Early history (1975–1980) The creation of roguelike games came from hobbyist programmers and
computer hackers, attempting to create games for the nascent computer field in the early 1980s, particularly influenced by the 1975
text adventure game Colossal Cave Adventure (often simply titled
Adventure, or
advent on filesystems without long filenames), and from the
high fantasy setting of the tabletop game
Dungeons & Dragons. Some elements of the roguelike genre were present in dungeon crawlers written for the
PLATO system. This includes
pedit5 (1975) believed to be the first dungeon crawl game, and featured random monster encounters, though only used a single fixed dungeon level. It is unclear if these PLATO games inspired the roguelike genre as there is no evidence that the early roguelike creators had access to these games.
Concurrent variants Though the term "roguelike" derives from the 1980 game
Rogue, the first known game with the core roguelike gameplay elements was
Beneath Apple Manor (1978), written by Don Worth for the
Apple II;
Beneath Apple Manor is also recognized as the first commercial roguelike game. The game, inspired by Worth's enjoyment of
Dungeons & Dragons roleplaying, included procedural generation using a modification of the random maze generator from the game
Dragon Maze, role-playing elements for the characters, tile-based movement and turn-based combat. Another early roguelike whose development pre-dated
Rogue was
Sword of Fargoal (1982), developed by Jeff McCord starting in 1979. The game was based on
GammaQuest, an earlier title McCord had created on the
Commodore PET which he shared locally with friends while a student at
Henry Clay High School in Kentucky; the game itself was based on a
Dungeons & Dragons campaign he had run himself in the prior years. It was also inspired by interactive fiction
Adventure. They created the story of the game by having the player seek out the "Amulet of Yendor", "Yendor" being "Rodney" spelled backwards, the name of the wizard they envisioned had created the dungeon. Toy eventually dropped out of school but got a job at the computing labs at
University of California, Berkeley, where he met with Arnold. Arnold helped to optimize the curses code and implement more features into the game.
Rogue proved popular with college students and computer researchers at the time, including
Ken Thompson;
Dennis Ritchie had joked at the time that
Rogue was "the biggest waste of CPU cycles in history". The popularity of
Rogue led developers to create their own versions of the game, though their efforts were originally limited by the lack of access to
Rogues source, which was not released until BSD v4.3 in 1986. These versions would be distributed with source code, and along with the original
Rogue source, other developers were able to create
software forks of the games, adding in new monsters, items, and gameplay features, creating several dozen variants. most variants of
Rogue could be classified into two branches based on two key games,
Moria and
Hack, that were developed in the spirit of
Rogue.
Moria-based Moria (1983) was developed by Robert Alan Koeneke while a student at
University of Oklahoma, inspired by both
Adventure and
Rogue. Having access to a
VAX-11/780, but without the source to
Rogue due to computer administrator restrictions, he began trying to recreate
Rogue but specifically flavored with the
complex cave maze of the same name in
J.R.R. Tolkien's
Middle Earth stories. Following Tolkien's fiction, the player's goal was to descend to the depths of Moria to defeat the
Balrog, akin to a
boss battle. As with
Rogue, levels were not persistent: when the player left the level and then tried to return, a new level would be procedurally generated. 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. 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. One significant fork was
ZAngband (1994) (short for
Zelazny Angband), which expanded on
Angband and altered the theme towards
Roger Zelazny's
The Chronicles of Amber. 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). The vanilla Angband'' remains in development today by the devteam. 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.
Ancient Domains of Mystery (1994), or
ADOM for short, derived from concepts presented in
NetHack.
ADOM was originally developed by
Thomas Biskup while a student at
Technical University of Dortmund. After playing through
Rogue and
Hack, he came to
NetHack and was inspired by the game but dismayed at the complexity and elements he found unnecessary or distracting. Biskup created
ADOM from scratch with the aim of creating a more story-driven game than
NetHack that kept the depth of gameplay with a focused theme and setting.
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.
Omega was often remembered for its odd inventory approach in which the player would have to pick up an object, considering it being held, and then moving that object to a bag or an equipment slot. ''
Linley's Dungeon Crawl (1995) was created by Linley Henzell and featured a skill-based character progression system, in which experience points could be used to improve specific skills, such as weapon proficiency or trap detection. One fork of this would form the basis for Dungeon Crawl Stone Soup'' (2006).
SSI's
Dungeon Hack (1993) offered randomized dungeons and permadeath within
AD&D 2nd Edition rules.
Mystery Dungeon games (1993–onward) Through 1993, roguelikes primarily existed in computer space, and no
home console variants had yet existed. Two of the earliest-known attempts were
Sega's
Fatal Labyrinth (1990) and
Dragon Crystal (1990), but which lacked the depth of a typical computer-based roguelike. Neither proved to be successful games.
