...
s within the
Pascal Pascal, Pascal's or PASCAL may refer to: People and fictional characters * Pascal (given name), including a list of people with the name * Pascal (surname), including a list of people and fictional characters with the name ** Blaise Pascal, Frenc ...
language allowed him to create a more diverse
bestiary A bestiary (from ''bestiarum vocabulum'') is a compendium of beasts. Originating in the ancient world, bestiaries were made popular in the Middle Ages in illustrated volumes that described various animals and even rocks. The natural history ...
within the game. He got help from several playtesters as well as another student, Jimmey Wayne Todd, who helped to program a deeper character generation system. ''UMoria'' (short for ''UNIX Moria'') is a close variation on ''Moria'' by Jim E. Wilson, making the game more portable to a larger variety of computers while fixing various bugs. '' Angband'' (1990) was developed by Alex Cutler and Andy Astrand while attending the
University of Warwick , mottoeng = Mind moves matter , established = , type = Public research university , endowment = £7.0 million (2021) , budget = £698.2 million (2020 ...
. Having played ''UMoria'', they wanted to expand the game even further. Working from ''UMoria''s code, they increased the number of levels and monsters, flavored the game based on Angband, the massive fortress controlled by
Morgoth Morgoth Bauglir (; originally Melkor ) is a character, one of the godlike Valar, from Tolkien's legendarium. He is the main antagonist of ''The Silmarillion'', '' The Children of Húrin'', ''Beren and Lúthien'' and ''The Fall of Gondolin''. ...
from Tolkien's fiction, and incorporated more of the deadlier creatures described within the Middle Earth mythology. They kept the Balrog as a difficult creature that must be overcome at a mid-game level, while Morgoth became the final boss the player must defeat to win the game.Craddock 2015, Chapter 8: "Neapolitan Roguelike: The Many Flavors of Angband" Following Cutler and Astrand's graduation, Sean March and Geoff Hill took over the development to see the game through to a public release outside of the university, adding in elements such as giving the player a sense of the rewards and dangers of a level when they entered it the first time. Once ''Angband'' was released to the public via
USENET Usenet () is a worldwide distributed discussion system available on computers. It was developed from the general-purpose Unix-to-Unix Copy (UUCP) dial-up network architecture. Tom Truscott and Jim Ellis conceived the idea in 1979, and it wa ...
, there were efforts to have code maintainers (the "devteam") to fix bugs, clean up the code and implement suggestions into the code. Due to numerous shifts in those maintaining the code (due to other obligations), and the number of potential user suggestions to include, ''Angband'' would become highly forked, leading to a number of ''Angband'' variants; at least sixty known variants exist with about a half dozen still under active development. One significant fork was ''ZAngband'' (1994) (short for ''Zelazny Angband''), which expanded on ''Angband'' and altered the theme towards
Roger Zelazny Roger Joseph Zelazny (May 13, 1937 – June 14, 1995) was an American poet and writer of fantasy and science fiction short stories and novels, best known for ''The Chronicles of Amber''. He won the Nebula Award three times (out of 14 nomin ...
's ''
The Chronicles of Amber ''The Chronicles of Amber'' is a series of fantasy novels by American writer Roger Zelazny. The main series consists of two story arcs, each five novels in length. Additionally, there are a number of Amber short stories and other works. Four a ...
''. The ''ZAngband'' codebase would be used to create ''Troubles of Middle Earth'' (''ToME'') in 2002, which later swapped out the Tolkien and Zelazny fiction setting for a new original one to become '' Tales of Maj'Eyal'' (2009). The vanilla ''Angband'' remains in development today by the devteam.


