Agent skill

roguelike

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.

gamedev-skillsgithub.com/gamedev-skillsGitHub ↗
claude-codeclinecodexcursorcopilotwindsurfApache-2.0
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roguelike --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 7 KB
Bundled scripts: none
Requires: Engine-agnostic design patterns; snippets are pseudocode (port to your engine)
Path: skills/genres/roguelike/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the 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-mo

What's inside
Steps it walks through
  1. When to use
  2. What makes it a roguelike (design anchor)
  3. Core loop
  4. Must-have systems
  5. Design knobs
  6. Patterns
  7. 1. Deterministic, seedable run RNG
  8. 2. Energy-based turn scheduler (speeds differ)
  9. 3. Field of view + explored memory
  10. Pitfalls / failure modes
  11. Composition (build it from these skills)
  12. References
Ships with 1 file
  • references/generation-fov-loot.md
More from awesome-gamedev-agent-skills
All skills →
About this skill
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 it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roguelike --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

Keep going