[[quoteright:291:[[VideoGame/AncientDomainsOfMystery http://static.tvtropes.org/pmwiki/pub/images/adom_6451.png]]]]
[[caption-width-right:291:Typical [[ASCIIArt graphics]] and [[NintendoHard gameplay]] of roguelikes.]]

->''"The [[RandomNumberGod RNG]] giveth, and the RNG taketh away..."''
-->-- '''Common saying in roguelike circles'''

Roguelikes (also known by the [[WritingAroundTrademarks unencumbered]] but less popular name of Procedural Death Labyrinths or PDL) are a subgenre of {{Role Playing Game}}s, so named for being like ''VideoGame/{{Rogue}}'', a [[OlderThanTheNES very early]] computer game.

''Rogue'' was a dungeon simulator originally played on text terminals in the early 1980s, which used ASCII characters to abstractly represent a tile-based game world. For example, your character is an '''@''', walls are represented by lines of '''|''' and '''—''', '''!''' is a potion, and the various letters of the alphabet represent different monsters ('''H''' is a hobgoblin, while '''D''' is a dragon). You're effectively looking at an overhead view of a dungeon composed of text characters.

Every game, the dungeon would be arranged differently, with different items to find, and the various monsters would appear in different places. All of this meant that the game was never the same twice, giving it unprecedented replay value. The game was turn-based, with everything in the world moving only when your character did, meaning that no quick decisions were required - you could play it like chess, thinking carefully about your options when you needed to. You could also save the game's state at any time and return to it days, weeks, or months later.

Adding to the addictive nature of the game was the thrill of [[FinalDeath permadeath]] - the fact that the death of your character would end the game, forcing you to start again from the beginning no matter how far into the dungeon you got. This ensured that players were very attached to their characters, and would play with tactical caution, weighing up their options whenever things became dangerous.

This combination of random generation, turn-based combat, and permadeath is the defining characteristic of ''Rogue''. Players relished the risky, rewarding challenge offered by the game, and it wasn't long before copycat games began to follow, thus giving birth to a genre which came to be known as the ''Roguelike'', in honor of ''Rogue''.

One factor that almost certainly contributed to the rise of roguelikes was the fact that they have no graphical requirements. Any coder can create one without having to worry about graphical or audio resources -- the only requirement of a roguelike is the ability to manipulate a grid of text characters, which any computer system can do trivially -- especially the [[UsefulNotes/CursesAPI terminal-based systems]] in common use during the 1980s, when the first roguelikes began to appear.

Because of the lack of reliance on graphics, roguelikes tend to focus far more on game mechanics instead, with the result that they are often extremely intricate, and allow for complex strategies and interactions.

Today, a truly enormous family of roguelikes exists. Many are written as labors of love, or as experiments to try out new and interesting game mechanics. (The 'experimental roguelike' is practically a genre in itself.)

The most traditional roguelikes have the following characteristics:

