Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables.

Apache-2.0Auto-check passedData & Analytics

Install Roguelike

skills CLI
$ npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roguelike -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install gamedev-skills/awesome-gamedev-agent-skills roguelike --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/genres/roguelike .claude/skills/roguelike && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
roguelike
GitHub stars
1.4k
Token cost
~1.8k tokens
SKILL.md length
693 words
Files
2 (incl. references)
Skills in repo
53
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables.

  • Works in 3 steps: Deterministic, seedable run RNG → Energy-based turn scheduler (speeds… → Field of view + explored memory
  • A roguelike/roguelite
  • SKILL.md covers When to use, What makes it a roguelike…, Core loop and Must-have systems, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Roguelike is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. 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.

Its SKILL.md is about 1.8k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/generation-fov-loot.md`).

It sits in Data & Analytics, covering Web scraping. The repository describes itself as: 74 game-dev skills for AI coding agents — Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE, Roblox. Portable SKILL.md Agent Skills (the format Anthropic… The licence is Apache-2.0.

When your agent uses it

  • A roguelike/roguelite
  • Turn-based grid dungeon crawler with procedural levels

Example prompts

  • “/roguelike”

Requirements

  • Python 3

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Deterministic, seedable run RNG
  2. Energy-based turn scheduler (speeds differ)
  3. Field of view + explored memory

What it can do on your machine

Read from SKILL.md and the folder at commit 0a70cfc. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are python).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Roguelike loads about 1.8k tokens when it runs, and up to ~3k if it reads all its reference files. Until then it costs about 52 tokens; SKILL.md has 693 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~52
When it runs · the whole SKILL.md, loaded when a task matches
~1.8k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~3k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from gamedev-skills/awesome-gamedev-agent-skills at commit 0a70cfc, republished under its Apache-2.0 licence (© gamedev-skills). 693 words, ~1,804 tokens.

Download SKILL.mdSave it as .claude/skills/roguelike/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
roguelike
description
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.

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

  1. Turn scheduler — energy/initiative system so fast actors act more often (Pattern 2).
  2. Grid map + movement — tile coordinates; bump-to-attack; blocked/walkable queries.
  3. Procedural dungeon generator — rooms + corridors, or BSP/cellular; guarantee connectivity.
  4. Field of view + explored memory — what's visible now vs. seen-before (Pattern 3 / refs).
  5. Combat + entities — HP, attack/defense, status; monsters obey the same rules as the player.
  6. Loot + drop tables — weighted, depth-scaled item/monster spawning (refs).
  7. Permadeath + (optional) meta-progression — wipe the run; persist only unlocks/score.
  8. Message log + clear UI — the player reasons from text/state; surface numbers and events.

Design knobs

KnobEffectNotes
Dungeon size / room countrun length, densityScale with depth.
Connectivity guaranteeno unreachable roomsAlways verify reachability after generation.
Monster density / depth curvedifficulty rampSpawn by depth-weighted table.
Loot rarity weightspower varianceRarer = bigger swing; identify adds discovery.
FOV radius / lightingtension, informationSmaller radius = scarier, slower.
Resource scarcity (food/HP/ammo)pressure to descendCore tension lever in classic RLs.
Permadeath vs meta-progressionrun stakes vs. retentionRoguelite softens the wall.
Identification / unknownsexploration valueUnidentified items reward experimentation.
Seedable RNGdaily runs, debuggingAlways allow a fixed seed (see procedural-gen).
Show full SKILL.md (271 more words)Show less

Patterns

1. Deterministic, seedable run RNG
python
# 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)
python
# Pseudocode. Each actor gains energy each tick and acts when it has 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:                 # stable order avoids ties favoring one side
            a.energy += a.speed          # e.g. speed 100 = normal, 150 = hasted
            if a.energy >= TURN_COST:
                a.energy -= TURN_COST
                return a                 # this actor takes exactly one action now
3. Field of view + explored memory
python
# 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 a proven FOV algorithm (recursive shadowcasting or symmetric shadowcasting). Do not roll a naive raycast-per-cell — it produces asymmetric, "blinking" vision. See refs.

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 shadowcasting; test symmetry.
  • 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-2d for the grid; level-design for set-piece rooms/vaults.
  • Enemies: game-ai for monster decision-making (often simple on a grid: seek/flee/patrol).
  • Persistence: save-systems for run-resume, profile/meta-progression, and true permadeath wipes.
  • Scripting/data: godot-resources / unity-scriptableobjects to define items, monsters, and drop tables as data.
  • UI: godot-ui-control for the message log, inventory, and HUD.
  • Feel: game-feel for 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.

© gamedev-skills, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in skills/genres/roguelike of gamedev-skills/awesome-gamedev-agent-skills.

  • SKILL.md
  • references/generation-fov-loot.md

Open the folder on GitHubat commit 0a70cfc

Compare with similar skills

Roguelike next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Roguelike compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Roguelike this skillgamedev-skills/awesome-gamedev-agent-skills1.4k—~1.8kAutomated safety check: PassApache-2.0
Tmuxtrpc-group/trpc-agent-go1.9k23 repos~868Automated safety check: PassApache-2.0
Ketch1broseidon/ketch7021 repos~3.9kAutomated safety check: PassMIT
Boss Zhipin Scrapereatmoreduck/boss-zhipin-scraper1.5k—~2.6kAutomated safety check: PassMIT
Crawl4AI Web Scrapingsmallnest/goclaw5991 repos~2.5kAutomated safety check: PassMIT
Axyusukebe/ax7191 repos~918Automated safety check: PassMIT

Similar skills

  • Tmux

    trpc-group/trpc-agent-go

    Remote-control tmux sessions for interactive CLIs by sending keystrokes and scraping pane output.