''Hack''-based

''
Hack Hack may refer to: Arts, entertainment, and media Games * ''Hack'' (Unix video game), a 1984 roguelike video game * ''.hack'' (video game series), a series of video games by the multimedia franchise ''.hack'' Music * ''Hack'' (album), a 199 ...
'' (1982) was developed by Jay Fenlason with help from Kenny Woodland, Mike Thome, and Jonathan Payne, students at
Lincoln-Sudbury Regional High School Lincoln-Sudbury Regional High School (LSRHS or L-S) is a public regional high school in Sudbury, Massachusetts, with a 99% graduation-rate. The school was founded in 1954, and the building was replaced prior to the 2004–2005 academic year, wit ...
at the time, while participating in the school's computer lab overseen by
Brian Harvey Brian Lee Harvey (born 8 August 1974) is a British singer from London. He was the lead singer of pop group East 17. The later incarnation of the band, E-17, had two top 20 singles on the UK Singles Chart between 1998 and 1999, with the album ' ...
. Harvey had been able to acquire a
PDP-11/70 The PDP-11 is a series of 16-bit minicomputers sold by Digital Equipment Corporation (DEC) from 1970 into the 1990s, one of a set of products in the Programmed Data Processor (PDP) series. In total, around 600,000 PDP-11s of all models were sol ...
minicomputer for the school and instituted a course curriculum that allowed students to do whatever they wanted on the computers, including playing games, as long as they had completed assignments by the end of each semester. Fenlason, Woodland, Thome, and Payne met through these courses and became a close group of friends and competent programmers. Harvey had invited the group to the computer labs at UC Berkeley where they had the opportunity to use the mainframe systems there, and were introduced to ''Rogue'', inspiring them to create their own version as their class project. Fenlason had created a list of features they wanted to improve upon in ''Rogue'' such as having a level's layout saved once the player moved off that level. They approached Toy and Arnold at a local USENIX conference for the source code to ''Rogue'', but were refused, forcing them to develop the routines from scratch. The resulting program, ''Hack'', stayed true to the original ''Dungeons and Dragons'' influences, and derived its name from being both a "hack and slash" game as well as a programming hack to recreate ''Rogue'' without having access to its source code. Fenlason was not able to include all the desired features, and his involvement in ''Hack''s development concluded after the students had left the school. Fenlason had provided the source code to ''Hack'' to the USENIX conferences to be distributed on their digital tapes, from which it was later discovered and built upon through USENET newsgroups, porting it to various systems. Like ''Angband'', the maintainership of the ''Hack'' code passed through several hands, and some variants were created by different forks. ''Hack'' would eventually be dropped in favor of '' NetHack'' (1987). When Mike Stephenson, an analyst at a computer hardware manufacturer, took maintainership of ''Hack''s code, he improved it, taking suggestions from Izchak Miller, a philosophy professor at
University of Pennsylvania The University of Pennsylvania (also known as Penn or UPenn) is a Private university, private research university in Philadelphia. It is the fourth-oldest institution of higher education in the United States and is ranked among the highest- ...
, and Janet Walz, another computer hacker. Calling themselves the DevTeam, they began to make major modifications to ''Hack''s code. They named their new version ''NetHack'', in part due to their collaboration over the game being done through USENET. ''NetHack''s major deviations from ''Hack'' were the introduction of a wider variety of monsters, borrowing from other mythologies and lores, including anachronistic and contemporary cultural elements (such as a tourist class with a flash-bulb camera inspired by
Terry Pratchett Sir Terence David John Pratchett (28 April 1948 – 12 March 2015) was an English humourist, satirist, and author of fantasy novels, especially comical works. He is best known for his '' Discworld'' series of 41 novels. Pratchett's first no ...
's ''
Discworld ''Discworld'' is a comic fantasy"Humorous Fantasy" in David Pringle, ed., ''The Ultimate Encyclopedia of Fantasy'' (pp.31-33). London, Carlton,2006. book series written by the English author Terry Pratchett, set on the Discworld, a flat ...
'' series) in the high fantasy setting, and the use of pre-defined levels with some procedural elements that the player would encounter deeper in the dungeons. Further iterations of the game included branching pathways through the dungeon and optional character-based quests that could grant the player an extremely useful item to complete the game. Though the DevTeam released the code publicly, they carefully maintained who could contribute to the code base to avoid excessive forking of the vanilla game, and remain relatively quiet about suggested improvements to each release, working in relatively secrecy from its player base.Craddock 2015, Chapter 6: "It Takes a Village: Raising NetHack" '' Ancient Domains of Mystery'' (1994), or ''ADOM'' for short, derived from concepts presented in ''NetHack''. ''ADOM'' was originally developed by
Thomas Biskup Thomas Biskup (born 2 July 1971) is a German software engineer and computer scientist A computer scientist is a person who is trained in the academic study of computer science. Computer scientists typically work on the theoretical side of co ...
while a student at
Technical University of Dortmund TU Dortmund University (german: Technische Universität Dortmund) is a technical university in Dortmund, North Rhine-Westphalia, Germany with over 35,000 students, and over 6,000 staff including 300 professors, offering around 80 Bachelor's ...
.Craddock 2015, Chapter 9: "Wish You Were Here! Questing for Postcards in Ancient Domains of Mystery" After playing through ''Rogue'' and ''Hack'', he came to ''NetHack'' and was inspired by the game but dismayed at the complexity and elements he found unnecessary or distracting. Biskup created ''ADOM'' from scratch with the aim of creating a more story-driven game than ''NetHack'' that kept the depth of gameplay with a focused theme and setting. The resulting game featured several different dungeons, many generated procedurally, connected through an
overworld An overworld (sometimes referred to as a hub world) is, in a broad sense, commonly an area within a video game that interconnects all its levels or locations. They are mostly common in role-playing games, though this does not exclude other vide ...
map of the fictional realm of Ancardia, and would have the player complete various quests in those dungeons to progress the game. A major feature was the influence of Chaos forces through unsealed portals, which the player would have to close. While in areas affected by Chaos, the player's character would become tainted, causing mutations that could be either detrimental or beneficial. ''ADOM'', like ''NetHack'' and ''Angband'', would gain a devteam to maintain the code and implement updates and patches to avoid excessive forking.


