← All guides

Learn

The four things every roguelite needs (and the ones it doesn't)

What actually makes a game a roguelite, and which famous conventions are optional.

A roguelite isn’t defined by what you do in it, but by how play is structured across attempts. That’s why the genre wraps around card games, shooters, platformers and even poker. Remove any one of the four pieces below and the game turns into something else.

The four givens

What it needs Why it’s there Without it, you get
A run: an attempt that ends and resets most of what you built Decisions carry weight, and each attempt becomes its own story An RPG or a campaign
Variation you have to read Old solutions don’t simply replay, so skill becomes judgement An arcade game, or a puzzle with fixed levels
Choices that build on each other The run has an arc, and early picks matter late An endless runner: random levels and permadeath, but nothing builds up
Failure that’s expected The game is tuned for your tenth attempt, not your first A game you’re meant to finish first try

The middle two together are the genre’s signature: decisions under uncertainty that add up. Randomness without decisions is a lottery. Decisions without randomness are a puzzle.

You can see this in creator rankings too. The clearest thing separating games at the top of PepperHead’s tiers from those at the bottom is whether your choices make runs play differently. Even beloved classics like Spelunky and Downwell sit low on his lists because their runs play alike.

Conventions that aren’t rules

People assume But look at What’s actually needed
Procedurally generated maps Hades uses handmade arenas; Balatro has no map at all Variation, from any source
You lose everything when you die Darkest Dungeon keeps your hamlet while heroes die for good Resetting the run, not everything
Damage carries between fights Slice & Dice heals you fully after every fight Stakes, from any source
Fights are unpredictable Into the Breach shows every enemy attack before it lands Uncertainty about strategy, not every action
Pick one upgrade of three The Binding of Isaac mostly just hands you items Some way to steer your build
Separate rooms or floors Vampire Survivors is one continuous field on a clock Regular decision points and rising pressure
One character Darkest Dungeon’s party, Monster Train’s units Something whose state you build up
Combat Balatro is poker; Peglin is pachinko An activity worth repeating
A hub between runs Slay the Spire has none A way into the next run
Permanent upgrades means power The Void Rains Upon Her Heart unlocks information instead A reason the next run plays differently

The most interesting games usually change one of these and keep the rest familiar.