

Roguelike Radio
Andrew Doull, Darren Grey, Ido Yehieli etc.
Welcome to Roguelike Radio, a podcast about roguelikes.
Episodes
Mentioned books

13 snips
Feb 17, 2025 • 0sec
Episode 161: Caves of Qud 1.0
Brian Bucklew, technical lead for Caves of Qud, and Jason Grinblat, creative lead and writer, talk about shaping the game from systems and UI to narrative. They cover procedural village generation, balancing intentionally broken builds, modes like Roleplay and Wander, art and tiles evolution, and how design and iteration led to a 1.0 milestone.

8 snips
Feb 4, 2025 • 0sec
Episode 160: Science Fiction
Explore the fascinating intersection of science fiction and roguelikes. Hear insights on defining sci-fi in games and the diversity of sci-fi roguelikes compared to fantasy. The hosts debate hard vs soft sci-fi and the implications of science-driven design. Discover how systems and procedural generation mimic scientific exploration. They tackle ethical dilemmas in gameplay, the importance of UI in explaining complex mechanics, and the challenges of designing realistic space environments. Plus, get inspired by potential sci-fi adaptations for the genre!

5 snips
Jan 26, 2025 • 0sec
Episode 159: Shiren 6
Dive into the enchanting world of Shiren the Wanderer: The Mystery Dungeon of Serpentcoil! Discover the rich history of the Mystery Dungeon series and the roots of its mechanics. Explore the challenges of strategic play against new enemies and traps, while appreciating the modern 3D visuals. The discussion touches on innovative item systems, community-driven rescue mechanics, and how Shiren 6 serves as a great entry point for newcomers. Plus, learn about the behemoths and the surprising events that add excitement to each adventure!

Jan 9, 2025 • 0sec
Episode 158: 10 Years of Dungeonmans
We discuss the 10th "Mansiversary" of Dungeonmans, with Darren Grey and Jim Shepard.
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5 snips
Dec 9, 2024 • 0sec
Episode 157: 868-BACK
Michael Brough, an independent game developer known for his unique roguelikes like 868Hack, dives into the creation of his sequel, 868-BACK. He shares insights on the evolution of his design aesthetic, emphasizing player discovery through glitchy visuals. Brough discusses his preference for interactive prototypes and the importance of balancing accessibility with complex mechanics. He also reflects on the community's influence on his work and the emotional resonance that abstract games can have. Plus, discover the clever pun behind the game's title!

Sep 27, 2020 • 0sec
Episode 156: Roguelike Celebration event
Em Lazer-Walker, indie/experimental game creator and developer advocate who curates talks and programming. Noah Swartz, longtime roguelike organizer who founded the Celebration to connect community. They discuss the event’s origin and growth. They talk programming choices like single-track and lightning talks. They cover the move online, custom social spaces, accessibility, interactive demos, and plans for future in-person and regional meetups.

6 snips
Jul 26, 2020 • 0sec
Episode 155: Magic Systems
Creating magic systems beyond traditional fire and ice bolts, delving into depth and interlocking systems, the ongoing debate on scientificity of magic, examples of inventive magic systems in roguelike games, the mental ordeal of banishment in Dungeon Crawlstone Soup, capturing horror and unknowable magic, proposing improvements for magic scrolls, and personal fascination with magic systems in games.

Aug 31, 2019 • 0sec
Episode 154: Jupiter Hell - Early Access
We discuss the kitchen sink school of game design, with Kornel Kisielewicz and Darren Grey.
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Apr 12, 2019 • 0sec
Episode 153: 7DRLs 2019
Discussion of the results of the 2019 Seven Day Roguelike Challenge, with Darren Grey, Tone, Andre Odendaal, Patrick Davison and Lachlan Kingsford (www.nerdygentleman.com).
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Mar 22, 2019 • 0sec
Episode 152: The Kitchen Sink
Alexei Pepers, game designer and roguelike commentator, joins to explore kitchen sink design and procedural generation. He shares childhood NetHack sink stories and compares hand-crafted quirks to data-driven systems. The conversation covers replayability, procedural scale, memorable special cases, and which games favor focused design over content bloat.


