The word "roguelike" comes from an old computer game called Rogue, released around 1980. That game introduced a few ideas that were unusual at the time, and many later games copied those ideas. Because of that, games with similar designs started being called roguelikes.
At its core, a roguelike is usually a game where each playthrough is different. The layout of levels is generated randomly, so players cannot rely on memorizing maps. Here, "level" means an area or section of the game, like a dungeon floor or map, not the difficulty setting.
When the player dies, the run ends and the game starts over from the beginning. This is often called permanent death, or permadeath.
Because of this structure, progress mainly comes from the player learning how the game works, not from keeping items or upgrades.
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Key part: Randomness
Most roguelikes use randomness in many areas, not just map layout. Enemies, items, and events can change every run.
In some roguelikes, items are unidentified at first. A potion might heal in one run but do something harmful in another, encouraging players to experiment or rely on clues. This creates uncertainty and forces careful decision-making.
This randomness is not meant to be fair every time. Some runs may be much harder than others, and dying early is common.
What is the difference between roguelike and roguelite?
This is where definitions can vary.
Some people use the word "roguelike" for any game with random runs and repeated deaths. Others make a distinction between roguelike and roguelite.
Under the stricter definition:
- A roguelike resets everything when you die.
- A roguelite allows some things to carry over, like upgrades, abilities, or story progress.
Many modern games fall into the roguelite category. They still have random runs, but they slowly become easier as the player unlocks more tools. This approach is often seen as more accessible, but not everyone agrees on where the line should be drawn.
Because of this, the two terms are often used interchangeably, even if that causes confusion.
The term is still confusing today
Over time, the word "roguelike" has become broader. Games with very different mechanics are sometimes grouped under the same label. Depending on the game, it might be turn-based, or it might play more like an action game. Some reset fully, while others do not.
Language in gaming tends to evolve based on usage, not strict rules. As a result, what counts as a roguelike may depend on who you ask and how strict they are with definitions.
A simple way to think about it
In general terms, a roguelike is a game where:
- Levels are generated differently each time.
- Death ends the run.
- Learning the systems matters more than collecting permanent upgrades.
A roguelite often keeps the same structure, but adds long-term progression.
This explanation may not cover every edge case, but it reflects how the term is commonly understood today.
Source: Reddit
