Hello all, this is the first post in a series of posts I’ll be making weekly to drum up some diverse discussion relating to all different aspects of gaming. I figured I would start with what I know, and so the first topic is thus: roguelike games. (If you think any of the below description is wrong or misleading, let me know - that’s part of the discussion!)
The name of this genre is derived from the game Rogue, released in 1980. The exact definition of a roguelike has been a topic of discussion for a long time, but the core tenets are usually agreed upon to be random/procedural generation and permanent death (no saving and continuing a run, you have to start over). Many roguelikes have an additional increased focus on collecting items and assembling a “build” over the course of a run. A “pure” roguelike is often claimed to have no meta-progression (that is, no procedural unlocks) and focus more on the journey than the destination - seeing how far you can get, or how high a score you can achieve, rather than reaching a distinct victory condition (not that these games don’t have victory conditions, but that it isn’t the end-all-be-all). The secondary term “roguelite” is often brought out to describe games that deviate from this. Additionally, the term “traditional roguelike” is sometimes employed to indicate a more strict adherence to the older style of this genre, with grid-based dungeon crawling and high complexity. Ultimately, as with a lot of genres, pinning down a 100% ironclad definition is near impossible, but most people that like this type of game could tell you the general “vibe” at a glance.
Here are some questions and subtopics that I encourage people to discuss:
- What are some of your favorite examples of roguelike games?
- What roguelike games do you think stand out in terms of defying the conventions of the genre?
- Do you find there to be a meaningful difference between the usage of “roguelike” and “roguelite” nowadays? Which do you prefer? Where does the “traditional roguelike” fit into this?
- Do you continue to play roguelike games after reaching the “end” / reaching 100% completion? Why, or why not?
- What other genre do you most often enjoy seeing paired with roguelike?
- Is any game with procedural generation and a run-based structure a roguelike, or is there more to it? Where do you personally draw the line?
- What have been some of your best runs across all roguelike games? What’s been memorable?
- Are there any upcoming roguelike games you’re excited for?
Also feel free to bring up anything you like related to the topic! If you have suggestions for future discussion topics, leave them in the suggestion thread.
Additional Resources
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Roguebasin, a wiki dedicated to roguelikes (specifically traditional roguelikes)
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List of all Weekly Discussion Topics(this is the first one, be patient!)
I played Rogue a lot back in the day. Also Hack a bit.
Shattered Pixel Dungeon is a fantastic roguelike. I’ve been playing it for years. The developer is great about updating it and adding new content and adjusting the mechanics. There is a community for Pixel Dungeon over at !PixelDungeon@lemmy.world
Proper link structure for a Lemmy community is !PixelDungeon@lemmy.world - this should work!
And I also have played SPD quite a lot. Despite it being free, I tossed the developer a couple dollars - they’ve been doing great work with it, a whole new class was added not too long ago. I’m only now picking it up again after some time, and I’ve only beaten the game with 2/5 characters, so I got a lot to learn to get good at it again.
Thank you! Fixed my link.
It’s a tough game. I managed to beat it with all 5 characters, but that took a while. Now I’m working on beating it with all 9 challenges enabled. I’m dying so much 😭
I concur, too. So far, I have conquered said dungeon with at least 3 character types in 6 differing runs; the most fun I had fun so far was the Huntress herself, for in one of those winning run, I chose the Warden’s path, coupled with the Nature’s Wrath armor upgrade. It made most of the lower levels bloom in grass and all sorts of seeds that probably upped my farming time by a couple of turns.
Such a badass force-of-nature run that was.
Also, Sprouted PD has a sublevel every 5th or 6th where it’s all hidden forest and mobs.
I like the more roguelite type of games. I like that each run is different whether that means procedural generation of the map or just the starting weapons and pickups change throughout a run. Some of my favorite are the following:
- Dead Cells
- Inscryption - card game meets roguelite
- Cult of the Lamb - city builder meets roguelite
- Peglin - Peggle meets roguelite
- Dicey Dungeons - Roguelite deck builder
- Vampire Survivors - Dead simple game. Only one control!
I could probably come up with more and these aren’t in any particular order, but these are some standouts to me.
Inscryption is somethin special. It’s both a solid deckbuilding roguelite, a deconstruction of a deckbuilding roguelite, and a classic “don’t look up anything about this game just play it” game.
I agree with all points. I was hooked for several days. I look forward to playing Kaycee’s Mod soon.
Slay the Spire is a complete 10/10 for deck builder roguelike.
