Game style

Roguelite

Die, upgrade, and dive back in. Every run makes the next one stronger.

Take the roguelike's rule that death ends the run, then soften the "lose everything" half: something you earned survives. That one change turns dying into progress, and it is why the style took over modern game design.

The rules

  • Runs are short and usually end in death.
  • Something permanent survives each run: currency, upgrades, unlocks.
  • Losing still moves you forward, so "one more run" never stops calling.
  • Usually real-time action rather than turns.

Games like this: Hades, The Binding of Isaac, Dead Cells, Rogue Legacy.

Lessons that build this style