Video Game Genres Codexery

Roguelike

A role-playing game genre defined by procedural generation and permadeath.

Roguelike

Hari Seldon · CC BY-SA 3.0

A roguelike is a type of role-playing game built around exploring dungeons that are different each time you play, thanks to procedural generation. The action is turn-based, movement happens on a grid, and if your character dies, that’s it—permanent death. Most roguelikes draw from high fantasy settings, heavily influenced by tabletop games like Dungeons & Dragons. The genre’s name and core template come from the 1980 game *Rogue*, which used ASCII graphics in a terminal. Later games copied its look, often using simple character or sprite graphics.

The exact definition of a roguelike has been hotly debated. In 2008, the “Berlin Interpretation” laid out high- and low-value factors based on classics like *Rogue*, *NetHack*, and *Angband*, helping separate core roguelikes from edge cases like *Diablo*. As home computers got more powerful and indie game development exploded, many new games adopted only some of those high-value traits—especially procedural generation and permadeath—while blending in other genres, themes, and modern graphics. Examples include *Spelunky*, *FTL: Faster Than Light*, *The Binding of Isaac*, *Slay the Spire*, *Crypt of the NecroDancer*, and *Hades*. To distinguish them, some call these “roguelites” or “roguelike-likes,” but on marketplaces like Steam, they’re still commonly tagged as roguelike.

The term “roguelike” itself came from Usenet newsgroups around 1993. Players and developers of *Rogue*, *Hack*, *Moria*, and *Angband* were using separate groups for each game, but as these games grew in popularity, someone suggested merging them under one umbrella. After three weeks of debate, the name *rec.games.roguelike.* was chosen—based on *Rogue*, then considered the oldest of the bunch—as “the least of all available evils.” By 1998, when a development-focused group was proposed, “roguelike” was already firmly established. This naming pattern parallels how “Doom clone” later became the broader “first-person shooter.”

Gameplay and design borrow heavily from tabletop RPGs like Dungeons & Dragons. You control a character, often customizing their class, attributes, and skills—sometimes even race and gender. You start on the top dungeon level with basic gear: a simple weapon, armor, torches, and food. As you explore, you collect treasure—new weapons, armor, magical items, potions, scrolls, food, and money—while fighting monsters. Combat usua

field
Video game genre
known_for
Procedural generation, permadeath, turn-based dungeon crawling
origin_term
Usenet newsgroups around 1993
canon_examples
Rogue, NetHack, Angband

Lore & Background

The term 'roguelike' came from Usenet newsgroups 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 of 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, which was at the time considered to be the oldest of these types of games, was picked as 'the least of all available evils'.

Drawing from the concepts of tabletop role-playing games such as Dungeons & Dragons, nearly all roguelikes give the player control of a character, which they may customize by selecting a class, or adjusting attributes points and skills. At the start of the game, the character is placed at the top-most level of a dungeon, with basic equipment such as a simple weapon, armor, torches, and food. The player moves the character through the dungeon, collecting treasure 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. Defeating monsters earns the character experience points, and after earning enough points, the character will gain an experience level. The character dies if they lose all their hit points, and as most roguelikes feature the concept of permadeath, this represents the end of the game.

Reader's Guide

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 of 'canon' roguelike games Rogue, NetHack and Angband, which have since been used to distinguish these roguelike games from edge cases like Diablo. 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. Since then, with more powerful home computers and gaming systems and the rapid growth of indie video game development, 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, Crypt of the NecroDancer, and Hades. To distinguish these from traditional roguelikes, such games may be referred to as roguelite or roguelike-like. Despite this alternative naming suggestion, these games are often referred to as roguelike and use the roguelike tag on various marketplaces such as Steam.

Did You Know?

Core Gameplay & Strategic Depth

The central tension in roguelike deck-builders is that players must construct their strategy in real time, without knowing which cards will be offered as rewards. Most titles begin with a fixed starting deck and rely on turn-based combat, where a limited resource such as mana or action points governs how many cards you can play each turn. As you progress, random reward cards or in-game shop purchases let you expand your collection, and some games also provide tools to remove or upgrade existing cards. The real challenge lies in building synergies while avoiding a bloated deck stuffed with underperforming entries. In Slay the Spire, for example, defeating powerful enemies yields relics with permanent effects, and your deck strategy must mesh with those relics. This mirrors the character-development feel of a tabletop role-playing game. Permadeath remains a staple: lose all health and you restart with your original deck. Metagame layers let players unlock new cards or small bonus perks across runs, rewarding repeated play and experimentation.

