Rogue-like
"Rogue-like" in a Sentence (17 examples)
Roughly a dozen different flavors of Rogue-likes have evolved over the years, but one of the most popular is Nethack.
Diablo is not an RPG. I've been reading through the posts and some people agree with this, so just what IS Diablo (as far as game type). Well, I'd say Diablo is a "Rogue-like".
As with the Rogue-likes before it, Tunnels of Doom featured random encounters with monsters, wildly varying treasure, and a final quest that required the lost king to be defeated (Barton 2008:81).
The main tool Rogue-likes bring to creating interesting gameplay through randomness is algorithmic complexity far beyond that provided by a few 1D100 tables in the back of the D&D rulebook.
DND just goes to show you that you don't need graphics to achieve greatness. I think the legions of people who still play Rogue-likes such as Nethack would agree.
I do not think necessary to give the list of the most important microprocessors that were released in the 1990s, because by the 1980s dungeon games ('Rogue-likes') were already firmly established.
I don't know if they are stepping on anyone's copyright toes, but a local group of enterprising young programmers have implemented a very Rogue-like game in pascal running on our Dec-20s.
MAG is Rogue-like.It's almost a brother to the game we all know and love.
Close -- but while Hack is very Rogue-like, it's a fresh effort, not based on Rogue.
Lodoss isn't really "Rogue-like" in that it you retain status rather than lose it once you emerge from an era.
These days, a lot of games pick-n-choose from the Rogue-like feature set, so deciding if a game is "Rogue-like" or not can be difficult.
Also they added a skill system which I've seen in some rogue-likes, you get a skill point when you go up a level and buy skills and some skills have other pre-requisites. I agree the biggest separation from other rogue-likes that Diablo has is being real-time instead of turn-based and secondly the graphics though I see nothing wrong with having graphics over ASCII, the visual interface as far as how the dungeons represented hasn't been of much concern to me with rogue-likes so much as the randomness and storylines and quests.
Fate doesn't "look and feel" like Diablo or Diablo 2 to me. I feel much more reminded of traditional rogue-likes. What does "look and feel" the same to me are numerous shooters, and I don't see any sueing (suing?) going on in that genre.
But don't get me wrong; instant-deaths have a history in rogue-likes. Increasing the amount of such situations/possibilities is not exactly what I am considering as being fun.
> Does Angband (or any variants) keep track of the sex of monsters? ADOM does (Ancient Domains Of Mystery). It's not an Angband variant by any definition, but it's rogue-like (and it lacks graphics!!!!!) […] If someone makes (or is making) a more open-ended rogue-like game (in the style of Daggerfall, but with gameplay instead of buggy 3D graphix) it could be possible for male characters to marry and have children (or have children and then marry, or not marry at all), but female characters should not be able to become pregnant as this would prevent them from adventuring for the next 9-11 years.
> Azure Dreams A very fun little game. It's 'rogue-like', consisteing^([sic]) of a town and a huge 40 level, randomly floored, tower.
Actually, Summon Nights is also not very random -- only the monsters and items are randomised, the maps stay the same. Maybe it's the "explore-shop cycle" similar to *bands that made me think it's rogue-like?
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Data sourced from Wiktionary, WordNet, CMU, and other open linguistic databases. Updated March 2026.