Roguelike (or rogue-like) is a style of role-playing game traditionally characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the player character.
Some of the better-known variants include Hack, NetHack, Ancient Domains of Mystery, Moria, Angband, Tales of Maj'Eyal, and Dungeon Crawl Stone Soup.
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.
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, race, and gender, and 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.
More recent examples of roguelikes that have stayed with ASCII art-based displays include Cogmind (2017) and Cataclysm: Dark Days Ahead (2013).
[34] 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.
These include games such as the Diablo series, ToeJam & Earl, and Dwarf Fortress, the latter of which retains the classic ASCII art-approach to gameplay as traditional roguelikes.
[24][31] Ars Technica 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".
[41] Within action roguelikes have also emerged a minimalistic shooter roguelike, with Vampire Survivors 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.
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 structures within the Pascal language allowed him to create a more diverse bestiary within the game.
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 from Tolkien's fiction, and incorporated more of the deadlier creatures described within the Middle Earth mythology.
[62] 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.
[65] 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).
[58] Harvey had been able to acquire a PDP-11/70 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.
[58] 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.
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.
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.
[23] 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's Discworld series)[67] 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.
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.
[69] Omega, developed by 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.
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 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.
[72] 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.
[19][84] 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.
[87][88] Existing roguelikes continue to be developed: a sequel to ADOM successfully received crowd funding in 2012,[68] while NetHack's first major release in ten years in 2015 is set to help the DevTeam expand the game further.
[96] 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".
[24][14] 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.
[17] 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.
[98] Edmund McMillen, 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.