Enter the Gungeon Turns 10: Creators Call Out Modern Roguelikes for Becoming “Cash-Grabby”!
Dodge Roll Games’ beloved bullet-hell roguelike, Enter the Gungeon, just hit a massive milestone: its tenth anniversary! Can you believe it’s been a decade since we first started dodging bullets and looting chests in the Gungeon? With over 14 million copies sold, this game isn’t just a classic; it practically wrote the rulebook for modern action roguelikes alongside legends like Nuclear Throne, paving the way for hits like Hades and even the phenomenon that is Vampire Survivors.
But while we’re all celebrating Gungeon’s incredible legacy, its creators, designer Dave Crooks and composer Adam Kidd Drucker (aka Doseone), have some pretty strong feelings about where the roguelike genre is headed. And let’s just say, they’re not exactly thrilled. They’re worried about how the genre is changing and the tactics some newer games use to keep players hooked.
Crooks pointed out that very few games today truly capture the essence of the original “Rogue” experience. He gave an interesting example from a game called Minos, where you build a labyrinth and defend it. He heard a developer say, “But don’t worry, this is a roguelike, so death is not the end!” Crooks was pretty surprised, noting that just ten years ago, that statement would have been the complete opposite of what a roguelike stood for!
His biggest concern? How modern roguelikes are increasingly integrating mechanics that feel a lot like gambling. “The most obvious thing I see is a screen that pops up three choices every 45 seconds,” he explained. He feels like the entire power curve in these games is designed around constantly interrupting you with a “serotonin blast” of fanfare and those three choices. “It’s more relatable to a slot machine being popular,” he added, drawing a clear parallel.
Crooks believes this trend really kicked off with Vampire Survivors and has become even more prominent in games that followed, like Balatro. “Especially on the back of Vampire Survivors and Balatro, I think it has gone a little bit… God, I don’t want to be the person that says this, but a little cash-grabby,” he admitted. He argued that what makes these games fun often resembles a slot machine more than the experience of a traditional roguelike, and frankly, making a game that ticks those “slot machine” boxes is just easier for developers.
It seems part of the problem, according to Drucker, is that the line between “roguelike” and “roguelite” has become incredibly blurry. Most games we call roguelikes are actually roguelites, with true, hardcore roguelikes like Caves of Qud being a rare sight. Drucker summarized it perfectly: “I think we’re seeing it mutate to the version of itself that popularity obfuscates.” This popularity, he suggests, is changing the genre into something else entirely.
Crooks also feels that many games coming after Vampire Survivors are relying too much on progression-based gimmicks rather than genuinely interesting gameplay mechanics. This might explain why games like CloverPit and Raccoin, while still popular, haven’t quite hit the same critical heights.
But don’t fret, Gungeon fans! Dodge Roll isn’t done shaping the roguelike world. They’re currently busy working on Enter the Gungeon 2! The sequel aims to stay true to the original’s fantastic mix of roguelike challenge and bullet-hell action, but with a fresh 3D art style. Given the strong opinions from Crooks and Drucker, it’ll be fascinating to see if Gungeon 2 deliberately swerves away from current trends and how that bold move impacts the final game experience. We’re definitely hyped to see what they cook up next!