roguelike

roguelike is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 51 tokens per session (1,954 once invoked), scanned A, original, Apache-2.0.

A game-building guide for turn-based dungeon games on a grid, where each death ends the current attempt and levels are regenerated. It covers procedural dungeons, field of view, loot, and run progression.

In plain words
What is it for?
Use it for roguelikes and roguelites, including dungeon crawlers with random levels, permadeath, fog of war, loot tables, and optional progress between attempts.
Why use it?
It helps coordinate the systems that make each attempt distinct and meaningful while preserving the careful, turn-by-turn decisions of a roguelike.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the genres plugin — 9 skills shipped together , and of gamedev

Good fit Use it for roguelikes and roguelites, including dungeon crawlers with random levels, permadeath, fog of war, loot tables, and optional progress between attempts.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/roguelike
About the project

awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.

gamedev-skills/awesome-gamedev-agent-skills · 4,867 stars · on GitHub

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill roguelike
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install genres, the plugin that ships this one along with the rest of its 9 skills.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for roguelike

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roguelike/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roguelike)
Your own site
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roguelike"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roguelike/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for roguelike

Your own site · 80×15
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/roguelike"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/roguelike.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 51 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,954 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 24 Oct 2026
  • Snyk pass 24 Oct 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00051 $0.01954
Opus 5.5 $0.00020 $0.00782
Sonnet 5.5 $0.00010 $0.00391
Haiku 4.5 $0.00005 $0.00195

Measured 2d ago against content hash d842c30ef0ee, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

roguelike scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

skills/genres/roguelike/SKILL.md · 143 lines

How it starts

The opening of the file, as written. The whole thing — 143 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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.

Read the full file on GitHub · 143 lines

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2d ago Changed · +9 lines d842c30ef0ee
  2. 1mo ago First seen · 134 lines · 51 tokens per session scan A 05dc641b7360

Subscribe to this mod's changes

roguelike is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 51 tokens to every session and 1,954 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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