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Deep Rock Galactic Survivors devs were scared the roguelike spin might not sell, but thankfully they have "one of the most active communities on the planet"
By Kaan Serin published
News DRG's spin on the Vampire Survivors formula had nothing to worry about

Vampire Survivors devs launch official wiki "free of ads, banners, and all of the junk that gets in your way," joining Stardew Valley and Terraria in community wikis with minimal intrusions
By Dustin Bailey published
News The devs behind the viral roguelike are directly partnering with the community on this wiki

The $5 roguelike banger that turned Terraria into a sci-fi tower defense game is getting a bigger, deeper sequel
By Dustin Bailey published
News After Dome Keeper proved "Terraria but tower defense" could be a whole genre, Wall World 2 is coming to prove the concept has legs

Balatro creator hits back at AI art spread on the roguelike's subreddit: "I don't use it in my game, I think it does real harm to artists of all kinds"
By Kaan Serin published
News Localthunk lands on the anti side of the AI art fence

After stepping away from Balatro for 3 months, the developer only resumed work "because I was bored but the internet was out so I couldn't play Rocket League"
By Issy van der Velde published
News Breaks are important

Balatro creator says it's "useless" for him to give advice to other devs because "I only have one data point" and it was a 5 million-sale success story
By Issy van der Velde published
news This industry moves too fast to follow anyone's footsteps

I just watched the first 10 seconds of this indie roguelike’s trailer, and it's not even trying to be subtle about being an unlicensed 40K game
By Issy van der Velde published
news Wearing its inspirations on its sleeve

Balatro creator started "properly playing the game myself about a week before launch" and had "a pretty emotional moment" where he realized it's "actually fun"
By Kaan Serin published
News Well, of course

Balatro creator initially considered a Steam release in part to help "get a game developer job somewhere," and after 5 million sales I'd say he found one
By Scott McCrae published
News "All I knew about Steam is that there were about a million games on there and that very few could realistically make a living"

From "I stopped working on the project entirely" to "we are so back," Balatro creator says the roguelike's development was always about passion and taking breaks was essential
By Scott McCrae published
News The momentum from this break led the developer to consider publicly releasing a game for the first time
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