    1.9k GitHub starsUsed in 23 repos~868 tokens
    Data & AnalyticsAuto-check passed
  • Ketch

    1broseidon/ketch

    Research skill for ketch — a fast stateless CLI for web search, OSS code search, curated library docs, page scraping, and site crawling; an optional MCP server exists for operators who want it, but…

    702 GitHub starsUsed in 1 repo~3.9k tokens
    Data & AnalyticsAuto-check passed
  • Boss Zhipin Scraper

    eatmoreduck/boss-zhipin-scraper

    Scrape BOSS直聘 (job listing site) via Chrome CDP. An agent skill from eatmoreduck/boss-zhipin-scraper.

    1.5k GitHub stars~2.6k tokensUpdated today
    Data & AnalyticsAuto-check passed
  • Crawl4AI Web Scraping

    smallnest/goclaw

    Scrapes sites, handles JavaScript-heavy pages and extracts structured data with Crawl4AI, through its crwl CLI or Python SDK, including schema-based extraction without an LLM.

    599 GitHub starsUsed in 1 repo~2.5k tokens
    Data & AnalyticsAuto-check passed
  • Ax

    yusukebe/ax

    Use the ax CLI instead of curl + throwaway parsing scripts whenever you fetch a URL, explore an unknown web page, or extract structured data from HTML.

    719 GitHub starsUsed in 1 repo~918 tokens
    Data & AnalyticsAuto-check passed
  • Anakinscraper

    Anakin-Inc/anakin

    Scrape any website into clean markdown or structured JSON. An agent skill from Anakin-Inc/anakin.

    4.5k GitHub stars~859 tokensUpdated 1 mo ago
    Data & AnalyticsAuto-check passed

More from gamedev-skills/awesome-gamedev-agent-skills

All 53 skills in this repo
  • Create Game Assets

    gamedev-skills/awesome-gamedev-agent-skills

    Plan, generate, source, normalize, and validate cohesive visual game assets.

    1.4k GitHub stars~2k tokensUpdated 2 days ago
    Auto-check passed
  • Roblox UI

    gamedev-skills/awesome-gamedev-agent-skills

    Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion…

    1.4k GitHub stars~2.9k tokensUpdated 2 days ago
    Auto-check passed
  • AI Behavior Trees Utility AI

    gamedev-skills/awesome-gamedev-agent-skills

    Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential…

    1.4k GitHub stars~2k tokensUpdated 2 days ago
    Auto-check passed
  • Bevy Ecs

    gamedev-skills/awesome-gamedev-agent-skills

    Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the…

    1.4k GitHub stars~2.5k tokensUpdated 2 days ago
    Auto-check passed
  • Card Game

    gamedev-skills/awesome-gamedev-agent-skills

    Build a card game: card data, deck/hand/discard zones, draw/shuffle/reshuffle, a turn structure, costs, and effect resolution.

    1.4k GitHub stars~1.6k tokensUpdated 2 days ago
    Auto-check passed
  • Fps Shooter

    gamedev-skills/awesome-gamedev-agent-skills

    Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI.

    1.4k GitHub stars~1.5k tokensUpdated 2 days ago
    Auto-check passed

Questions about Roguelike

What does Roguelike do?

Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Roguelike is an agent skill from gamedev-skills/awesome-gamedev-agent-skills. Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables.

When should I use Roguelike?

Roguelike fits situations like: A roguelike/roguelite; turn-based grid dungeon crawler with procedural levels.

How do I install Roguelike in Claude Code?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roguelike -a claude-code`. Or copy the skill folder (skills/genres/roguelike in gamedev-skills/awesome-gamedev-agent-skills) into .claude/skills/roguelike in your project. Claude Code loads it when a task matches its description.

How do I install Roguelike in Codex?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roguelike -a codex`. Or copy the skill folder (skills/genres/roguelike in gamedev-skills/awesome-gamedev-agent-skills) into .agents/skills/roguelike in your project. Codex loads it when a task matches its description.

Can I use Roguelike in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roguelike -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/roguelike, .gemini/skills/roguelike, .github/skills/roguelike and .opencode/skills/roguelike in your project.

What does Roguelike need to run?

SKILL.md names no scripts, command-line tools or credentials: Roguelike is instructions for the agent only. Our summary lists: Python 3.

Does Roguelike access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Roguelike safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Roguelike use?

Roguelike is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Roguelike use?

About 1.8k tokens (SKILL.md is roughly 7.2k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1.2k tokens, read only when the agent opens those files.

What are the alternatives to Roguelike?

Skills that share tags, products or a category with Roguelike: Tmux (trpc-group/trpc-agent-go, 1.9k stars), Ketch (1broseidon/ketch, 702 stars), Boss Zhipin Scraper (eatmoreduck/boss-zhipin-scraper, 1.5k stars) and Crawl4AI Web Scraping (smallnest/goclaw, 599 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Roguelike?

gamedev-skills (a GitHub organization) maintains it in gamedev-skills/awesome-gamedev-agent-skills, which has 1,389 GitHub stars. The repository holds 53 skills in this directory. The repository was last updated on October 9, 2026.

Source: gamedev-skills/awesome-gamedev-agent-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.