Beyond the Card Metaphor

While the card metaphor dominates the genre, several titles prove the underlying design principle—randomized collection-building paired with roguelike structure—can be expressed through entirely different mechanics. In Dicey Dungeons, players fight through dungeon monsters by acquiring randomized weapons and equipment as prizes from combat, then power those items by matching dice-roll results to values on the gear. Luck Be a Landlord replaces cards with symbols placed on a slot machine, where scoring depends on how those symbols randomly land and interact with one another to produce larger point values. Hand of Fate and its sequel take yet another approach: the card deck randomizes dungeon layout, equipment, enemies, and rewards, but the actual combat unfolds as a real-time action sequence rather than a turn-based exchange. Together, these examples show the genre is defined less by a specific component type and more by the interplay between procedurally generated randomness and player-driven collection strategy.

Origins & Lineage

The roguelike deck-builder did not emerge from a vacuum. Richard Garfield, creator of Magic: The Gathering, traced the genre's DNA to two predecessors. The 1997 Magic: The Gathering video game had players traverse a world and win combat rounds to collect cards that strengthened their deck. Dominion, introduced in 2008, is widely regarded as the first tabletop deck-building game and itself drew inspiration from Magic. Dominion spawned a wave of follow-up tabletop titles, some of which were later digitized for PC and mobile while staying faithful to their physical roots. The first true roguelike deck-building video game is generally considered to be Dream Quest, a mobile title developed by Peter Whalen and released in 2014, with a PC port arriving roughly a year later. Despite its simple graphics, Dream Quest incorporated the genre's core elements and caught Garfield's attention, bridging the gap between traditional deck-building and roguelike randomness.

The Round-Based Scoring Subgenre

A distinctive subgenre within roguelike deck-builders, exemplified by Luck Be a Landlord and Balatro, replaces traditional combat with a round-based scoring challenge. In each round, the player must earn a target number of points that increases with every subsequent round, drawing on the collection they have assembled in earlier rounds. The core loop is tuning that collection to maximize synergy and meet the ever-rising score demand. In Luck Be a Landlord, players collect symbols that randomly populate a slot machine; some symbols score points directly while others amplify the value of neighboring symbols on the board. Balatro uses a standard playing-card deck, challenging players to construct the highest-scoring poker hands against escalating antes. Specialized joker cards let players modify scoring rules and reshape their deck to create synergies with those jokers. This structure shifts the strategic focus from surviving enemies to optimizing a mathematical combination under mounting pressure.

Gallery

Frequently Asked Questions

Who is Roguelike?

Roguelike is a subgenre of role-playing games defined by procedurally generated dungeons and permanent character death. It traces its roots to the 1980 terminal-based game Rogue, and the term itself was coined on Usenet newsgroups around 1993.

What are Roguelike's powers/role?

Roguelike operates on a strict turn-based grid where every action—moving, attacking, picking up an item—consumes a turn. Its signature tools are procedural generation, which reshuffles the dungeon layout every run, and permadeath, meaning a fallen character is gone for good.

How does Roguelike's story end?

There is no fixed narrative arc; each run is a fresh, randomly generated dungeon crawl with no replayable plot. The run simply stops the moment your character dies, and you begin a brand-new attempt from scratch.

Why is Roguelike important?

Roguelike established core design pillars—procedural generation, permadeath, and turn-based grid movement—that countless later titles, from NetHack to modern indie games, still build upon. It also cemented the bridge between tabletop RPGs like Dungeons & Dragons and digital role-playing.

Where did Roguelike come from?

The genre traces back to Rogue (1980), an ASCII-based dungeon crawler that set the visual and mechanical template for everything that followed. The label 'roguelike' was later coined by players on Usenet newsgroups around 1993 to describe games imitating Rogue's structure.

More in Video Game Genres 1-24

Spotted an error? Know more?

This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record

Comments

Loading…
Open in the interactive codex →