* Roguelikes are centered around DungeonCrawling through [[RandomlyGeneratedLevels randomly-generated environments]] [[RandomlyDrops randomly stocked]] from a list of monsters and items. Some (such as ''[[VideoGame/AncientDomainsOfMystery ADOM]]'') also have a static overworld and/or special levels, but even those games rely on random content in other places. This means that memorization is not enough to win a roguelike, and {{walkthrough}}s as such cannot be made for them, but they have high replay value. On the downside, this means it is possible to lose in a roguelike purely by bad luck, although most roguelike designers attempt to avoid outright unfair situations.
* Roguelikes take FinalDeath to the extreme. When your character dies, that's it - they're [[DeaderThanDead dead for good]], with no chance of recovery, no matter how far they may have gotten or what fabulous treasures they may have accrued. Saving the game is often possible, [[SuspendSave but it is only used for having a pause from playing]], and when your character dies, the save file is deleted. SaveScumming is thus flatly disallowed (even if it may be possible through outside means). The result of this is that roguelike players are very invested in their characters, and are ''forced'' to learn the essential skills for survival.
* Roguelikes typically have only a single controllable character, with a turn-based engine in which everything moves at the same time. Some allow you to have allies or pets, but they can't be directly controlled, only given general orders.
* Roguelikes generally feature an enormous menagerie of monsters and enemies, which will have various abilities, resistances, weaknesses, and defenses. Part of the game strategy will be learning the best ways to fight particular monsters, and how to protect yourself from them.
* Roguelikes generally include a mechanic to encourage players to progress -- be it rewarding them for going through levels fast, or punishing them for lingering too long. This can be done for a variety of reasons: it forces the player to confront the increasingly difficult parts of the game, [[AntiGrinding prevent them from level grinding]], or to encourage risky play. The original ''Rogue'', for example, [[WizardNeedsFoodBadly required you to eat food every so often or starve to death]], and it was nearly impossible to find more food on a dungeon level once you'd cleaned it out -- but going down to the next dungeon level meant fighting tougher monsters.
* Most roguelikes have randomized appearances for items that do not persist from one playthrough to the next. In one playthrough, for example, 'a green potion' might be a potion of healing, but in the next, it might be a potion of ''poison''. Because of this, ''identification'' is often a key aspect of gameplay, and there are many different techniques a player can use to learn the identities of objects they have acquired: identification spells, careful observation (for example, seeing a monster drink a potion and noting what happens), elimination, or even just [[TrialAndErrorGameplay blindly using them and seeing what happens]]. It's typical, after dying, to be revealed that you had an item which could've saved you, but was unidentified at the time. Roguelikes might also make use of RandomlyGeneratedLoot.
* Roguelikes, especially the well-known or popular ones, have often been under continual development for many years (sometimes a few decades), making them extraordinarily large and complex. Many have to use both capital and lowercase letters to have enough inputs for their commands, and some go even further. Interactions between gameplay elements are also often very intricate, to the point where DevelopersForesight is played straight.
* Roguelikes are [[NintendoHard notoriously difficult]]. This is generally by design. Death is expected to be fairly frequent, enough so that the community has developed the acronym "YASD," for YetAnotherStupidDeath. It is easily possible to play some roguelikes for years without even coming close to victory.
* Most roguelikes have little more than an ExcusePlot, and are designed to be started and restarted quickly.
* Many roguelikes are incredible time sinks, which is only exacerbated by the fact that most of them are entirely free.

Roguelikes can be roughly classified into a few different {{Subgenre}}s that occasionally overlap:
* '''Hacklikes:''' influenced mostly by ''VideoGame/NetHack'' (a direct descendant of ''Rogue''). They mostly focus on DungeonCrawling, with an aggressive food clock and limited resources.
* '''*bands:''' influenced by ''VideoGame/{{Angband}}''. *bands usually feature a non-permanent dungeon, infinite resources and very tough bosses, so the games are focused on [[TookALevelInBadass taking levels in badass]] until the player is ready to punch dragons to death.
* '''Coffeebreak roguelikes:''' simple roguelikes with few controls that are designed to be easy to pick up and play (although they may still be just as difficult as a traditional roguelike). Sometimes these are deliberately short, rather than the sprawling affairs that traditional roguelikes tend to be, and often have a strong {{Macrogame}} to compensate for this. These are also known as Roguelites.
* '''Experimental roguelikes:''' these often overlap with Coffeebreak roguelikes. They are generally more like proofs of concepts, and as such can feature extremely strange gameplay mechanics. They may be unbalanced to play, possibly by design.
* '''Rogue-lites:''' A catch-all category that refers to games that, while not being full Roguelikes themselves, have similar elements, usually permadeath and randomly generated levels. They usually have a {{Macrogame}}, diminishing the impact of permadeath since some progress can be salvaged for future playthroughs, win or lose. Apart from that, many are not [=RPGs=] with level systems (''VideoGame/{{Spelunky}}'', the first successful rogue-lite, is a PlatformGame, for example).