Other variants

Not all early roguelikes were readily classified as ''Hack'' or ''Moria'' descendants. '' Larn'' (1986), developed by Noah Morgan, borrowed concepts from both ''Hack'' (in that there are persistent and fixed levels) and ''Moria'' (in the availability of a shop level and general difficulty increasing with dungeon level), but while these two games have spiraled in size to take multiple play sessions to complete, ''Larn'' was aimed to be completed in a single session. ''Larn'' also uses a fixed-time feature, in that the player had only so many turns to complete a goal, though there were ways to jump back in time as to extend play. ''Omega'', developed by the Laurence Brothers in the late 1980s, is credited with introducing an overworld concept to the roguelike genre, prior to the feature's appearance in ''ADOM''. ''Omega'' was often remembered for its odd inventory approach in which the player would have to pick up an object, considering it being held, and then moving that object to a bag or an equipment slot. ''
Linley's Dungeon Crawl ''Dungeon Crawl Stone Soup'' (''DCSS'') is a free and open source roguelike computer game and the community-developed successor to the 1997 roguelike game ''Linley's Dungeon Crawl'', originally programmed by Linley Henzell. It has been identifi ...
'' (1995) was created by Linley Henzell and featured a skill-based character progression system, in which
experience point An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
s could be used to improve specific skills, such as weapon proficiency or trap detection. One fork of this would form the basis for '' Dungeon Crawl Stone Soup'' (2006). SSI's ''
Dungeon Hack ''Dungeon Hack'' is a 1993 role-playing video game developed by DreamForge Intertainment and published by Strategic Simulations for DOS and NEC PC-9801. The game is based in the ''Advanced Dungeons and Dragons'' world of Forgotten Realms. It ...
'' (1993) offered randomized dungeons and permadeath within AD&D 2nd Edition rules.


''Mystery Dungeon'' games (1993–onward)

