FTL,
Rogue Shooter,
Dungeons of Dredmore,
The Binding of Isaac,
Don't Starve,
Neo Scavenger.
There's tons but these are some of the best on steam.
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Dungeons of Dredmor would be a great first Roguelike for many, having a friendly, modern UI and a not-so serious setup.
Neo Scavenger - as others have mentioned - is a lesser known great game, and a lot of fun if you're interested in effectively using the skills and items you can find at hand to survive long enough to accomplish something...
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Dungeonmans looks awesome. There's ToME but the interface really turn me down.
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Delver is also nice.
You can track them using the Rogue-like tag on Steam.
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Nowadays, pretty much any game with procedural level generation is labelled a roguelike. I mean, seriously, I don't understand how anyone could possibly consider Cargo Commander to be a real roguelike.
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Depends how much of a roguelike you want but I would second Dungeons of Dredmor and the Binding of Isaac as long as you don't mind a rogue-like-like.
I would also add Tales of Maj'eyal, One way heroics (kinda), and Sword of the stars: the pit.
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The term roguelike comes from Rogue, an old game from 1980. Roguelike literally means games that are like Rogue. Most traditionalists use the Berlin Interpretation to classify roguelikes, but in the last year or two, there was an explosion of roguelite games (games that don't quite meet the definition of roguelike). People who weren't raised playing Nethack, DCSS, etc, pretty much have no idea what a classic roguelike is, so they mistakenly call these games roguelikes.
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Risk of Rain, Dungeons of Dredmor, Hero Siege, FTL.
All well worth your time.
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Roguelite
Delver is a first person dungeon crawler rougelite, not demanding or complex, just fun.
Roguelike
Desktop Dungeons
Dungeons of Dredmor.
Neo Scavanger is a great roguelike that has not gotten the popularity it deserves. Seriously one of the best I've ever played.
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Got me, I have no clue what Mezendo is going on about, both seem rogue like to me....
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9 high value factors that define a roguelike:
Random environment generation, Permadeath, Turn-based, Grid-based, Non-modal, Complexity, Resource Management, Hack'n'slah, Exploration and Discovery
Binding of Isaac fails the grid-based and turn-based requirements. As Mozendo says, the difference between a roguelike and a roguelite is like the difference in genre between, for example, Baldur's Gate and Diablo.
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Ehh guess I am not that hardcore about it, I can see that, sorta like when people call Greenday a punk band I guess? Hehe....
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The "procedural death labyrinth" definition is growing in popularity, and would cover both Spelunky and Isaac.
The Berlin Interpretation is a bit too restrictive for me. It's also not some objective definition of roguelikes that all must obey, there's plenty of room for reasonable debate over Spelunky's roguelikeness without opening the field to Dark Souls and Call of Duty.
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There is a reason the term "roguelite" exists, though. It's not like there isn't a way to categorize procedural death labyrinth games.
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A couple of years ago I would have totally agree with you, but not now, the thing is that Roguelikes have evolved a lot through time, and many new and interesting things have been showing up on recent years, for example back then there wasn't any "Roguelike platformer" but now they do exist, for me and many people the old definition of "roguelike" it's pretty much outdated, since now there's a much wider spectrum of possibilities to the genre, for me Spelunky and Isaac are not "Classic-style Roguelikes" but they are Roguelikes indeed, they are in a much modern style.
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That's what the name "roguelite" is for, is it not? The definition for roguelike is pretty concrete, but that's why you can categorize all of these new entities as roguelite.
I mean, I guess it's just semantics at this point. "Traditional roguelike" = roguelike. "Modern roguelike" = roguelite.
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Roguelites are exactly what the name imply, games that are like Rogue the influential game in the genre, all the have to do is share the same mechanics which are why they're called roguelikes, roguelites also exactly what the name implies too lighter on rogue's mechanics.
"for me and many people the old definition of "roguelike" it's pretty much outdated"
Roguelikes were never meant to be classify games that have permadeath and randomization. Being a turn-based and a RPG is essential.
(Most)of the people who misuse the term are the people that got into the genre with The Binding of Isaac and the other games after it, the veteran roguelike community didn't morph nor wants the genre to be morph which is why the term roguelite exists.
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If you're really looking for traditional Roguelike, I would recommend Dungeon Crawl Stone Soup (DCSS).
For an epic, more modern Roguelike, I would recommend Tales of Maj'Eyal (TOME4).
For a simplified experience, I would recommend Dungeons of Dredmor.
For a crazy zombie survival experience, I would recommend Cataclysm.
For a mature, shoot-it-in-the-face experience, I would recommend Doom RL.
And if you like management sims in a slightly obsessive way, I totally recommend Dwarf Fortress... but only if you're obsessive (the rest of us hate it).
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i love risk of rain & rogue legacy, i didnt follow the games which are rogue-like (i think that's how you call em?) so which ones can you recommend where you can level up etc.?
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