In the west, roguelikes are mostly a niche thing, but their influence can be widely seen in indie games of the late 2000s/early 2010s. Many games, especially open sandbox style games, are turning to random procedural generation as a way of increasing their replay value. ''VideoGame/{{Minecraft}}'' developer Notch has admitted to being a huge roguelike fan, which is the reason that ''Minecraft'' has a Hardcore difficulty mode (to reproduce the roguelike ideal of permadeath).

There are a few true roguelikes that have managed to creep into the Western mainstream, however. The best known is probably ''VideoGame/{{Diablo}}'', which was inspired by ''[=NetHack=]''. The genre is much less niche in Japan, and there are quite a few Eastern roguelikes; the most well-known in the West is probably ''VideoGame/PokemonMysteryDungeon''.

Indie games which make use of roguelike gameplay traits are sometimes jokingly referred to as 'roguelike-likes'. Space adventure game ''VideoGame/{{FTL}}'', and platform game ''VideoGame/{{Spelunky}}'' often receive the 'roguelike-like' label. Sometimes, this coyness is dropped and people will simply refer to them as roguelikes. 'Roguelike' is not a well-defined term and there is no consensus upon what constitutes one, although attempts have been made to arrive at an acceptable definition: the '[[http://www.roguebasin.com/index.php?title=Berlin_Interpretation Berlin Interpretation]]' is the most well known effort.

See also MultiUserDungeon for a related genre of [=RPG=] with its roots in TextAdventure games.