Chunsoft had gained success by developing the
Dragon Quest series, a series which established fundamental aspects of the
computer role-playing game genre, popular for Western computer audiences, into a more streamlined approach better suited for Japanese players that preferred consoles. 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. This led to the creation of the
Mystery Dungeon, with the first title being (1993) based on the
Dragon Quest series. Several changes to the roguelike formula had to be made for this conversion: they had developed ways to reduce the difficulty of the roguelike by using progressively more difficult dungeons that were randomly generated, and made permadeath an option by selection of difficulty level. 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. Chunsoft found that they were more creative with how they developed the game without the need to respect an existing property. A primary difference between the
Mystery Dungeon games and Western roguelikes following the Berlin Interpretation is the lack of permadeath—in
Mystery Dungeon games, player-characters may die or become too injured, resetting their progress to the start of the dungeon, but the games typically provide means to store and recover equipment and other items from the previous run. Other Japanese role-playing games would incorporate random dungeon generation as part of their design, mimicking part of the nature of roguelikes, and were considered roguelike titles when published in Western markets. Such titles include
Azure Dreams,
Dark Cloud,
Shining Soul, and
Baroque. 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.
Continued development in Western markets (2002–onward) '', incorporating user interface elements more common to other hack-and-slash games such as a mini-map and a persistent inventory window Though new classical roguelike variants would continue to be developed within the Western market, the genre languished as more advanced personal computers capable of improved graphics capabilities and games that utilized these features became popular. However, some of these new graphical games drew influence for roguelike concepts, notably
action role-playing games like
Blizzard Entertainment's
Diablo (1996).
Diablos creator,
David Brevik, acknowledged that games like
Rogue,
NetHack,
Telengard and other roguelikes influenced the design of
Diablo, including the nature of randomly generated dungeons and loot. Existing roguelikes continue to be developed: a sequel to
ADOM successfully received
crowd funding in 2012, New roguelikes that adhere to core Berlin Interpretation rules are still being created, including
Dungeon Crawl Stone Soup (2006),
Dungeons of Dredmor (2011), and
Dragon Fin Soup (2015). A subclass of "coffeebreak roguelikes" that could be completed in a short period of time have developed, often derived from entries in the
Seven Day Roguelike Challenge; examples include such as
DoomRL (2013) and
Desktop Dungeons (2013) Some games would also take advantage of the ease of developing in the tile-based ASCII interfaces common to roguelikes. For example, the highly popular
Dwarf Fortress (2006) uses the roguelike interface atop a
construction and management simulation, and would serve as a major inspiration for
Minecraft, while
SanctuaryRPG (2014) is a more traditional turn-based
role-playing game featuring a scripted story that uses an ASCII interface and roguelike gameplay elements.
UnReal World (1992), the game that is considered to be the forerunner of the
survival game genre, and which frequently uses procedural generation to create the worlds that players must survive in, was developed by Sami Maaranen and was influenced by roguelikes, with its initial interface being similar to that of
NetHack.
Growth of the rogue-lite (2005–onward) 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". Indie developers began to incorporate roguelike elements into genres not normally associated with roguelikes, creating games that would form the basis of this new subgenre. Two of the earliest cited examples of rogue-lites are
Strange Adventures in Infinite Space (2002) and its sequel
Weird Worlds: Return to Infinite Space (2005) by Digital Eel, both space exploration games that included randomly generated planets and encounters, and permadeath. Digital Eel based their work on the space exploration game
Starflight along with roguelikes like
NetHack but wanted to provide a shorter experience that would be easier to replay, akin to tabletop
beer and pretzels games like
Deathmaze and ''
The Sorcerer's Cave'' that has elements in common with roguelikes. '' (2014) is a multiplayer,
brawler-based rogue-lite that has up to four players playing in a mixed cooperative/competitive gameplay to explore procedurally generated dungeons.
Spelunky (2008), released shortly after the formation of the
Berlin Interpretation, is considered to be a major contribution to the growth of indie-developed rogue-lites.
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. Jay Ma and Matthew Davis, the co-developers of
FTL: Faster Than Light (2012), credited both
Weird Worlds: Return to Infinite Space and
Spelunky as part of their influence for
FTL. All of these games earned critical praise, and their success has led to a more modern resurgence in rogue-lites since their release. Additionally, many of these newer rogue-lites strive to address the apparent high difficulty and ruthlessness that traditional roguelikes were known for, and newer players will be able to find more help through user-generated game guides and walkthroughs made possible through wide Internet accessibility. McMillen of
The Binding of Isaac said that including roguelike elements into other game mechanics can be difficult due to the complex interfaces roguelikes tend to have, but eventually "it becomes an increasingly beautiful, deep, and everlasting design that allows you to generate a seemingly dynamic experience for players, so that each time they play your game they're getting a totally new adventure". Procedural-generated world lets developers create many hours worth of game content without spending resources on designing detailed worlds. •
Slay the Spire, bringing roguelike progression to a
deck building game •
Crypt of the Necrodancer which uses a
rhythm game-style approach in a roguelike dungeon •
Enter the Gungeon which establishes roguelike progression in a
shoot 'em up •
Vampire Survivors, a minimalistic roguelike
shoot 'em up. •
Balatro, a
score attack style roguelike based on playing
poker hands. •
Blue Prince, a roguelike with several
puzzle game features as to solve a mystery.
Hades, a roguelite
action role-playing game, was built to strongly incorporate elements of non-linear narrative into the game, giving the reason for the player to continually delve into replaying the game, and helped to draw in players to the roguelike genre that otherwise had been put off by its high difficulty level before. ==Community==