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* ''VideoGame/RedRogue'': A Homage to the TropeNamer involving the now widowed lover of @ guided by his revenant to retrieve the Amulet of Yendor and restore him to life. Unlike the original, it is in a side-scrolling platformer format with no jumping. Combat system derives from a rudimentary casting and enchantment system with dual-wielding a main weapon and a throwable weapon.

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* ''VideoGame/RedRogue'': A Homage to the TropeNamer {{Trope Namer|s}} involving the now widowed lover of @ guided by his revenant to retrieve the Amulet of Yendor and restore him to life. Unlike the original, it is in a side-scrolling platformer format with no jumping. Combat system derives from a rudimentary casting and enchantment system with dual-wielding a main weapon and a throwable weapon.



* ''VideoGame/{{Rogue}}'', the TropeNamer and TropeMaker. Part of the Berlin Interpretation's canon.

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* ''VideoGame/{{Rogue}}'', the TropeNamer {{Trope Namer|s}} and TropeMaker.{{Trope Maker|s}}. Part of the Berlin Interpretation's canon.
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While modern roguelikes are somewhat friendlier, games in the genre still tend to be quite challenging - after all, there is no point in permadeath if it is easy to avoid dying. Still, some modern roguelikes have taken steps to soften the punishment, such as by limiting failures to just the current level, or by allowing the player to carry some of their efforts over to their next playthrough when they die so that they at least have a better chance on future runs.

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While modern roguelikes are somewhat usually friendlier, games in the genre still tend to be quite challenging - after all, there is no point in permadeath if it is easy to avoid dying. Still, some modern roguelikes have taken steps to soften the punishment, such as by limiting failures to just the current level, or by allowing the player to carry some of their efforts over to their next playthrough when they die so that they at least have a better chance on future runs.
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* {{Macrogame}}: Some aspect of the game carries over from one playthrough to the next, even when the player gets defeated and has to start over. Examples could be a currency that persists beyond death, or items that become available in future playthroughs once unlocked in-game. This was less common in early roguelikes, which fully expected you to restart from the very beginning. In modern roguelikes, it is common for your in-game actions to have at least some indirect effect on how the game will play out next time.

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* {{Macrogame}}: Some aspect of the game carries over from one playthrough to the next, even when the player gets defeated and has to start over. Examples could be a currency that persists beyond death, or items that become available in future playthroughs once unlocked in-game. This was less common in early roguelikes, which fully expected you to restart from the very beginning.beginning after a death. In modern roguelikes, it is common for your in-game actions to have at least some indirect effect on how the game will play out next time.
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* ''VideoGame/EndlessDungeon'' combines this with TowerDefense, RealTimeStrategy, and Twinstick Shooter.
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* ''VideoGame/DesperateEscape'', a roguelite stealth-based game about traversing a randomly generated warehouse to find car parts.
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* ''VideoGame/MegaCityPolice'', a [=2D=] shooter heavily inspired by ''ComicBook/JudgeDredd'' and ''Film/{{Robocop|1987}}''.

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* ''VideoGame/MegaCityPolice'', ''VideoGame/MegaCityForce'', a [=2D=] shooter heavily inspired by ''ComicBook/JudgeDredd'' and ''Film/{{Robocop|1987}}''.
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Compare VideoGameRandomizer, a type of GameMod which adds roguelike-style randomness to a previously static game. See also RandomEncounters and RandomlyGeneratedQuests, which are types of procedural content that are often incorporated into [[RolePlayingGame Role Playing Games]].

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Compare VideoGameRandomizer, a type of GameMod which adds roguelike-style randomness to a previously static game. [[DeckbuildingGame Deckbuilding Games]] often overlap with roguelikes due to the inherent randomization of card draws. See also RandomEncounters and RandomlyGeneratedQuests, which are types of procedural content that are often incorporated into [[RolePlayingGame Role Playing Games]].
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* ''VideoGame/CobaltCore'', a sci-fi DeckbuildingGame in which a team of three out of eight characters, each with their own unique cards and upgrades, navigate branching paths in various space sectors in order to end a time loop caused by an unstable spaceship's core.
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* ''VideoGame/AstralAscent''

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* ''VideoGame/{{Cuisineer}}'' has the player gather ingredients for its SimulationGame portion by slaying food-based monsters in randomly-generated dungeons.



* ''VideoGame/CuriousExpedition2''

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* ** ''VideoGame/CuriousExpedition2''
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* ''VideoGame/WizardWithAGun'', a co-operative survival game in which [[StalkedByTheBell exploring the world can only be done for a limited amount of time before the player must end their run]] and return to their HomeBase, which is conveniently outside of time.
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* ''VideoGame/AgainstTheStorm''
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* ''VideoGame/BeneathAppleManor'' (UsefulNotes/AppleII, 1978): Predates the TropeNamer; one of the first games with RandomlyGeneratedLevels.