!!Roguelike games
* ''VideoGame/TwentyXX'' combines roguelike elements with the fast-paced, tight platforming of ''VideoGame/MegaManX''.
* ''[[http://people.umass.edu/jvight/3059/ 3059]]'', ''[[http://sites.google.com/site/free3069/Story 3069]]'', ''[[https://sites.google.com/site/3079game/ 3079]]'' and ''[[https://3089game.wordpress.com/ 3089]]'' sit in a grey area between action RPG & roguelike while continuing the theme of random quests, enemies, items (that can be customized with random parts), terrain & more.
* ''VideoGame/AlphaMan''
* ''VideoGame/AncientDomainsOfMystery'', perhaps the best-known open-world roguelike. Part of the Berlin Interpretation's canon.
* ''VideoGame/{{Angband}}'', the second-most influential roguelike around and the parent of an entire subgenre. Part of the Berlin Interpretation's canon.
* ''VideoGame/TheAwakenedFateUltimatum''
* ''VideoGame/AzureDreams''
* ''VideoGame/{{Baroque}}'' (Sega Saturn, [=PSX=], [=PS2=], and Wii)
* ''VideoGame/TheBindingOfIsaac'' combines roguelike elements with Zelda-esque dungeons, twinstick shooter gameplay, and gallons of NightmareFuel.
* ''VideoGame/BionicDues'' throws in customisation of a squad of four [[HumongousMecha Humongous Mechas]], while adding smaller bite-sized dungeons to be completed as a final battle approaches over time.
* ''VideoGame/BitDungeon''
* ''VideoGame/{{Brogue}}''
* ''VideoGame/CastleOfTheWinds''
* ''VideoGame/{{Cataclysm}}'', zombie apocalypse roguelike.
* ''VideoGame/CavesOfQud''
* ''VideoGame/{{Cogmind}}''
* ''VideoGame/TheConsumingShadow'', [[Creator/HPLovecraft Lovecraftian]] roguelike.
* ''[[http://store.steampowered.com/app/344740/CRYPTARK/ CRYPTARK]]'' is a ShootEmUp/roguelike hybrid, where you play a mech-suited contractor hired by a MegaCorp to clear out a number of derelict spaceships. You have a finite budget for supplies and weapons, and if you end any mission in the red, your contract is terminated and you have to start over.
* ''VideoGame/CryptOfTheNecrodancer'' combines roguelike dungeon crawling with a rhythm game.
* ''VideoGame/CuriousExpedition''
* ''VideoGame/{{CTHON}}'' is a VideoGame/Wolfenstein3D-styled version.
* ''VideoGame/DarkestDungeon''
* ''VideoGame/DeadCells'' is a roguelite done like a {{Main/Metroidvania}}, and with combat reminscent of {{VideoGame/Bloodborne}}.
* ''VideoGame/DeadlyRoomsOfDeath''
* ''VideoGame/DeathRoadToCanada''
* ''VideoGame/DesktopDungeons'' is part roguelike, part puzzle game.
* ''VideoGame/{{Diablo}}'' and [[VideoGame/DiabloII its]] [[VideoGame/DiabloIII sequels]], which take the Roguelike formula into real time. It's also more lenient, at least in lower difficulties -- rather than being permanently killed, you're teleported back to town with no equipment when you die, but with your level and everything in your personal chest intact. It also spawns an entity called "your corpse" on the spot where you died that has all your goodies on it. They have arguably become a GenreKiller in that almost all new post-''Diablo'' roguelikes take inspiration from it instead of ''Rogue'' itself [[note]]at least until in the late {{Noughties}} where it could be argued a Roguelike Renaissance occured thanks to several successful indie roguelikes[[/note]]. Its own clones include:
** ''VideoGame/{{FATE}}'', a "cover band" version
** ''VideoGame/HellgateLondon'', ''MYTHOS'' and ''VideoGame/{{Torchlight}}'', which are all {{Spiritual Successor}}s made by the remains of Blizzard North.
** ''[[http://diablo.chaosforge.org/ DiabloRL]]'', i.e. Diablo Roguelike, is more of a roguelike than a "Diablolike" due to its turn-based nature.
** ''VideoGame/TitanQuest'' and its SpiritualSuccessor ''VideoGame/GrimDawn'', heavily based on Diablo II but with a unique hybrid class system, though they lack real death punishment or randomly-generated maps- The exception to the latter are certain dungeons in ''Grim Dawn'' which are expressly randomized.
** ''VideoGame/PathOfExile'', which messes with most of Diablo II's core mechanics but very much maintains its spirit.
** ''VideoGame/GreedBlackBorder'' and ''VideoGame/SpaceHack'', Diablo [[RecycledInSpace IN SPACE!]]
* ''VideoGame/DigimonWorld2''