I don’t remember buying that, but it’s in my Steam Library and Steam Deck Verified. That’s going on the list.
I have dead cells and probably have about 45 hours in it and something about it just bugs me. I don’t like the gameplay and can’t really put my finger on why.
I absolutely love inscription and have been thinking about going back to play the mod version. That said phase 2 was my least favorite
I have just shy of 13 hours in Dead Cells. It’s not something I play extensively. It’s one that I pickup, play a run or two, and move on. When I don’t have much time to devote.
I haven’t tried the Kaycee’s Mod (I didn’t double-check my spelling) addon for Inscryption yet. I was trying to beat Cult of the Lamb first. Both are some of my favorite games in the last few years though.
Yeah Kaycee’s mod is it. It seems like it adds a lot to the game.
Is it just not a campaign? Like you just keep going until you die? I feel like that’s what I saw about it. I need to try it soon
My personal definition of ‘roguelike’ is a game that is turn based, with perma-death and procedural generation, and ideally is also grid-based. A ‘traditional roguelike,’ to me, is more a specific set of games (Angband, NetHack, etc.), rather than a genre, but if you did want to use ‘traditional roguelike’ as a genre, it’d have all of the above, plus be a fantasy dungeon-crawler RPG. I also do think roguelikes and rogue-lites are meaningfully distinct, or atleast should be, even if most people don’t consider them to be. Rogue-lites can be very fun games, but when I want a roguelike, I want a roguelike, not a fast-paced bullet hell whatever. The best roguelikes I’ve played thus far are Cataclysm: Dark Days Ahead (CDDA), and Cogmind. Plus I’ve been thinking of picking up Jupiter Hell and Dead Cells when I can, though AFAIK Dead Cells is more of a rogue-lite than a roguelike.
One more thing I think is relevant to the discussion on the meaning of ‘roguelike’ is the Berlin Interpretation, though I personally think it’s a touch too narrow to be a usable, non-academic definition. Plus roguebasin (where that link is) could probably be placed in the Additional Resources section, being a wiki dedicated to roguelikes.
holy f.
what a buch of ner. . . i mean . . .rogues.
I think the Berlin Interpretation should be revisited. It should not be set in stone.
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The traditional display for roguelikes is to represent the tiled world by ASCII characters.
… and this is why I will always prefer roguelites
Oh yes, I found this and debated including it in the post but personally felt that it was an overly narrow definition. I’ll add Roguebasin to the resources though!
Old school upvote and boost for the Angband and Hack links.
Though I’ve played games of the roguelike/lite genre for a while, I actually had to do a bit more of a deep dive to make this post. People ascribe a lot of different meanings to roguelike, and I got entirely conflicting messages on why the term roguelite was created. I hope what I put down is accurate enough!
Yeah, opinions on roguelikes/-lites are definitely very divisive, a problem I think that mostly comes down to prescriptive vs descriptive linguistics. Given that, I think you’ve done a perfectly good job in the OP.
Hades and cult of the Lamb are great
Both are 🌟🌟🌟🌟🌟 games for sure, so polished.
Loved Hades, and Cult of the Lamb was really fun at first, but it lacked replayability in my opinion.
yea, hades is just a better game, but i still love cult!
How come nobody mention The binding of Isaac???
You just did. What’d you think about it
I like the more platformer style rogue-lites, a couple favorites that haven’t been mentioned yet are 20XX (rogue-lite tribute/spiritual successor to Mega Man X) and Rogue Legacy (first rogue-lite I ever played, perhaps not as hard as others). For top-down ones I had a bit of fun with Wizard of Legend as well. Never have beaten a roguelike/-lite, but I’ve gotten a decent way into each of the above.
IMO it’s not really a genre, since gameplay can vary so widely. It’s more like a template for a progression system that can be applied to many different genres.
Yeah I’m making a rogue like RTS.
Really? Would love to learn more
Against the storm is a “no combat” rogue-like RTS.
It has a progression system, random starting building, difficulty modifiers, and each “round” is you building a colony with various challenges that you wont visit again, but has persistent effects that grant unlocks.
Calling it an RTS is probably going to give people wrong expectations, as they tend to be built around unit-to-unit combat tactics.
I’d say it’s a town builder with time pressure.
Sweet! I think I saw trailers for it 6 months ago.
I’ll check it out
Before I get into curmudgeon mode, I want to plug my two favorite roguelikes:
- Cataclysm: Dark Days Ahead - Zombie/sci-fi apocalypse survival roguelike with a bonkers level of depth to it. It’s very actively developed, and the devs are constantly adding more stuff to it. They also have their own lemmy instance at cdda.social.
