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Here’s a blog post exploring the evolution of roguelikes—from ancient dungeon crawlers to the genre-blending hits of today. From Stone Tablets to Bullet Heavens: The Wild Evolution of Roguelikes

This was the great democratization. No more 100-hour campaigns; you could get a full arc in 20–40 minutes.

For decades, game over meant a trip back to the last save point. But a niche genre born from 1980s mainframes flipped that script. Instead of saving your progress, it saved your experience . You’d die, lose everything, and then... click “New Game” with a grin.