* ''VideoGame/DinsCurse''
* ''VideoGame/{{Dnd}}'', the UrExample of Roguelikes. It predates ''Rogue'' by several years, but has many features that would eventually become commonplace in the Roguelike genre.
* ''VideoGame/DontStarve''
* ''VideoGame/DoomTheRoguelike'', is ExactlyWhatItSaysOnTheTin.
** ''[[http://alien.chaosforge.org/ Aliens, the Roguelike]]'' is basically the ''Franchise/{{Alien}}'' equivalent of ''Doom, the Roguelike'', except this one has [[AnAdventurerIsYou character classes]] and is (especially if you play in darkness and, with headphones) [[ParanoiaFuel MUCH scarier...]]
** ''[[http://slashie.net/page.php?6 Castlevania, the Roguelike]]'', [[http://www.youtube.com/watch?v=viNQLwMWjF0 with sprites]] [[http://www.youtube.com/watch?v=424eE-FQoIE or with ASCII graphics]].
** The same person also made a [[http://slashie.net/page.php?22 Zelda roguelike]], a [[http://slashie.net/page.php?26 Rockman roguelike]], and a [[http://slashie.net/page.php?24 Metroid roguelike]] (kind of makes you wonder how he represented Samus taking off her suit at the end of each game).
* ''[[http://shrines.rpgclassics.com/sms/dragoncrystal/ Dragon Crystal]]''
* ''VideoGame/DragonFinSoup'' uses roguelike mechanics with a story mode as well as standard permadeath roguelike modes.
* ''VideoGame/DragonQuestMonsters'', especially the Gameboy and Gameboy Advance installments. Joker eschewed it in favor of 3d, although Joker 2 added some light roguelike elements in the bonus dungeons.
* ''VideoGame/TheDrop''
* ''VideoGame/DungeonCrawl''. A roguelike with a laundry list of unique features to increase the focus on player skill rather than luck. Part of the Berlin Interpretation canon.
* ''VideoGame/TheDungeonOfDoom'' (aka ''The Dungeon Revealed'')
* ''VideoGame/DungeonsOfDredmor'' not only has sprite graphics, but also animations, sound effects, background music, DifficultyLevels, and the option to turn off Permadeath, all of which are very rare for roguelikes.
* ''VideoGame/DungeonOfTheEndless'' combines this with TowerDefense, RealTimeStrategy, and TurnBasedStrategy.
* ''VideoGame/{{Duskers}}''
* The Adventure mode of ''VideoGame/DwarfFortress''. Fortress Mode retains the aesthetic but {{Genre Shift}}s to a city builder[=/=]survival game.
* ''VideoGame/EagleIsland'''s whole concept revolves around a PlatformGame with procedurally generated loot, terrain and monsters that are different every time the level is replayed.
* ''VideoGame/{{Eldritch}}'' is a {{Roguelike}} deprived of RPGElements and with a FirstPersonShooter[=/=]PlatformGame[=/=]StealthBasedGame gameplay.
* ''VideoGame/{{Elona}}'' is this in tandem with also possessing farming sim elements, as well as references to many of the other roguelikes listed on this page.
* ''VideoGame/EnterTheGungeon''
* ''VideoGame/EquinTheLantern''
* ''VideoGame/EvolutionWorlds'', albeit with a turn-based battle system.
* ''VideoGame/FatalLabyrinth''
* ''VideoGame/FeralFury''
* ''VideoGame/FinalFantasyX2 Last Mission'' is an extra included with the International and HD Remaster versions of ''Final Fantasy X-2''. It abandons anything resembling normal ''Franchise/FinalFantasy''-style gameplay in favor of a system like this.