Through 1993, roguelikes primarily existed in computer space, and no
home console A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. Home consoles are generally less powerful and customizable tha ...
variants had yet existed. Two of the earliest-known attempts were
Sega is a Japanese multinational video game and entertainment company headquartered in Shinagawa, Tokyo. Its international branches, Sega of America and Sega Europe, are headquartered in Irvine, California and London, respectively. Its division ...
's ''
Fatal Labyrinth ''Fatal Labyrinth'', titled in Japan, is a role-playing video game developed and published by Sega. Originally available exclusively on the Sega Meganet multiplayer gaming service in 1990, it was later remade for the Sega Genesis in 1991. The ...
'' (1990) and ''
Dragon Crystal is a 1990 video game developed and published by Sega for their Game Gear and Master System. The game is similar to and shares assets with ''Fatal Labyrinth'', which was also released around that time. Story As the player rides a bicycle one late ...
'' (1990), but which lacked the depth of a typical computer-based roguelike. Neither proved to be successful games. Chunsoft had gained success by developing the ''
Dragon Quest previously published as ''Dragon Warrior'' in North America until 2005, is a franchise of Japanese role-playing video games created by Armor Project ( Yuji Horii), Bird Studio (Akira Toriyama) and Sugiyama Kobo ( Koichi Sugiyama) to its pu ...
'' series, a series which established fundamental aspects of the computer role-playing game genre, popular for Western computer audiences, into a more streamlined approach better suited for Japanese players that preferred consoles. With roguelikes starting to gain popularity, Chunsoft's developers believed they could do a similar treatment for that genre to make it better suited for Japanese audiences. Chunsoft's
Koichi Nakamura is a Japanese video game designer. A programming prodigy, Nakamura gained fame while still in high school; in 1982, he entered Enix's first national programming contest and claimed runner-up prize with his entry, '' Door Door''. In 1984, he foun ...
stated their intent was to take ''Rogue'' and make it "more understandable, more easy-to-play version" of the title that could be played on consoles. This led to the creation of the '' Mystery Dungeon'', with the first title being (1993) based on the ''Dragon Quest'' series. Several changes to the roguelike formula had to be made for this conversion: they had developed ways to reduce the difficulty of the roguelike by using progressively more difficult dungeons that were randomly generated, and made permadeath an option by selection of difficulty level. An added benefit for ''Torneko no Daibōken'' was that it used the established '' Dragon Quest 4'' setting and the character Torneko, helping to make the game familiar to its planned audience and giving a story for the player to follow. While ''Torneko no Daibōken'' did not sell as well as typical ''Dragon Quest'' games, it was successful enough for Chunsoft to develop a second title based on a wholly original character and setting, '' Mystery Dungeon: Shiren the Wanderer'', released in 1995. Chunsoft found that they were more creative with how they developed the game without the need to respect an existing property. Since then, Chunsoft has developed over 25 games in the ''Mystery Dungeon'' series for various platforms, In addition to their ''Shiren'' titles, many of the other Chunsoft ''Mystery Dungeon'' games span various franchises, including ''
Chocobo The is a fictional species created for the ''Final Fantasy'' franchise by Square Enix (originally Square). A galliform bird commonly having yellow feathers, they were first introduced in ''Final Fantasy II'' (1988), and have since featured in ...
'' series based on ''
Final Fantasy is a Japanese science fantasy anthology media franchise created by Hironobu Sakaguchi and developed and owned by Square Enix (formerly Square). The franchise centers on a series of fantasy and science fantasy role-playing video games. The ...
'', ''
Pokémon Mystery Dungeon is a video game series spin-off from the main ''Pokémon'' series developed by Spike Chunsoft (formerly Chunsoft). The games feature the fictional creatures called Pokémon who have the ability to speak human language navigating through a ran ...
'' based on ''
Pokémon (an abbreviation for in Japan) is a Japanese media franchise managed by The Pokémon Company, founded by Nintendo, Game Freak, and Creatures, the owners of the trademark and copyright of the franchise. In terms of what each of thos ...
'', and a crossover with
Atlus is a Japanese video game developer, publisher, arcade manufacturer and distribution company based in Tokyo. A subsidiary of Sega, the company is known for video game series such as '' Megami Tensei'', '' Persona'', '' Etrian Odyssey'' and ...
' '' Etrian Odyssey'' in ''
Etrian Mystery Dungeon ''Etrian Mystery Dungeon'' is a role-playing video game for the Nintendo 3DS. It was developed by Spike Chunsoft and Atlus, and published by Atlus in Japan on March 5, 2015 and Atlus USA in North America on April 7. It was published by NIS America ...
''. Several titles in the ''Mystery Dungeon'' series were popular, and would become a staple of the Japanese video game market. A primary difference between the ''Mystery Dungeon'' games and Western roguelikes following the Berlin Interpretation is the lack of permadeath – in ''Mystery Dungeon'' games, player-characters may die or become too injured, resetting their progress to the start of the dungeon, but the games typically provide means to store and recover equipment and other items from the previous run. The ''Mystery Dungeon'' games were not as successful in Western markets when published there, as the target players – younger players who likely had not experienced games like ''Rogue'' – found the lack of a traditional role-playing game save system odd. Other Japanese role-playing games would incorporate random dungeon generation as part of their design, mimicking part of the nature of roguelikes, and were considered roguelike titles when published in Western markets. Such titles include ''
Azure Dreams ''Azure Dreams'' is a role-playing video game developed by Konami Computer Entertainment Tokyo and published by Konami for the PlayStation. A Game Boy Color game with the same name was developed by Konami Computer Entertainment Nagoya and releas ...
'', ''
Dark Cloud is an action role-playing video game developed by Level-5 and published by Sony Computer Entertainment for the PlayStation 2. Originally intended as a launch title for the system in March 2000, the game was eventually released in Japan in ...
'', ''
Shining Soul is an action role-playing game for the Game Boy Advance. It is part of the '' Shining'' series. ''Shining Soul'' is a reboot of the '' Shining'' series. The game was followed by a sequel, '' Shining Soul II'', in 2003. Both games were re-release ...
'', and ''
Baroque The Baroque (, ; ) is a style of architecture, music, dance, painting, sculpture, poetry, and other arts that flourished in Europe from the early 17th century until the 1750s. In the territories of the Spanish and Portuguese empires including ...
''. The massively multiplayer online role playing game '' Final Fantasy XIV'' added a randomly-generated Deep Dungeon that was inspired by the procedural generation of roguelikes.


