![]() In Returnal, you lose your personal upgrades but not the upgrades on the guns. ![]() In human language it means that you don’t lose everything when you die.Ī few examples from some better known roguelites… In Hades, you lose gold but keep gems, keys, and many other things that allow you to upgrade your hero and weapons. No wonder, literally just a letter of difference.įrom our perspective, the best reason we found to call a game a roguelite is a certain level of forgiveness, usually in the form of the so-called persistence layer. The second kind is more or less anything that vaguely resembles a roguelike.īut in real life, we’ve seen roguelites called roguelikes and vice versa. Meaning features like “procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death” are obligatory. Theoretically, the first kind is just like a certain ancient game called Rogue. There are rogue like games, and rogue lite games. For now, let’s focus on why we call Witchfire a “roguelite”. ![]() I am using it here as a vague reminder of what the game is. That is our current logline (a brief summary of the game that shows the main theme, character and conflict). Witchfire is a dark fantasy roguelite shooter from the creators of Painkiller, Bulletstorm, and The Vanishing of Ethan Carter. Armed with strange weapons and forbidden pagan magic, hunt a powerful witch holding the key to your salvation. ![]()
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