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Roguelike

Skill gamedev-skills/awesome-gamedev-agent-skills/skills/genres/roguelike

Game-development Agent Skills for AI coding agents: install once and a master router loads the right skill for your engine and task. 66 original, version-pinned skills (plus a master router) in the portable SKILL.md format that runs across Claude Code, Cursor, Codex, Copilot, Gemini CLI and more, for Godot, Unity, Unreal, web and beyond.

Install
npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill roguelike

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What its author says it does

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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.

The file declares its own license as Apache-2.0. That is the author’s claim about this one file, and it is not the same thing as the license GitHub reports for the repository, which is listed with the other numbers below.

SKILL.md

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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

  1. Turn scheduler — energy/initiative system so fast actors act more often (Pattern 2).
  2. Grid map + movement — tile coordinates; bump-to-attack; blocked/walkable queries.
  3. Procedural dungeon generator — rooms + corridors, or BSP/cellular; guarantee connectivity.
  4. Field of view + explored memory — what's visible now vs. seen-before (Pattern 3 / refs).
  5. Combat + entities — HP, attack/defense, status; monsters obey the same rules as the player.
  6. Loot + drop tables — weighted, depth-scaled item/monster spawning (refs).
  7. Permadeath + (optional) meta-progression — wipe the run; persist only unlocks/score.
  8. Message log + clear UI — the player reasons from text/state; surface numbers and events.

Design knobs

KnobEffectNotes
Dungeon size / room countrun length, densityScale with depth.
Connectivity guaranteeno unreachable roomsAlways verify reachability after generation.
Monster density / depth curvedifficulty rampSpawn by depth-weighted table.
Loot rarity weightspower varianceRarer = bigger swing; identify adds discovery.
FOV radius / lightingtension, informationSmaller radius = scarier, slower.
Resource scarcity (food/HP/ammo)pressure to descendCore tension lever in classic RLs.
Permadeath vs meta-progressionrun stakes vs. retentionRoguelite softens the wall.
Identification / unknownsexploration valueUnidentified items reward experimentation.
Seedable RNGdaily runs, debuggingAlways 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. Each actor gains energy each tick and acts when it has 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:                 # stable order avoids ties favoring one side
            a.energy += a.speed          # e.g. speed 100 = normal, 150 = hasted
            if a.energy >= TURN_COST:
                a.energy -= TURN_COST
                return a                 # this actor takes exactly one action now

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 a proven FOV algorithm (recursive shadowcasting or symmetric shadowcasting). Do not roll a naive raycast-per-cell — it produces asymmetric, "blinking" vision. See refs.

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 shadowcasting; test symmetry.
  • 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-2d for the grid; level-design for set-piece rooms/vaults.
  • Enemies: game-ai for monster decision-making (often simple on a grid: seek/flee/patrol).
  • Persistence: save-systems for run-resume, profile/meta-progression, and true permadeath wipes.
  • Scripting/data: godot-resources / unity-scriptableobjects to define items, monsters, and drop tables as data.
  • UI: godot-ui-control for the message log, inventory, and HUD.
  • Feel: game-feel for 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.

Keep looking

Skills are one crate of 328,083. Ordering is by how many stacks a row turns up in, so the top of any crate is what has actually been picked rather than what has the most stars.