So here's what the Mewgenics devs are saying, and honestly? They're not wrong. Before games like Spelunky and The Binding of Isaac came along, roguelikes were basically the gaming equivalent of reading ancient scrolls in a basement. You know, the kind of stuff only the most dedicated nerds would put up with.
And look, I get it. Traditional roguelikes were brutal. We're talking ASCII graphics, permadeath that made you want to throw your keyboard, and complexity that needed a PhD to understand. NetHack? Dwarf Fortress? Those games didn't just have learning curves - they had learning cliffs. With spikes at the bottom.
But then something changed. The Mewgenics team pointed out how revolutionary it felt when games started making roguelikes actually... fun? Accessible? The whole "endlessly replayable" thing suddenly clicked for regular gamers when you wrapped it in pixel art and gave it tight controls. Spelunky showed us that permadeath could be addictive instead of annoying. Isaac proved that weird could work if the gameplay loop was solid enough.
What really gets me is how right they are about the transformation. Back in 2008, mentioning roguelikes at a party would clear the room faster than talking about your cryptocurrency portfolio. Now in 2026? Everyone's played at least one. Hades, Dead Cells, Risk of Rain - these games took that hardcore DNA and made it mainstream.
The Mewgenics folks clearly remember those dark ages of roguelikes, and honestly, their perspective makes sense. Sometimes you need the right games to show people why a genre rocks. Otherwise yeah, only the nerdiest nerds would tolerate ASCII dungeons and losing 40 hours of progress to a lucky goblin.

Fred
Shooters — FPS, tactical, battle royale, competitive multiplayer