genre

Use when

You want run-based exploration where each seed is a fresh, fair puzzle and death is the loop.

Roguelike

What it is. A run-based game of procedural dungeons and permadeath. Each seed generates a fresh, connected world; you descend, adapt to what you’re dealt, and die — then run again, wiser. Variance is the content: no two runs are the same, and every one is fair.

Player fantasy / why it’s fun. “I read this seed’s hand and played it well.” The pull is fair discovery — surprise that never feels cheated, mastery of a system rather than a memorised map, and the “one more run” that a fresh seed always promises.

Pillars

  1. Fairness ≈ connectivity. Procgen that always connects — stairs and all loot reachable — is the floor. Prove it across ~50 seeds before tuning any number. An unreachable objective is the genre’s cardinal sin.
  2. Turns that always replay. Deterministic, seeded, turn-based: input edge = one world step. Pure-data state makes runs reproducible and bots possible — the sim is its own proof engine.
  3. Discovery, not memorisation. The challenge is reading this seed’s items, enemies, and layout — a systemic mastery that transfers across seeds, not a memorised route.

The loop stack

ScaleThe beat
MomentOne turn: read the tactical situation → the move that reads it best → the world steps.
EncounterA room/fight: positioning, resources, and item synergies vs an archetype mix.
SessionA run: descend floors, build from what drops, push your luck deeper, die or win.
MetaBetween runs — unlocks, new items in the pool, knowledge of the systems.

Essential systems

SystemWhy it’s load-bearing
system-procgen-designThe engine of the genre — seeds, connectivity, variance-as-content, controlled randomness.
system-meta-progressionThe between-run pull; unlocks that add options, ideally, over raw power.
system-session-structureRun length and shape; floor count, descent pacing, the win condition.
system-enemy-archetypesThe threat alphabet each room composes from — readable, beatable minds.
system-save-and-checkpointRespecting time under permadeath: save-and-quit, run history, retry friction.

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

Verify

Prove it in FUN.md §10 · Traditional roguelike: seeded reproducibility, a connectivity sweep, a full-knowledge bot wins 10/10 random seeds, and turn-log replay determinism.

Composes with

See also

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