Every article tag can be clicked to get a list of all articles in that category. Every article tag also has an RSS feed! You can customize an RSS feed too!
We do often include affiliate links to earn us some pennies. See more here.

Going Rogue: A Festival of Persistence is a new week-long event on Steam, celebrating how diverse and confusing the whole roguelike thing is.

This includes Roguelikes, Roguelites, and everything in between — so technically it covers a huge amount of games as many like to claim they're some form of roguelike. Valve even jokingly said in their press email how there's "no need to argue this on the internet with strangers" as they outline it all in their blog post. It's interesting enough, and does highlight the problems with defining game genres properly, with different interpretations and how they should be used.

YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link

I'm liking this more natural feeling I get from Valve, they seem way more playful over the last couple of years, as you can see in the video above.

Valve also teamed up with a few content creators for a rather long video on it all:

YouTube Thumbnail
YouTube videos require cookies, you must accept their cookies to view. View cookie preferences.
Accept Cookies & Show   Direct Link

The event runs until May 9.

If you discover a really good deal, be sure to let us know in the comments why you think people should buy it.

Article taken from GamingOnLinux.com.
11 Likes
About the author -
author picture
I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
See more from me
The comments on this article are closed.
11 comments
Page: «2/2
  Go to:

xavi May 4, 2022
Quoting: zenorouge
Quoting: xaviThe classification of Roguelikes and Roguelites could take days, but for me the most important way to distinguish them is if the previous plays have significant help on the new play.

This way of distinguishing is a bit strange for someone who has played NetHack -- for most people roguelikeness is primarily a short-term gameplay genre (just like "platformer" or "first-person shooter"). So from your list, NetHack, Brogue and Sproggiwood are roguelikes (no matter the heavy meta in Sproggiwood and the bones in NetHack -- BTW other roguelikes with the bones feature do not have the curse problem), while others are not (Enter the Gungeon is a bullet hell, Rogue Legacy, Risk of Rain and Noita are platformers, FTL is... a genre of its own I guess).

This also happens to agree with what the developers of these games originally used -- Enter the Gungeon seems to say nothing, Rogue Legacy says "rogue-LITE", Risk of Rain says "with roguelike elements", FTL says "roguelike-like", Noita says "roguelite", Brogue and Sproggiwood say "roguelike", NetHack says nothing but the name "roguelike" itself has been coined precisely to group games like NetHack and Angband.

This is because this short-term gameplay genre has no other name, and also because it is gameplay what makes you want to play the game -- permadeath is fun only if you love the gameplay (note that most commercial roguelikes make permadeath an option for hardcore players).

Hello zenorouge, thanks for your comments.

In the past I've been a fan of http://www.roguelikeradio.com/ and I've been learning enthusiastically on the topic and the different opinions.

Maybe there's no word for the type of games in my mind. That type of games should have permadeath and the improvement has to be based on your knowledge of the game and the skill (if it's more action oriented).

No win just with metaprogression like Vampire Survivors do. It is a funny game just to relax a bit, but the metaprogression/grindyness ruins it a bit.

Talking about FTL, when things get complicated, I pause a lot to manage everything. With the ability of command while pausing the level of action is similar to Nethack. Of course if FTL had a mode of blind pause (where you don't see and you cannot giver orders, ... a pause just for answer a phone call), then will be a different game, too much action oriented.

The way you explore in FTL, Noita, Risk of Rain is quite similar to the way you explore in Nethack. Having something that pressures you:
- fleet enemy advance on FTL
- more difficult final boss depending on how much "life containers" you find on Noita
- more difficult everytime as time passes on Risk of Rain
- more difficult levels depending on your character when you go down a floor on Nethack.

About permadeath, the Steel Soul mode of Hollow Knight is not enough because you can easily go to menu and then continue and you will be recovered on last bench.

So, yes, maybe I should not call them Roguelikes. Maybe what I like it's a compound of
- real permadeath
- win by improvement of knowledge (and skill), but not by previous games relevant metaprogression.
- about the pause... in many levels of Noita you go slow or can go step by step. Flying skills are important but most of the time you advance slow (like eg in DoomRL).

If it's a dungeon or a ship I don´t care. Variety is something nice, and by the way, if you don't know brogue or IVAN, they are great:
- https://sites.google.com/site/broguegame/
- https://attnam.com/


Last edited by xavi on 4 May 2022 at 8:56 am UTC
While you're here, please consider supporting GamingOnLinux on:

Reward Tiers: Patreon. Plain Donations: PayPal.

This ensures all of our main content remains totally free for everyone! Patreon supporters can also remove all adverts and sponsors! Supporting us helps bring good, fresh content. Without your continued support, we simply could not continue!

You can find even more ways to support us on this dedicated page any time. If you already are, thank you!
The comments on this article are closed.