* ''VideoGame/FinalFantasyXIV'' has a GameWithinAGame, the 'Deep Dungeons'. In practice, these are Roguelikes that have an entirely separate progression system from the rest of the game. Each tier of the dungeon has 10 floors, with the first nine being randomly generated, and the tenth always being a boss. Additionally, there are 'Accursed Hoard' caches that can only be unveiled with a special item; finding one yields loot that can be redeemed outside of the Deep Dungeon. Lastly, if you max out your Aetherpool weapon and armor, you can 'cash out' a permanent version of a class Aetherpool weapon, at the cost of resetting your Aetherpool progression in Deep Dungeons to +1/+1.
* ''VideoGame/TheFlameInTheFlood''
* ''VideoGame/{{Flinthook}}'', a SpacePirate-themed PlatformGame with {{Metroidvania}} elements, with randomly generated levels.
* ''VideoGame/FTLFasterThanLight'' mixes roguelike with RealTimeWithPause space battles.
* ''VideoGame/GatewayToApshai,'' the ActionizedSequel to ''Temple of Apshai''
* ''VideoGame/GearHead''
* ''VideoGame/GoldenKroneHotel''
* ''VideoGame/TheGuidedFateParadox''
* ''VideoGame/HadesVanquish'' is a roguelike PlatformGame with a strong emphasis on UnderTheSea action and maintaining an OxygenMeter.
* ''[[VideoGame/HeartAndSlash Heart&Slash]]'' is a 3D roguelike/brawler game with ''Franchise/DevilMayCry'' elements.
* ''VideoGame/{{hets}}'' is a freeware roguelike PlatformGame defined by minimalistic graphics, persistent enemies and lots of shooting.
* ''VideoGame/HiveJump'' is a ''VideoGame/{{Abuse}}''-esque RunAndGun version with a turn-based meta-game layered over it.
* ''[[VideoGame/HyperRogue HyperRogue]]'', which plays out on a non-Euclidean hyperbolic surface, giving navigation and running away some novel dynamics.
* ''VideoGame/ImmortalRedneck'' is a [[TheNineties 90s]] [[FirstPersonShooter FPS]] version. It has persistence in the form of being able to use gold from your last run to purchase permanent upgrades.
* ''VideoGame/{{Incursion}}''
* ''VideoGame/{{Ironcast}}'', which contains the permadeath aspect of Roguelikes, and combines it with an RPG/match-3-puzzle-game combat system. With {{Steampunk}} [[HumongousMecha Humongous Mechas]].
* ''VideoGame/IterVehemensAdNecem''
* ''VideoGame/IzunaLegendOfTheUnemployedNinja''
* The ''VideoGame/JauntTrooper'' series
* ''VideoGame/LegendOfDungeon''
* ''[[VideoGame/LethalCrisis Lethal Crisis Proto Sphere]]'', a hybrid of a roguelike and an action-platformer.
* ''[[http://larn.rogueforge.net/ Larn]]''
* ''VideoGame/LiberalCrimeSquad'', A PoliticalCartoon roguelike.
* ''VideoGame/LufiaIIRiseOfTheSinistrals''' The "Ancient Cave", a completely optional side dungeon that [[SidetrackedByTheGoldSaucer many people spent more time on than the actual adventure itself]] (and was made available as an entire new game mode if you beat NewGamePlus).
* ''VideoGame/{{Magicite}}''
* ''[[http://www-math.bgsu.edu/~grabine/moria.html Moria]]''
* ''VideoGame/{{Monolith}}''
* ''Monster Gate'' 1 and 2, two GBA games that function very much like the ''Mysterious Dungeon'' games, but only had a Japanese release.
** The arcade game that these are based on, where you put in real currency to get game money which is used to pay the dungeon fee for each dungeon (and to cast spells). Each dungeon you start at 0 XP, but can usually take up to 10 spells with you. The game also featured a non-interactive multiplayer where you could beat dungeons to take them over, and the ability to customize your own dungeons (set the number of levels, type of enimies, and specials) and challenge other players to try and beat it.
* ''VideoGame/{{Monstrum}}'' mixes Roguelike elements with elements from the SurvivalHorror genre.
* ''VideoGame/MordheimCityOfTheDamned'' - A roguelike TurnBasedStrategy game with RPGElements.
* ''Mysterious Dungeon'' (''Fushigi no Dungeon'') games, all but one of which are licensed spinoffs of other franchises:
