What is the difference between a roguelike and a roguelite?
Both build on Rogue, a 1980 dungeon-crawler, and the distinction concerns how strictly they follow its formula — plus one mechanical difference that matters most in practice.
The defining features of the original:
Procedural generation, so each run has a different layout.
Permadeath — dying ends the run and you start over.
Turn-based, grid-based movement.
Resource management and high difficulty.
A single character whose progress is entirely within the run.
Roguelike, in the strict sense, means adhering closely to that formula. The Berlin Interpretation, agreed at a 2008 conference, attempted to formalise it with a list of high-value and low-value factors. It is frequently cited and widely regarded as too rigid, since it effectively defines the genre as "games resembling a handful from the 1980s".
Roguelite describes games taking the core ideas — procedural generation, permadeath, run-based structure — while relaxing others. Most are real-time and action-based rather than turn-based grids.
The mechanical distinction that actually matters is meta-progression.
A pure roguelike resets everything. Dying returns you to the start with nothing but your own improved skill. What carries over is knowledge.
A roguelite carries something forward. Currency, permanent upgrades, unlocked characters, new items entering the pool. Each run leaves you slightly stronger, so failure produces measurable progress rather than only learning.
Why that changes the experience. Meta-progression makes the genre far more accessible and forgiving — a run ending badly still advances you — which is largely why roguelites became mainstream while traditional roguelikes remained niche. Critics argue it undermines the purity of skill-based mastery, since sufficient grinding substitutes for competence.
Examples: strict roguelikes include NetHack, Dungeon Crawl Stone Soup and Caves of Qud. Roguelites include Hades, Dead Cells, Slay the Spire, Binding of Isaac and Returnal.
The terms are used loosely, and many players use roguelike for both.