

This term is often used to distinguish modern roguelikes from their more complex dungeon-crawling forebears. The alternative term roguelite is also sometimes used to describe games which use roguelike-style design principles, but in a toned-down or simplified way. Rogue's design inspired a huge family of dungeon crawlers over the next few decades, which became known as "roguelikes", and the term eventually came to be applied to any game which uses the design philosophy of procedural generation and permadeath.

The Trope Maker for the genre is the 1980 video game Rogue, a terminal-based Dungeon Crawling game which popularized the gameplay combination of random level generation and permadeath. This gives roguelikes a greater replay value than games in which levels are hand-designed. A single playthrough of a roguelike is typically referred to as a "run", which ends either when the game is completed or (more likely) when the player loses.īecause a roguelike's challenges are randomly-generated, there is no way to create a definitive Walkthrough to get a player through a roguelike - one can only advise the player on which decisions are generally best to take.

The main hallmark of a roguelike is that it is designed to be replayed frequently and to give a new and different experience every time, by using random generation to create unpredictable level arrangements.