** ''VideoGame/ChocobosDungeon''
** ''The Nightmare of Druaga'' ([=PS2=])
** ''VideoGame/PokemonMysteryDungeon'' is likely the one best known in the West.
** The ''Torneko no Daibouken'' (''Torneko's Great Adventure'') spin-off series from ''VideoGame/DragonQuest''
** ''VideoGame/ShirenTheWanderer'': The exception.
** ''Etrian Mystery Dungeon'', based on the ''VideoGame/EtrianOdyssey'' series.
* ''VideoGame/NeoScavenger''
* ''VideoGame/NetHack'', the best-known and most influential of all roguelikes. Part of the Berlin Interpretation's canon.
** ''VideoGame/SlashEM''
*** ''VideoGame/SlashEmExtended''
* ''VideoGame/{{Necropolis}}''
* ''VideoGame/NuclearThrone'' is a [[TopDownView Top-Down]] ShootEmUp version.
* ''Omega''
* ''VideoGame/OneWayHeroics'', which has a [[AutoScrollingLevel mechanic that's normally found in platformers]].
* ''VideoGame/OurDarkerPurpose'', which brings a healthy dose of SurvivalHorror to the mix.
* ''VideoGame/OutThere'', which was heavily inspired by ''VideoGame/FasterThanLight''.
* ''VideoGame/ParanauticalActivity'', which brings the Roguelike formula into that of a fast-paced FirstPersonShooter.
* ''VideoGame/PixelDungeon''
* ''VideoGame/{{Polygod}}''
* ''VideoGame/{{Powder}}'', a roguelike developed originally for the UsefulNotes/GameBoyAdvance (and now ported to other systems)
* ''VideoGame/{{Prospector}}''
* ''VideoGame/PuellaMagiMadokaMagicaPortable'', the [[LicensedGame PSP game for the anime]], is a roguelike/adventure game.
* ''[[VideoGame/RagnarokRoguelike Ragnarok]]''
* ''VideoGame/RecettearAnItemShopsTale'' in Dungeon Mode.
* ''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.
* ''VideoGame/{{Redungeon}}''
* ''VideoGame/RenownedExplorers'': a hybrid Roguelike TurnBasedStrategyGame.
* ''VideoGame/RiskOfRain'', another hybrid of a roguelike and an action-platformer, this time in space.
* ''VideoGame/RoadNotTaken'' is this with {{Block Puzzle}}s and a romance sidequest.
* ''VideoGame/ARobotNamedFight'', a Rogue-lite Metroidvania homage with heavy emphasis on the ''Metroid'' part, as well as influences from John Carpenter's The Thing for its monster designs.
* ''VideoGame/{{Rogue}}'', the TropeNamer and TropeMaker. Part of the Berlin Interpretation's canon.
* ''VideoGame/RogueHeartsDungeon'', a [[{{NoExportForYou}} Japan only]] EnhancedRemake of Rogue for the [=PS2=].
* ''VideoGame/RogueKnightRunner'', a hybrid of a Roguelike and EndlessRunningGame.
* ''VideoGame/RogueLegacy'', a PlatformGame/roguelike hybrid featuring randomly generated dungeons and player characters. There is persistence in the form of being able to use money from your last run to purchase permanent upgrades.
* ''VideoGame/RogueStormers'' is a {{Contra}}-style RunAndGun version. There is some persistence in the form of earned perks carried over between runs.
* ''VideoGame/RogueSurvivor'', a ZombieApocalypse roguelike.
* ''VideoGame/SakuraWars: Kimi Aru ga Tame''
* ''VideoGame/ScarabOfRa''
* ''VideoGame/SecondWind''
* ''VideoGame/ShatteredPlanet'', a comedic sci-fi take on the subgenre.
* ''VideoGame/{{Sil}}'' , a successor of Angband, returning to the roots lore-wise: Theme is the [[Literature/TheSilmarillion First Age of Middlearth]]
* ''VideoGame/{{Skyhill}}''
* ''VideoGame/SlayTheSpire''
* ''Slayer'' [[/index]]([[JustForFun/IThoughtItMeant no relation to]] [[Music/{{Slayer}} the band]]), another first-person roguelike for the UsefulNotes/ThreeDOInteractiveMultiplayer which has the ''[[TabletopGame/DungeonsAndDragons Advanced Dungeons and Dragons]]'' branding.[[index]]
* ''Sorcery Saga: Curse of the Great Curry God''
* ''VideoGame/SoulKnight'', a RunAndGun shooter with Rougelike elements, it has randomly generated dungeons and equipment, BulletHell attack patterns, and whenever you quit the game, you lose all of your gears except your StarterEquipment and lobby upgrades.
