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For designers: the 12 building blocks of a roguelite
A working vocabulary for roguelite design, and how famous games set each dial.
Every roguelite is a particular setting of about a dozen building blocks. Naming them makes it easier to see what a game actually changed, and what it kept.
The loop
- Run: a bounded attempt that grows harder, and what dying wipes. The dials are length, how it’s split up (rooms, floors, fights or a clock) and how difficulty climbs.
- Persistence: what survives a run: knowledge, unlocks, power or story.
Inside a run
- Core action: what you’d enjoy doing even without the roguelite layer.
- Encounter: the test. Enemies, elites and bosses, and whether fights come from fixed groups or a generator with a difficulty budget.
- Offer: options to choose from. How many, how often, from which pool, with what levers (reroll, banish).
- Build: what you accumulate, what it attaches to (moves, a deck, a grid), and how much room it has.
- Synergy: the rules that make pieces combine: tags, themes, combos, set bonuses.
- Route: how you choose what comes next, and what you see first: doors, maps or branches.
- Economy: in-run resources and where they go: gold, shops, even health spent as money.
- Risk: danger you opt into for more reward: curses, challenge rooms, elites.
Between runs
- Start: choices before the run (character, weapon, loadout) that shape its opening.
- Ladder: difficulty you raise yourself, with rewards: Heat, Ascension, Vows.
Three dials cut across all twelve: how much randomness you get and how much control you have over it; what’s shown versus hidden; and how big the content pool is compared with how much of it one run uses. That last ratio decides how quickly repetition sets in.
Same blocks, different settings
| Block | Hades | Slay the Spire |
|---|---|---|
| Run | 4 regions, about 60 rooms | 3 acts of map nodes |
| Persistence | Permanent upgrades and a story told through death | Unlocks only |
| Core action | Real-time attack, special, cast and dash | Playing cards with energy |
| Encounter | A wave generator whose budget grows with depth | Authored monster groups per act |
| Offer | 1 of 3 boons in boon rooms | 1 of 3 cards after each fight |
| Build | Boons on five moves, plus weapon upgrades | A deck plus relics |
| Synergy | God themes and two-god combos | Keywords and relics |
| Route | Doors that show the next reward | A map of the whole act |
| Economy | Gold and health | Gold, with health carried between fights |
| Risk | Chaos gates and Heat | Elites and curses |
| Start | Weapon, aspect and keepsake | Character and a starting bonus |
| Ladder | Heat | Ascension |
The standout games tend to change one block and keep the rest familiar. Balatro turned encounters into score targets. Revita merged the economy into your health. Hades put its upgrade themes on the doors you choose between.