Developer · USA
Michael Toy, Glenn Wichman, Ken Arnold
Berkeley students whose Rogue gave its name to procedurally generated permadeath dungeons.
Mechanics first shipped by Michael Toy, Glenn Wichman, Ken Arnold
Ideas this studio is credited with introducing to the medium, each with a full downstream history.
Progression & Persistence · 1980
Experience Points and Levels
Experience points and levels convert repeated actions into permanent capability, giving a character a number that rise…
Origin: Rogue
Combat & Conflict · 1980
Hit Points
Hit points express a character's remaining capacity to absorb damage as a depleting number, so a blow reduces a pool i…
Origin: Rogue
Progression & Persistence · 1980
Permadeath Run Structure
Permadeath means a run ends for good when the character dies, with the save file erased, so every decision carries con…
Origin: Rogue
Procedural Generation · 1980
Procedurally Generated Levels
Procedurally generated levels build their layout at runtime from rules and a random seed, so the arrangement of rooms,…
Origin: Rogue
World Systems · 1980
Survival Needs Clock
A survival needs clock drains hunger, thirst or warmth over time, so standing still is itself a losing move and the pl…
Origin: Rogue
Games developed (1)
1980
Rogue 1980 5 firsts