
roguelike
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.
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Install
Works with every agent the skills CLI supports.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill roguelike- 01
Install
Run the command in your project. The CLI asks which agents to install for.
- 02
Describe the task
Ask your agent for something this skill covers. It loads roguelike automatically when relevant.
- 03
Review the result
The agent follows the SKILL.md steps, scripts and references bundled with the skill.
Security audits
Independent scans of the skill's instructions and bundled files.
SKILL.md
The instructions your agent reads when the skill is triggered.
Roguelike
A playbook for roguelikes — the turn engine, procedural dungeons, field-of-view, permadeath, and run economy. This is a compositional skill: it orchestrates procedural generation, tilemaps, save handling, and AI into a run-based game. It does not re-teach noise/RNG or tilemap APIs; it defines the loop and the systems that make a run compelling.
When to use
- Use when building a turn-based, grid-based dungeon crawler where each death ends the run and the world is regenerated — a roguelike or "roguelite" (with meta-progression).
- Use when designing procedural dungeons, FOV/fog-of-war, permadeath stakes, or loot tables.
When not to use: real-time action with roguelike dressing → build the action genre
(platformer/fps-shooter) and layer procedural-gen. Deep stats/quests/dialogue without
permadeath → rpg. Open-world needs/crafting → survival-crafting.
What makes it a roguelike (design anchor)
The community reference is the Berlin Interpretation (RogueBasin, IRDC 2008): a set of "roguelikeness" factors, not a checklist. The high-value ones are the design targets: random environment generation, permadeath, turn-based, grid-based, non-modal (all actions in one mode), complexity (many item/monster interactions), resource management, hack-and-slash, and exploration & discovery. Lean into these to feel roguelike; pick which to keep deliberately. "Roguelite" usually relaxes permadeath with meta-progression.
Core loop
Take a turn (move / fight / use) → the world resolves its turn → see new state → descend / loot / survive → die and restart with a fresh dungeon. Replayability comes from the world changing each run, not the player memorizing a fixed layout.
Must-have systems
- Turn scheduler — energy/initiative system so fast actors act more often (Pattern 2).
- Grid map + movement — tile coordinates; bump-to-attack; blocked/walkable queries.
- Procedural dungeon generator — rooms + corridors, or BSP/cellular; guarantee connectivity.
- Field of view + explored memory — what's visible now vs. seen-before (Pattern 3 / refs).
- Combat + entities — HP, attack/defense, status; monsters obey the same rules as the player.
- Loot + drop tables — weighted, depth-scaled item/monster spawning (refs).
- Permadeath + (optional) meta-progression — wipe the run; persist only unlocks/score.
- Message log + clear UI — the player reasons from text/state; surface numbers and events.
Design knobs
| Knob | Effect | Notes |
|---|---|---|
| Dungeon size / room count | run length, density | Scale with depth. |
| Connectivity guarantee | no unreachable rooms | Always verify reachability after generation. |
| Monster density / depth curve | difficulty ramp | Spawn by depth-weighted table. |
| Loot rarity weights | power variance | Rarer = bigger swing; identify adds discovery. |
| FOV radius / lighting | tension, information | Smaller radius = scarier, slower. |
| Resource scarcity (food/HP/ammo) | pressure to descend | Core tension lever in classic RLs. |
| Permadeath vs meta-progression | run stakes vs. retention | Roguelite softens the wall. |
| Identification / unknowns | exploration value | Unidentified items reward experimentation. |
| Seedable RNG | daily runs, debugging | Always allow a fixed seed (see procedural-gen). |
Patterns
1. Deterministic, seedable run RNG
# Pseudocode. One seeded RNG per run makes dungeons reproducible (daily runs, bug repro).
run_seed = chosen_seed or random_seed()
rng = Rng(run_seed) # use your engine's seedable RNG, not global random
dungeon = generate_dungeon(rng, depth) # same seed + depth => same dungeon
# Persist run_seed in the save so a crash can resume the same world (see save-systems).
2. Energy-based turn scheduler (speeds differ)
# Pseudocode. Actors gain energy each tick and act when they have enough.
# Faster actors gain more per tick, so they act more often — no fixed "player then enemies".
TURN_COST = 100
def next_actor(actors):
while True:
for a in actors: # 1) serve anyone already ready, in a stable order
if a.energy >= TURN_COST:
a.energy -= TURN_COST # (or the cost of the action they choose)
return a # this actor takes exactly one action now
for a in actors: # 2) nobody is ready: advance time for everyone at once
a.energy += a.speed # e.g. speed 100 = normal, 150 = hasted, 50 = slowed
Grant energy to everyone in a separate pass. Adding it inside the same loop that returns the first ready actor starves every actor after it: with two speed-100 actors, the first one acts every time and the second never does.
3. Field of view + explored memory
# Pseudocode. Recompute visibility from the player each time they move.
visible = compute_fov(map, player.pos, radius=8) # symmetric shadowcasting (see refs)
for cell in visible:
explored.add(cell) # remember it forever (dim "fog of war")
# Render: visible -> lit; explored-but-not-visible -> dim; never-seen -> hidden.
Use symmetric shadowcasting (refs §3): if you can see a monster, it can see you. Classic
recursive shadowcasting is fast but not symmetric, and a naive raycast per cell gives blind
spots and "blinking" vision. If a library is available, use its symmetric mode (python-tcod's
compute_fov takes FOV_SYMMETRIC_SHADOWCAST as its algorithm).
Pitfalls / failure modes
- Disconnected dungeons → rooms the player can't reach. Always run a connectivity/flood-fill pass and carve corridors until every walkable cell is reachable.
- Naive FOV → vision that flickers or is asymmetric (you see them, they don't see you). Use symmetric shadowcasting and test symmetry (refs §3).
- One actor never gets a turn → energy granted inside the "find who is ready" loop (Pattern 2). Advance energy for all actors in its own pass.
- Real-time loop pretending to be turn-based → input races and double-moves. Resolve one discrete turn at a time; queue input.
- Flat difficulty → no descent pressure. Scale monsters/loot by depth and keep resources scarce.
- Permadeath that wipes meta-unlocks → frustration. Separate run state (wiped) from
profile state (unlocks, scores) when saving (see
save-systems). - Save-scumming a "permadeath" game → delete or invalidate the run save on load if you want true permadeath; keep only the profile.
- Unreadable state → the player can't plan. Show HP, turn results, and a message log.
Composition (build it from these skills)
- Generation:
procedural-gen(noise, seeded RNG, dungeon/room algorithms) — the engine of replayability. - Map rendering:
godot-tilemap/unity-tilemap-2dfor the grid;level-designfor set-piece rooms/vaults. - Enemies:
game-aifor monster decision-making (often simple on a grid: seek/flee/patrol). - Persistence:
save-systemsfor run-resume, profile/meta-progression, and true permadeath wipes. - Scripting/data:
godot-resources/unity-scriptableobjectsto define items, monsters, and drop tables as data. - UI:
godot-ui-controlfor the message log, inventory, and HUD. - Feel:
game-feelfor hit/death juice — screen shake and hit-stop that sell impacts on a turn-based grid.
References
- For dungeon-generation algorithms (rooms-and-corridors, BSP, cellular automata, connectivity),
FOV (shadowcasting), and weighted loot/spawn tables, read
references/generation-fov-loot.md.
FAQ
What does the roguelike skill do?
Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.
How do I install roguelike?
Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill roguelike in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/roguelike/ (personal) or .claude/skills/roguelike/ (project).
Which AI agents can use roguelike?
Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.
Is roguelike safe to install?
Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.
Who maintains roguelike?
It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 6,474 recorded installs.
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