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Tangledeep does this with its "Adventure Mode" although you have to select it at the start of the game rather than it being a toggle if I remember correctly. If you die you will go back to the town but keep the majority of your progress (you still lose some gold and unspent skill points) as opposed going back to level 1 and losing all items that were not stored in a stash etc.
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Sachys: Edit: ADOM may also classify (but ive not spent much time with it).
Playing ADOM without permadeath will disable achievements anyway.

@OP: Will you make a list of the titles mentioned, or is this just a random thread that will be forgotten, like tears under the rain?
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BanditKeith2: Roguelikes as far as I can tell largely has ditched the turn base feature years ago as a whole. so you are looking more for a ''traditional roguelike '' rather then Roguelikes in general .. I bring this up as if my observation is correct that most roguelikes for quite a while now aren't being made turn based then you'd be hard pressed to find any that fit your criteria to be considered a roguelike in general atleast of ones still legally available that aren't going for insane prices on key reselling sites or out right insane prices for used copies...

But again, I could be mistaken on what roguelikes are largely based on in in terms of real time anymore or not
The games with rogue-like features that aren't turn-based are usually labeled a s rogue-lites. But of course, as with all genre labels, not everyone consistently makes use of that distinction, and many games that would fit this "rogue-lite" label are simply tagged as rogue-likes too, which makes it harder for those who are only interested in the traditional turn-based genre or those who are only interested in action games with rogue-like features.
Post edited October 30, 2024 by Leroux
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BanditKeith2: Roguelikes as far as I can tell largely has ditched the turn base feature years ago as a whole. so you are looking more for a ''traditional roguelike '' rather then Roguelikes in general .. I bring this up as if my observation is correct that most roguelikes for quite a while now aren't being made turn based then you'd be hard pressed to find any that fit your criteria to be considered a roguelike in general atleast of ones still legally available that aren't going for insane prices on key reselling sites or out right insane prices for used copies...

But again, I could be mistaken on what roguelikes are largely based on in in terms of real time anymore or not
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Leroux: The games with rogue-like features that aren't turn-based are usually labeled a s rogue-lites. But of course, as with all genre labels, not everyone consistently makes use of that distinction, and many games that would fit this "rogue-lite" label are simply tagged as rogue-likes too, which makes it harder for those who are only interested in the traditional turn-based genre or those who are only interested in action games with rogue-like features.
I disagree here as Roguelites has for the most part features Roguelikes don't have like in most roguelites you don't lose everything with you die and you often have ways to permanently improve your character after each run among other things like that.. So no Roguelikes and Roguelites are not that closely related that just removing the turn-based factor would make it roguelite if thats what you are getting at you need to change the formula way more then that to make it roguelite
Post edited October 30, 2024 by BanditKeith2
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BanditKeith2: I disagree here as Roguelites has for the most part features Roguelikes don't have like in most roguelites you don't lose everything with you die and you often have ways to permanently improve your character after each run among other things like that.. So no Roguelikes and Roguelites are not that closely related that just removing the turn-based factor would make it roguelite if thats what you are getting at you need to change the formula way more then that to make it roguelite
Can you name a handful of games then that are true rogue-likes in your opinion but not turn-based, to exemplify your point?
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BanditKeith2: I disagree here as Roguelites has for the most part features Roguelikes don't have like in most roguelites you don't lose everything with you die and you often have ways to permanently improve your character after each run among other things like that.. So no Roguelikes and Roguelites are not that closely related that just removing the turn-based factor would make it roguelite if thats what you are getting at you need to change the formula way more then that to make it roguelite
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Leroux: Can you name a handful of games then that are true rogue-likes in your opinion but not turn-based, to exemplify your point?
So Redited this message to correct a error in tag details on my end

Well off the top of my head I can think of only one at the moment do to I personally played enough to speak on the matter rather then watched gameplay '' 'The Binding of Isaac: Rebirth'' its a roguelike thats not turn based ..

I do say roguelikes and roguelites though as a tag do too much get used interchangeably but I blame that on how similar the two genres are
Post edited October 30, 2024 by BanditKeith2
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BanditKeith2: Well off the top of my head I can think of only one at the moment do to I personally played enough to speak on the matter rather then watched gameplay '' 'The Binding of Isaac: Rebirth'' its a roguelike thats not turn based ..
I have only played the original, not Rebirth, but don't you unlock things for future playthroughs in Binding of Isaac as well? Wouldn't that count as improving your character/chances in the long run? Personally, I think a distinction between traditional turn-based roguelikes on the one hand and action-based rogue-lites that are a bit lighter on rogue-like elements on the other more helpful than drawing a strict line between those games that have no unlocks/improvements between runs at all and those that do. But your mileage my vary.
Post edited October 30, 2024 by Leroux
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BanditKeith2: Well off the top of my head I can think of only one at the moment do to I personally played enough to speak on the matter rather then watched gameplay '' 'The Binding of Isaac: Rebirth'' its a roguelike thats not turn based ..
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Leroux: I have only played the original, not Rebirth, but don't you unlock things for future playthroughs in Binding of Isaac as well? Wouldn't that count as improving your character/chances in the long run? Personally, I think a distinction between traditional turn-based roguelikes on the one hand and action-based rogue-lites that are a bit lighter on rogue-like elements on the other more helpful than drawing a strict line between those games that have no unlocks/improvements between runs at all and those that do. But your mileage my vary.
They are not permanent stats/bonuses so while you unlock them you are at the mercy of RNG in game on if you get them or not.. thus its a true Roguelike thats not turn based ..