Continued development in Western markets (2002–onward)

Though new classical roguelike variants would continue to be developed within the Western market, the genre languished as more advanced personal computers capable of improved graphics capabilities and games that utilized these features became popular. However, some of these new graphical games drew influence for roguelike concepts, notably
action role-playing game An action role-playing game (often abbreviated action RPG or ARPG) is a subgenre of video games that combines core elements from both the action game and role-playing genre. Definition The games emphasize real-time combat where the player ...
s like
Blizzard Entertainment Blizzard Entertainment, Inc. is an American video game developer and publisher based in Irvine, California. A subsidiary of Activision Blizzard, the company was founded on February 8, 1991, under the name Silicon & Synapse, Inc. by three gradu ...
's '' Diablo'' (1996). ''Diablo''s creator, David Brevik, acknowledged that games like ''Rogue'', ''NetHack'', ''
Telengard ''Telengard'' is a 1982 role-playing dungeon crawler video game developed by Daniel Lawrence and published by Avalon Hill. The player explores a dungeon, fights monsters with magic, and avoids traps in real-time without any set mission other t ...
'' and other roguelikes influenced the design of ''Diablo'', including the nature of randomly generated dungeons and loot. Existing roguelikes continue to be developed: a sequel to ''ADOM'' successfully received
crowd funding Crowdfunding is the practice of funding a project or venture by raising money from a large number of people, typically via the internet. Crowdfunding is a form of crowdsourcing and alternative finance. In 2015, over was raised worldwide by crow ...
in 2012, while ''NetHack''s first major release in ten years in 2015 is set to help the DevTeam expand the game further. New roguelikes that adhere to core Berlin Interpretation rules are still being created, including '' Dungeon Crawl Stone Soup'' (2006), '' Dungeons of Dredmor'' (2011), and ''
Dragon Fin Soup ''Dragon Fin Soup'' is an action role-playing video game created by the independent development studio Grimm Bros. It is the studio's first title and was released on Microsoft Windows, PlayStation 4, PlayStation 3, and PlayStation Vita. It is infl ...
'' (2015). A subclass of "coffeebreak roguelikes" that could be completed in a short period of time have developed, often derived from entries in the Seven Day Roguelike Challenge; examples include such as ''
DoomRL ''DRL'' (formerly ''DoomRL''), short for ''Doom, the Roguelike'', is a roguelike video game developed by ChaosForge based on the first-person shooters '' Doom'' and ''Doom II''. It has been in development since 2002, and was released for Microso ...
'' (2013) and ''
Desktop Dungeons ''Desktop Dungeons'' is a single-player video game, single-player roguelike-like puzzle video game developed and published by QCF Design. Released in November 2013, the game underwent a lengthy public beta phase, during which it was available to c ...
'' (2013) Some games would also take advantage of the ease of developing in the tile-based ASCII interfaces common to roguelikes. For example, the highly popular '' Dwarf Fortress'' (2006) uses the roguelike interface atop a construction and management simulation, and would serve as a major inspiration for ''
Minecraft ''Minecraft'' is a sandbox game developed by Mojang Studios. The game was created by Markus "Notch" Persson in the Java programming language. Following several early private testing versions, it was first made public in May 2009 before b ...
'', while '' SanctuaryRPG'' (2014) is a more traditional turn-based role playing game featuring a scripted story that uses an ASCII interface and roguelike gameplay elements. '' UnReal World'' (1992), the game that is considered to be the forerunner of the survival game genre, and which frequently uses procedural generation to create the worlds that players must survive in, was developed by Sami Maaranen and was influenced by roguelikes, with its initial interface being similar to that of ''NetHack''.