* ''VideoGame/{{Spelunky}}'', hybrid of a roguelike and a PlatformGame.
* The tabletop ''TabletopGame/TheSPLINTER'', takes the tabletop RPG elements that made Roguelikes Roguelikes and brings them full circle: randomly generated dungeons, a large variety of (very bizzarre) enemies, a focus on (randomly generated) gear for survival, frequent and permanent character death... It feels more like playing a roguelike than playing a tabletop.
* ''VideoGame/{{Starward Rogue}}'' takes roguelike elements, and adds them to a [[TopDownView top-down]] twin stick shooter with a BulletHell flavor.
* ''VideoGame/{{Steredenn}}'' is a HorizontalScrollingShooter version.
* ''VideoGame/{{Strafe}}''
* ''VideoGame/StreetsOfRogue'' is Rogue meets VideoGame/GrandTheftAuto... minus the auto part, since it doesn't have cars.
* ''VideoGame/SublevelZero'' [[JustForFun/XMeetsY applies this formula]] to the gameplay of the VideoGame/{{Descent}} series.
* ''VideoGame/SunlessSea''
* ''VideoGame/TheSwindle'' is a steampunk cybercrime heist platformer -- think VideoGame/PaydayTheHeist in Victorian England as a platforming game and there's your premise.
* ''[[http://www.fargoal.com/ Sword of Fargoal]]''
* ''[[VideoGame/SwordOfTheStars Sword of the Stars: The Pit]],'' a spinoff game.
* ''VideoGame/{{Tallowmere}}'' is a 2-D hack-and-slash dungeon crawl.
* ''VideoGame/{{Tangledeep}}''
* ''VideoGame/TempleOfYog''
* ''Timestalkers'' -- also a Climax Entertainment CrisisCrossover.
* ''VideoGame/TalesOfMajEyal'', although it breaks the mold with a world map, quests, and multiple dungeons. Many of its modules follow a similar pattern, including a ([[ObviousBeta slightly buggy]]) ''{{Dragonball}}''-themed one.
* The two ''VideoGame/{{Tobal}}'' games and ''VideoGame/{{Ehrgeiz}}'' have quest modes that mix roguelike and fighter.
* ''Tomb of Terror''
* ''Tower of Doom'' (on the intellivision) was probably the first console roguelike.
* ''{{VideoGame/Transcendence}}'' (combination of ''VideoGame/NetHack'' and ''VideoGame/StarControl'')
* ''VideoGame/ToejamAndEarl'' has plenty of Rogue-lite elements and isn't super difficult, but with longer games and a lack of carry-over between games more akin to a traditional roguelike. The fourth game, ''Back in the Groove'', adds a {{Macrogame}} that places it firmly in Rogue-lite territory.
* ''VideoGame/TowerOfGuns'' is a [[FirstPersonShooter 90s-style]] FirstPersonShooter with all typical random elements, including the ''[[UpToEleven plot]]''.
* ''VideoGame/{{Unloved}}'', a horror FPS [[InNameOnly very loosely]] based on a ''VideoGame/{{Doom}} II'' WAD, where you make single short runs though randomly-generated dungeons aiming to power up your character over time by acquiring more powerful equipment for your next run and currency to upgrade it.
* ''VideoGame/UnrealWorld''
* ''VideoGame/{{WASTED}}''
* ''Wazhack'', a 2.5D sidescrolling example.
* ''VIdeoGame/WeHappyFew'', a combination of roguelikes and first person survival games.
* ''VideoGame/ZAngband'' - a spin-off of ''VideoGame/{{Angband}}''
* ''VideoGame/ZettaiHeroProject'' - By the ''Franchise/{{Disgaea}}'' team. Far more lenient that most in that dying is not only not-permanent, it's encouraged. You still lose your fancy equipment (which becomes more taxing as you go on), but dying provides the same bonuses to base stats and stats per level-up as actually beating a dungeon, in a game where you start each dungeon over at level 1.
* ''VideoGame/{{Ziggurat}}'' blends this with ''VideoGame/{{Heretic}}''-style FirstPersonShooter. It has a difficulty select, and there is some persistent progression in the form of new characters, weapons, and perks unlocked by completing at least one floor.