Where for just off the top of my head for a example of game I have played thats a full on roguelite no roguelike tag at this time if ever '' Orbital Bullet – The 360° Rogue-lite '' you acquire a currency of some sort through each run you if having enough at the end/character death use to purchase permanent upgrades for the following run ..

See the difference? If not well roguelikes as far as I am aware do not provide permanent/persistent advantages for future runs closest you get is a new character you can play as while the things unlocked could give a better chance it is only if you are lucky enough to find them in the run and you never get to keep them

Where as Rougelites in general offer a person a persistent/permanent advantage in some way thats not relient on rng/luck... for example always having more base health.. .. always starting with better gear.. and so on
roguelikes are, well, like Rogue. have permadeath, randomized items that you have to identify, procedurally generated dungeons, hunger, ability to do all the available stuff at any given moment without limitations and @ being threated as a human-controlled monster (or monsters being threated as computer-controlled @s), etc etc etc. any other definition is a bs invented by tourists.
Post edited October 30, 2024 by LynXsh
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BanditKeith2: They are not permanent stats/bonuses so while you unlock them you are at the mercy of RNG in game on if you get them or not.. thus its a true Roguelike thats not turn based ..
It is permanent, because it's better stuff you can find in the basement or new characters with specail abilities you can play. Sure, you won't find the good stuff on every run (it's still up to RNG), but yet it's stuff that changes things and make the game easier than the first time. Because after you unlocked some more stuff, you will find something good in 95% of your runs.

And even if you don't agree, why would "You lose all your stuff" be a more relevant criteria than "turn-based". I think the most valid definition of a roguelike is the Berlin interpretation and turn-based is a high-value factor in it.
Someone mentioned Caves of Qud without explaining, but I think there's a mode where if you die you go back to the last time you were in a safe area or something. I think.
For me it's a good balance of self-imposed risk, but with some leeway.

This guy explains some modes in this video.

So there is a straight up toggle for permadeath off as well.

The Roleplay mode is what I was talkin about.
Post edited October 30, 2024 by pkk234
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BanditKeith2: They are not permanent stats/bonuses so while you unlock them you are at the mercy of RNG in game on if you get them or not.. thus its a true Roguelike thats not turn based ..
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PaterAlf: It is permanent, because it's better stuff you can find in the basement or new characters with specail abilities you can play. Sure, you won't find the good stuff on every run (it's still up to RNG), but yet it's stuff that changes things and make the game easier than the first time. Because after you unlocked some more stuff, you will find something good in 95% of your runs.

And even if you don't agree, why would "You lose all your stuff" be a more relevant criteria than "turn-based". I think the most valid definition of a roguelike is the Berlin interpretation and turn-based is a high-value factor in it.
Again, it is not a permanent/ability change you even admitted it.. Where as Rougelites does offer a permeant stat/ability change
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BanditKeith2: Again, it is not a permanent/ability change you even admitted it.. Where as Rougelites does offer a permeant stat/ability change
It is permanent. Permanent change of the cave/basement. You won't find every item or event on every single run. But you will constantly get better stuff than in your first run. That's the whole point of unlocking this stuff.
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BanditKeith2: Again, it is not a permanent/ability change you even admitted it.. Where as Rougelites does offer a permeant stat/ability change
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PaterAlf: It is permanent. Permanent change of the cave/basement. You won't find every item or event on every single run. But you will constantly get better stuff than in your first run. That's the whole point of unlocking this stuff.
You are splitting hairs as one is while permanent unlocks sure .. but its not consistent/persistent status/ability changes for the character/characters if you can't understand then lets paint a clear picture here

Roguelike you unlock say a item that during a run gives you 2 extra HealthPoints .. that status only lasts for the run you pick it up in .. you don't get to keep that status boost even when the ublocked item can be found on another run

Rougelite you get 2 extra hitpionts before a run with what you earned during a prior run.. and these extra hitpionts don't go away after the run is over with, they stay with the character from then on no losing that exrtra status

Thus the major difference in how roguelike and rougelite work

If thats not clear to you what I am saying I can't explain it in a much more dumbed down manner
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Sabin_Stargem: Diablo + Hellfire also counts if COTW is valid, as you can save or load at will. The biggest issue is that some enemies can drain stats forever. The Black Death zombie, IIRC.
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dtgreene: To me, that game doesn't qualify as a roguelike because it isn't turn based.
Your definition of roguelike is pretty ancient ngl, I'm not saying you can't stick by it, and you're probably looking for older games anyway, but even with that in mind it's better to specify