- Doom Roguelike - Perfectly encapsulates the early Doom games in roguelike form. This one is on the opposite end of the complexity spectrum from CDDA. Much simpler gameplay, though still highly tactical and challenging when you crank the difficulty up. The same author has created a spiritual successor, Jupiter Hell. I haven’t logged enough hours for it to supplant DoomRL’s position yet, but I do have to say that the atmosphere of it is fucking amazing.
With that out of the way, let’s move on to “old man yells at Rogue Legacy”:
The term “roguelike” has been stretched to the point of uselessness, often for marketing purposes. This necessitated the introduction of the term “traditional roguelike” for those of us that still want to discuss actual roguelikes. Binding of Isaac, Dwarf Fortess (fortress mode), Dead Cells, and Slay the Spire are all excellent games, but they’re not roguelikes in any useful sense. If I’m looking for games that are “like Rogue”, none of those are good suggestions. Moria, Nethack, Pixel Dungeon, DCSS, and DoomRL are.
Cataclysm: DDA occupies a bit of a weird space here. It fits within the technical definition of a traditional roguelike, but the overall experience is more of a departure from Rogue than other traditional roguelikes are. It’s almost more akin to Minecraft or Terraria, in that you face dangers to gather resources to create items to face bigger dangers to gather more exotic resources to create more powerful items… and so on. I sometimes refer to this type of roguelike as “neotraditional”, in order to acknowledge this departure.
Before anyone accuses me of being prescriptivist, sometimes prescriptivism is important. I’m not for haranguing people over every terminological deviation, but some terms are unique and useful, and we should try not to muddy them. “Begs the question” and “reactionary” come to mind. “Roguelike” was one, but it’s pretty far gone at this point.
The trouble with “gamelike” as a descriptor is really well illustrated here. People will always disagree on how alike the games have to be for it to fit or what particular things it needs to do the same to match, while others will argue that something they play feels like game so it is now gamelike.
Early roguelike games took something rogue did first (repeating often procedural gameplay that at least mostly resets on death) and often ignored other aspects. Arguing about what exact criteria necessary or sufficient to make a game roguelike is like arguing whether a song counts as “punk” or “pop” or “metal”. Different people will feel like it does or doesn’t fit into any particular category for one or another reason, but ultimately the categories exist because some people put things in them and that’s it.
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Oh my god, I assumed no one would have ever heard of Wazhack. I bought that one years ago, and am continually surprised when it receives updates. Dev seems like a cool guy, too.
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Against the Storm is a pretty interesting roguelike I played recently. In each “run” you build a small town. It’s kinda like Banished or SimCity.
I’m not playing it anymore, but I thought the concept was cool.
I picked this up, played it for about twenty hours. I definitely enjoyed my time, but I could clearly feel how most of the game loop was just scraping by until you could fully pop off at the end - I liked that, but I grew a bit weary of the initial setup on each run.
My top three are FTL, Hades, Enter the Gungeon
Maybe it’s just me (and there are many popular ones I haven’t tried, because money), but I’ve always liked the idea but found actual implementations of it unsatisfying.
The average low viability of the systems (and that a good hand is unlikely) feels too much like real life, and even games with the most options (like Shattered) don’t offer enough flexibility to deal with the annoying elements of the game that could be entirely removed while still remaining difficult. (commonly, anything related to: inventory management, hunger, currency/resources, equipment restrictions/pitfalls/unavailability. That’s not including ineffective positive elements)
I have won Shattered at least 5 times and still feel that way, I lose many more times and it does seem that the biggest factor in winning is what the game gives me.
Thanks for the explanation!
The roguelike I keep coming back to these days is Dome Keeper. Resource mining + fighting monsters + casual play duration is a combo I find hard to beat at the moment.
Unreal World is probably one of the more interesting roguelikes I’ve ever seen but never played. Also, a lot of people talk about Dwarf Fortress, but don’t mention the adventure mode which is a more standard roguelike adventure, but still very interesting because of the stuff that can happen and how powerful you can get.
I found myself really invested in Into the Breach because canonically every run you do is a different timeline so you have to fight just as hard each time and it un incentivises just restarting because you would be abandoning the humans to a grisly death. The mechanic where you can bring one pilot with you is great too.
Speaking of subset games, FTL and especially the mod FTL Multiverse have been very fun.