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* ''VideoGame/BeneathAppleManor'' (UsefulNotes/AppleII, 1978): Predates the TropeNamer; {{Trope Namer|s}}; one of the first games with RandomlyGeneratedLevels.
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The TropeMaker for the genre is the 1980 video game ''VideoGame/{{Rogue}}'', a terminal-based DungeonCrawling game which popularized the gameplay combination of random level generation and permadeath. ''Rogue'''s design inspired a huge family of dungeon crawlers over the next few decades, which became known as "roguelikes".

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The TropeMaker {{Trope Maker|s}} for the genre is the 1980 video game ''VideoGame/{{Rogue}}'', a terminal-based DungeonCrawling game which popularized the gameplay combination of random level generation and permadeath. ''Rogue'''s design inspired a huge family of dungeon crawlers over the next few decades, which became known as "roguelikes".
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* ''Videogame/WeWhoAreAboutToDie'', a Roguelite RPG with physics-based combat where you play one of the many gladiators fighting for glory and survival in a pseudo-Roman arena.

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The TropeMaker for the genre is the 1980 video game ''VideoGame/{{Rogue}}'', a terminal-based DungeonCrawling game which popularized the gameplay combination of random level generation and permadeath. ''Rogue'''s design inspired a huge family of dungeon crawlers over the next few decades, which became known as "roguelikes"; since the 2000s, the design philosophy of procedural generation and permadeath found its way into many other games as well, and the term "roguelike" began to be applied more generally to such games. See the Analysis/{{Roguelike}} page for more details.

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The TropeMaker for the genre is the 1980 video game ''VideoGame/{{Rogue}}'', a terminal-based DungeonCrawling game which popularized the gameplay combination of random level generation and permadeath. ''Rogue'''s design inspired a huge family of dungeon crawlers over the next few decades, which became known as "roguelikes"; since "roguelikes".

Since
the 2000s, the design philosophy of procedural generation and permadeath found its way into many other games as well, and the term "roguelike" began to be applied more generally to such games. See the Analysis/{{Roguelike}} [[Analysis/{{Roguelike}} Analysis]] page for more details.
details on the history of roguelikes.

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Removing this section - we discussed this distinction during the TRS thread, and decided that it's not up to TV Tropes to define these terms. That's why we left the definitions open. I also haven't seen a lot of intense flame wars over it.


The TropeMaker for the genre is the 1980 video game ''VideoGame/{{Rogue}}'', a terminal-based DungeonCrawling game which popularized the gameplay combination of random level generation and permadeath. ''Rogue'''s design inspired a huge family of dungeon crawlers over the next few decades, which became known as "roguelikes"; since the 2000s, many other games adopted the design philosophy of procedural generation and permadeath, and the term "roguelikes" came to be used on those games as well.

Due to the gradual evolution of term "roguelike", the term nowadays has two different definitions; the definition and usage of the term "roguelike" has also become a [[FlameBait highly contentious issue]] among internet gaming communities, and using the incorrect definition in incorrect contexts can lead to intense arguments.

* "Roguelike" (older definition): A subgenre of turn-based {{Role Playing Game}}s that uses random generation, permadeath, {{dungeon crawling}}, and high-complexity designs in the same pattern as ''Rogue''.
** This is the original definition of the term, and most "Roguelike Communities" specifically about "Roguelikes" ''only'' use this definition. For differentiation, it is sometimes called '''traditional roguelike'''.
* "Roguelike" (newer definition): A genre of video games that uses random generation and permadeath designs similar to ''Rogue''.
** This is the modern definition of the term, used by most of the video game community outside of "Roguelike Communities", including this website. For differentiation, games that only qualify under the new definition (and not the old one) are called '''roguelite'''s.

More information on the term's history can be found on the [[Analysis/{{Roguelike}} Analysis]] page.

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The TropeMaker for the genre is the 1980 video game ''VideoGame/{{Rogue}}'', a terminal-based DungeonCrawling game which popularized the gameplay combination of random level generation and permadeath. ''Rogue'''s design inspired a huge family of dungeon crawlers over the next few decades, which became known as "roguelikes"; since the 2000s, many other games adopted the design philosophy of procedural generation and permadeath, and the term "roguelikes" came to be used on those permadeath found its way into many other games as well.

Due to the gradual evolution of term "roguelike", the term nowadays has two different definitions; the definition
well, and usage of the term "roguelike" has also become a [[FlameBait highly contentious issue]] among internet gaming communities, and using began to be applied more generally to such games. See the incorrect definition in incorrect contexts can lead to intense arguments.

* "Roguelike" (older definition): A subgenre of turn-based {{Role Playing Game}}s that uses random generation, permadeath, {{dungeon crawling}}, and high-complexity designs in the same pattern as ''Rogue''.
** This is the original definition of the term, and most "Roguelike Communities" specifically about "Roguelikes" ''only'' use this definition. For differentiation, it is sometimes called '''traditional roguelike'''.
* "Roguelike" (newer definition): A genre of video games that uses random generation and permadeath designs similar to ''Rogue''.
** This is the modern definition of the term, used by most of the video game community outside of "Roguelike Communities", including this website. For differentiation, games that only qualify under the new definition (and not the old one) are called '''roguelite'''s.