Growth of the rogue-lite (2005-onward)

The roguelike genre saw a resurgence in Western markets after 2000 through independent developers who created a new subgenre designated "rogue-lite", though the games are also sometimes called "roguelike-likes". Indie developers began to incorporate roguelike elements into genres not normally associated with roguelikes, creating games that would form the basis of this new subgenre. Two of the earliest cited examples of rogue-lites are ''
Strange Adventures in Infinite Space ''Strange Adventures In Infinite Space'' is a roguelike video game created by the Independent video game developer, indie developer Digital Eel and released for Microsoft Windows, Windows and Macintosh, Mac on March 15, 2002 by boardgame developer- ...
'' (2002) and its sequel '' Weird Worlds: Return to Infinite Space'' (2005) by
Digital Eel Digital Eel is a self-funded List of indie game developers, independent video game developer, video game development team located in the Seattle, Washington area. Digital Eel is best known for its ''Strange Adventures in Infinite Space, Infinite ...
, both space exploration games that included randomly generated planets and encounters, and permadeath. Digital Eel based their work on the space exploration game '' Starflight'' along with roguelikes like ''NetHack'' but wanted to provide a shorter experience that would be easier to replay, akin to tabletop
beer and pretzels game A beer and pretzels game is any of a class of tabletop games that are light on rules and strategy, feature a high amount of randomness and a light theme. This is in direct contrast to Eurogames, which involve complex rules and emphasize strategy ov ...
s like '' Deathmaze'' and ''
The Sorcerer's Cave ''The Sorcerer's Cave'' is a fantasy board/card game designed by Terence Peter Donnelly and first published in 1978. Though greatly simplified, it was inspired by the fantasy role-playing game '' Dungeons & Dragons''. Unlike D&D, however, Sor ...
'' that has elements in common with roguelikes. '' Spelunky'' (2008), released shortly after the formation of the Berlin Interpretation, is considered to be a major contribution to the growth of indie-developed rogue-lites. ''Spelunky'' was developed by Derek Yu, who wanted to take the deep gameplay that is offered by roguelikes and combine it with the ease and pick-up-and-play of a platformer. The result was a platform game incorporating the notion of permadeath in which the player takes an explorer character through randomly-generated caves. The intent was to create "deep" gameplay in which the game could be replayed over and over again, with the randomly generated situations driving the need for the player to develop novel, emergent strategies on the fly. Developer Jason Rohrer stated that ''Spelunky'' "totally revamped my thinking about single-player videogame design". The formula and success of both ''Weird Worlds'' and ''Spelunky'' would influence other developers in creating new rogue-lites.
Edmund McMillen Edmund Charles McMillen (born March 2, 1980) is an American video game designer and artist known for his Flash game visual style. His most notable works include 2010's side-scroller ''Super Meat Boy'' and 2011's roguelike game '' The Binding of ...
, the developer of '' The Binding of Isaac'' (2011), and Kenny and Teddy Lee, the co-developers of '' Rogue Legacy'' (2012), credit Yu's approach with ''Spelunky'' as showing how to distill down the nature of a traditional roguelike to apply it to other gaming genres which they had done for their rogue-lites. Justin Ma and Matthew Davis, the co-developers of '' FTL: Faster Than Light'' (2012), credited both ''Weird Worlds: Return to Infinite Space'' and ''Spelunky'' as part of their influence for ''FTL''. All of these games earned critical praise, and their success has led to a more modern resurgence in rogue-lites since their release. The newfound success in rogue-lites is considered part of a larger trend in those that play both board and computer games, looking for "rich play experiences", as described by ''100 Rogues'' developer Keith Burgun, that more popular titles may not always offer. David Bamguart of Gaslamp Games stated that there is a thrill of the risk inherent in rogue-lites with random generation and permadeath, helping the player become more invested in the fate of their player character: "The deadly precariousness inherent to the unknown environments of roguelikes gives that investment a great deal of meaning." Additionally, many of these newer rogue-lites strive to address the apparent high difficulty and ruthlessness that traditional roguelikes were known for, and newer players will be able to find more help through user-generated game guides and walkthroughs made possible through wide Internet accessibility. Fabien Fischer offers that players have taken to independently developed rogue-lites as they have tired from "superficial gameplay, whitewashing spectacle, the content craze, and Skinner Box design" in titles produced by AAA developers and publishers. Particularly for smaller indie developers, the nature of the procedural-generated world allows teams to deliver many hours worth of game content without having to spend resources and development time on fleshing out detailed worlds. This also allows developers to devote more time in building out complex gameplay features and their interacting systems that are part of the enjoyment of roguelike and rogue-lite games. McMillen of ''The Binding of Isaac'' stated that incorporating roguelike elements into other game genres can be difficult due to overcoming the complex interfaces roguelikes tend to have, but once a means to do so is found, "it becomes an increasingly beautiful, deep, and everlasting design that allows you to generate a seemingly dynamic experience for players, so that each time they play your game they're getting a totally new adventure". Examples of successful games that have integrated roguelike components into other genres include ''
Dead Cells ''Dead Cells'' is a 2018 roguelike-Metroidvania game developed and published by Motion Twin. The game was released for Linux, macOS, Nintendo Switch, PlayStation 4, Windows, and Xbox One on August 7, 2018. A mobile port for iOS was released o ...
'', a roguelike incorporated with Metroidvania-style of platform games; ''
Slay the Spire ''Slay the Spire'' is a roguelike deck-building video game developed by American studio MegaCrit and published by Humble Bundle. The game was first released in early access for Microsoft Windows, macOS, and Linux in late 2017, with an official re ...
'', bringing roguelike progression to a
deck building game A deck-building game is a card game or board game where construction of a deck is a main element of gameplay. Deck-building games are similar to collectible card games (CCGs) in that each player has their own deck. However, unlike CCGs, the cards ar ...
; ''
Crypt of the Necrodancer ''Crypt of the NecroDancer'' is a roguelike rhythm video game developed and published by Canadian independent game studio Brace Yourself Games. The game takes fundamental elements of a roguelike dungeon exploration game and adds a beat-matching ...
'' which uses a
rhythm game Rhythm game or rhythm action is a genre of music-themed action video game that challenges a player's sense of rhythm. Games in the genre typically focus on dance or the simulated performance of musical instruments, and require players to press ...
-style approach in a roguelike dungeon; and ''
Enter the Gungeon ''Enter the Gungeon'' is a 2016 bullet hell roguelike game developed by Dodge Roll and published by Devolver Digital. Set in the firearms-themed Gungeon, gameplay follows four player characters called Gungeoneers as they traverse procedura ...
'' which establishes roguelike progression in a
shoot 'em up Shoot 'em ups (also known as shmups or STGs ) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of charac ...
. ''
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'', a roguelike
action role-playing game An action role-playing game (often abbreviated action RPG or ARPG) is a subgenre of video games that combines core elements from both the action game and role-playing genre. Definition The games emphasize real-time combat where the player ...
, was built to strongly incorporate elements of non-linear narrative into the game, giving the reason for the player to continually delve into replaying the game, and helped to draw in players to the roguelike genre that otherwise had been put off by its high difficulty level before.


