Install Roguelike
Pick your agent. Every command is ready to paste.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roguelikeThe open skills CLI detects your agents (Claude Code, Cursor, Codex and 70+ more) and installs to the right folder. Add -g to install globally.
01
Install it
Run the command above, or upload the folder in Claude.
02
Ask naturally
Describe the task. Your agent loads roguelike when the request matches its description.
03
Name it if needed
If it does not trigger, say “use the roguelike skill”. In Codex, type $roguelike.
The skill itself
SKILL.md
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.
Tips for Roguelike
- • Start a fresh session after installing so your agent picks up the new skill.
- • It bundles reference files. The agent reads them only when needed, so they cost no context until then.
- • It is part of a pack with 40 skills. Install only the ones you need with --skill to keep triggers precise.
- • If two skills overlap, mention the one you want by name.
Questions about Roguelike
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 gamedev-skills/awesome-gamedev-agent-skills --skill roguelike" in your project. The skills CLI installs it for Claude Code, Cursor, Codex and 70+ other agents. In Claude on the web, upload the skill folder as a ZIP under Customize > Skills.
Does Roguelike work in Cursor and Codex?
Yes. Roguelike uses the open SKILL.md format, so it works in Claude Code, Claude, Cursor, OpenAI Codex, Gemini CLI, GitHub Copilot and other agents that support agent skills.
Is Roguelike free?
Roguelike is open source on GitHub under the Apache-2.0 license. It is free to install; check the license before commercial use.
Who made Roguelike?
Roguelike is published by gamedev-skills in the gamedev-skills/awesome-gamedev-agent-skills repository, together with 39 other skills.