More information on the term's history can be found on the [[Analysis/{{Roguelike}} Analysis]] page.
Analysis/{{Roguelike}} page for more details.
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* No SaveScumming: Roguelikes typically have OnlyOneSaveFile and do not allow or expect you to reload a save, other than to resume a game already in progress, as this would negate the purpose of {{Permadeath}}.

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* No SaveScumming: SuspendSave: Roguelikes typically have OnlyOneSaveFile per character, and do not allow or expect you to reload a save, save other than to resume a game already in progress, as this would negate the purpose of progress. This prevents players from SaveScumming, which could otherwise be used to circumvent {{Permadeath}}.
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* No SaveScumming: Roguelikes typically do not allow or expect you to reload a save, other than to resume a game already in progress, as this would negate the purpose of {{Permadeath}}.

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* No SaveScumming: Roguelikes typically have OnlyOneSaveFile and do not allow or expect you to reload a save, other than to resume a game already in progress, as this would negate the purpose of {{Permadeath}}.

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** [[/index]]''Etrian Mystery Dungeon'', based on the ''VideoGame/EtrianOdyssey'' series.[[index]]
** ''Mystery Chronicle: One-Way Heroics'', based on ''VideoGame/OneWayHeroics''.



** ''VideoGame/ShirenTheWanderer'': The exception.



** ''VideoGame/ShirenTheWanderer'': The exception.
** [[/index]]''Etrian Mystery Dungeon'', based on the ''VideoGame/EtrianOdyssey'' series.[[index]]



** ''Mystery Chronicle: One-Way Heroics'', based on ''VideoGame/OneWayHeroics''.

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* ''VideoGame/{{Arknights}}'' have a roguelike mode called "Integrated Strategies".

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* ''VideoGame/{{Arknights}}'' have has a roguelike mode called "Integrated Strategies".



** ''VideoGame/ChocobosDungeon''
** ''The Nightmare of Druaga'' ([=PS2=])
** ''VideoGame/PokemonMysteryDungeon'' is likely the one best known in the West.

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** ''VideoGame/ChocobosDungeon''
''VideoGame/ChocobosDungeon'', based on the ''Franchise/FinalFantasy'' series.
** ''The Nightmare of Druaga'' ([=PS2=])
Druaga'', based on the series of ''VideoGame/TheTowerOfDruaga''.
** ''VideoGame/PokemonMysteryDungeon'' ''VideoGame/PokemonMysteryDungeon'', based on the ''Franchise/{{Pokemon}}'' series, is likely the one best known in the West.


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** ''Mystery Chronicle: One-Way Heroics'', based on ''VideoGame/OneWayHeroics''.
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* ''VideoGame/{{Beacon}}'', an isometric shooter roguelike. Its main gimmick is harvesting genes from fallen enemies, which change your stats and enable mutations that can be as simple as having robotic parts grafted to your chest for better armor to becoming an eldritch fire demon.

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* ''VideoGame/{{Beacon}}'', ''VideoGame/Beacon2018'', an isometric shooter roguelike. Its main gimmick is harvesting genes from fallen enemies, which change your stats and enable mutations that can be as simple as having robotic parts grafted to your chest for better armor to becoming an eldritch fire demon.
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* ''VideoGame/CaveNoire'', a 1991 Japanese exclusive Game Boy game from Konami, that centred on 4 distinct rouguelike questlines divided into 10 difficulty levels.

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* ''VideoGame/CaveNoire'', a 1991 Japanese exclusive Game Boy game from Konami, that centred centres on 4 distinct rouguelike roguelike questlines divided into 10 difficulty levels.
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* ''VideoGame/CavesNoire'', a 1991 Japanese exclusive Game Boy game from Konami, that centred on 4 distinct rouguelike questlines divided into 10 difficulty levels.

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* ''VideoGame/CavesNoire'', ''VideoGame/CaveNoire'', a 1991 Japanese exclusive Game Boy game from Konami, that centred on 4 distinct rouguelike questlines divided into 10 difficulty levels.
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* ''VideoGame/CavesNoire'', a 1991 Japanese exclusive Game Boy game from Konami, that centred on 4 distinct rouguelike questlines divided into 10 difficulty levels.
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* ''VideoGame/MegaCityPolice'', a [=2D=] shooter heavily inspired by ''ComicBook/JudgeDredd'' and ''Film/{{Robocop}}''.

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* ''VideoGame/MegaCityPolice'', a [=2D=] shooter heavily inspired by ''ComicBook/JudgeDredd'' and ''Film/{{Robocop}}''.''Film/{{Robocop|1987}}''.
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Added a new game.

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* ''VideoGame/PathOfAchra''
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* ''VideoGame/BlazBlueEntropyEffect'', a spinoff of the ''Franchise/BlazBlue'' series.
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* ''VideoGame/MegaCityPolice'', a [=2D=] shooter heavily inspired by ''ComicBook/JudgeDredd'' and ''Film/{{Robocop}}''.

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Monolith is now named Star of Providence


* ''VideoGame/{{Monolith}}'', a roguelike BulletHell


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* ''VideoGame/StarOfProvidence'', a roguelite BulletHell

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