Community

The roguelike genre has developed with the expansion of both classical roguelikes and rogue-lite titles, a dedicated fan community has come about to not only discuss games within it but to craft their own tales of near-death adventures or amusing stories in roguelikes. Within this community, there is strong interest in developing roguelikes. The 7 Day Roguelike challenge (7DRL) was born out of a
USENET Usenet () is a worldwide distributed discussion system available on computers. It was developed from the general-purpose Unix-to-Unix Copy (UUCP) dial-up network architecture. Tom Truscott and Jim Ellis conceived the idea in 1979, and it wa ...
newsgroup in 2005 for roguelike developers, informally challenging them to create the core of a novel roguelike within 7 days to be submitted for judging and play by the public. The competition has continued annually each year, since growing from 5–6 entries in 2005 to over 130 in 2014. In the spirit of the 2008 International Roguelike Conference, the "Roguelike Celebration" was held for the first time in September 2016 in San Francisco where several past and present roguelike developers gathered to discuss the history and future direction of the genre. It has since been organized again in 2017, 2018 and 2019 in San Francisco, and as virtual events in 2020 and 2021.


See also

* List of roguelikes * MUD


References


Sources

*


External links

*
rec.games.roguelike Usenet hierarchy
at
Google Groups Google Groups is a service from Google that provides discussion groups for people sharing common interests. The Groups service also provides a gateway to Usenet newsgroups via a shared user interface. Google Groups became operational in Febru ...

Roguebasin
– The Roguelike information wiki
@Play
– A column about roguelikes and their various aspects by John Harris at
GameSetWatch ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Game ...
.
Roguelike Roundup
at Kuro5hin
7 Day Roguelikes
{{VideoGameGenre Video game genres Video game terminology