The GROGPOD Roguelike Podcast is a bi-weekly show about four friends talking about a featured Roguelike game. We cover the full spectrum of titles, from the more modern, action-oriented games like Binding of Isaac and Hades to the traditonal roguelike designs of games like Cogmind and Caves of Qud. Join us each episode as we unpack what makes a roguelike game fun (or not) and then rank it against the compendium we've compiled thus far.
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A dark presence surrounds you, whispering promises of stolen power! Our episode 100 mega special concludes with a mega special game in the traditional roguelike sphere: Brogue! Developed by a lawyer, Brian Walker sought to rewrite the state of roguelikes in 2009 from bloated checkbox-ticking, weeks-long RPG length games and bring the genre back to its coffee break length roots. Careful streamlining of systems, UI polish, graphical effects, and a much smaller monster pool make Brogue one of the most readily accessible roguelikes of the modern era. My, what a yummy mango!
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01:11 - Game Stats
06:15 - One Sentence Description
10:17 - Brian the Dev’s thoughts on Rogue vs Angband vs Nethack
16:38 - Modernized Design Philosophy
31:58 - Character As Items Design
37:18 - Lumen Stones: Optional Hard Mode & Going Beyond Floor 25
41:30 - Brogue as a First ASCII Game?
51:02 - ASCII Sprites
53:24 - Monster Roster: Dragons, Liches, Jellies & Hover Flavor Text
56:11 - Emergent Narrative
57:37 - Identification Meta-Game, Percentages & Risk
1:10:50 - Magic System: Staffs, Wands, Charges & Enchantment Synergies
1:16:39 - Brogue Fan Community Correspondence
1:31:09 - Rankings & Final Thoughts (new #1 hidden gem game for the podcast!)
1:43:53 - Similar Games & Show Wind Down
See also:
The Incredible Power of Dijkstra Maps
Brian Walker - Procedural level design in Brogue and beyond
Brian’s thoughts on Rogue vs Angband and Nethack
Next episode: Nordhold
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: The Lord of the Chiptunes: The Return of The Chiptune - Minas Tirith
Outro music: Sir Knight Beats - GELATINOUS CUBE (hexcore)
Episode 100 Part 2 - Moria, Hack, Larn, Omega
Tuesday, July 28, 2026 • Duration 02:00:42
What is this new devilry? Part 2 of the GROGPOD100 extravaganza continues, this time with a focus on the first ever rogue-like games ever made! Following the part 1 format, Scott does a brief historical deep dive of the games with some community correspondence, followed by our in-person live first experiences playing these games. We’ll experience why Gandalf had no memory of dungeon floors in Moria, see the first draft of history with Hack, try to rescue our poisoned daughter in Larn, and try to survive longer than 10 turns in the city of Rampart with Omega!
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00:28 - Part 2 intro
02:23 - 1983 Moria
15:42 - Moria correspondence
27:31 - 1984 Hack
38:23 - Hack correspondence
47:31 - 1986 Larn
54:07 - Larn correspondence
58:13 - 1987 Omega
1:12:11 - Omega correspondence
1:14:11 - GROGPOD live first impressions
Mentioned in this episode:
Dungeon Hacks: How NetHack, Angband, and Other Roguelikes Changed the Course of Video Games
Toma’s unedited 15 minute voicemail here
Toma’s 130 traditional roguelike reviews
Rogue Elements
Scott & Dan talking Dwarf Fortress back in 2020
Next episode: EP100 part 3: Brogue CE
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Shiryu - The Lord of the Chiptunes: The Chiptune of the Ring - The Council of Elrond
Outro music: Shiryu - The Bridge of Khazad-dûm
Episode 100 Part 1 - Rogue and its Predecessors
Tuesday, July 21, 2026 • Duration 01:59:38
The road to Rogue was paved with ascii, teletype, thousand-pound mainframes, and a hacker spirit only highschoolers and college kids and eminate. For our big 100th episode, we have for you a 3-part deep dive into the games that inspired Rogue, the first TRUE roguelikes, and the crown jewel of ascii games: Brogue. This being part 1, we focus on the biggest computer games of the 1970s and how those shaped the design of Rogue. For each game, Scott briefly talks about how its played and a short bit of history, followed by some community correspondence about the game. Finally we have the pod crew doing a first ever live in-person recording about our experiences playing these games for the first time. So use those podcast desription timestamps to jump around! You feel weak with hunger… a hunger that can only be satisifed by hitting that play button!
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1:00 - Intro to episode 100 parts 1, 2, and 3
05:30 - 1971 Star Trek overview
13:30 - Trek correspondence
20:22 - 1975 pedit5/The Dungeon overview
30:10 - 1976 Colossal Cave Adventure
41:12 - ADVENT correspondence
47:12 - 1980 Rogue
58:52 - Rogue correspondence
1:06:46 - GROGPOD live first impressions
Next episode: EP100 part 2: The First Roguelikes (Moria, Hack, Larn, Omega)
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Star Trek 1969
Outro music: Introduction to the PDP-11
BALL x PIT
Tuesday, July 14, 2026 • Duration 01:40:08
Ball don’t lie! This week we’re dropping into the chasm filled with Arkanoid-inspired enemies in BALL x PIT! The fabled city of Ballbylon has fallen and evil monsters have dragged the metropolis into, you guessed it, a pit! Your quest is to rebuild the city by taking a ramshackle elevator down into the depths, huck balls at the rampaging hordes, and escape with resources you can use to restore the town brick by brick. Sure none of the residents have eyes in their sockets, are largely magical warlock outcasts and fallen kings, and in some cases look like haunted versions of an American Gothic painting, but we will rebuild! And upgrade our infrastructure via as many ping-pong mechanics as possible!
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1:58 - Game stats
3:35 - One sentence description
4:07 - The Fall of Ball-bylon in 46 Seconds
8:46 - Visual Style: Scrolling Enemies, Mobile Game Look & Art
13:49 - Ball System: Build Strategy Synergy
29:06 - Early Game & Metaprogression Treadmill
35:18 - Town Building: RTS Grid Base Builder & Worker Trajectory
43:21 - Character Variety: Turn-Based Mode, Twitch Voting & Unique Gimmicks
52:32 - Narrative Theme: Descending the Pit & Level Progression Arc
55:04 - Town Building x Ball Combat x Sound Design
1:11:22 - How’s it Compare with Vampire Survivors?
1:22:30 - Rankings & final thoughts
1:30:00 - Similar games & show wind down
Next episode: Episode 100 part 1 - Rogue and Its Predecessors
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: GROGPOD Theme 2 by Balatro composer LouisF - https://louisfmusic.com/
Outro music: Liminal x Desert - Amos Roddy
Caves of Qud Part 3: Interview with Composer Craig Hamilton
Tuesday, June 30, 2026 • Duration 01:28:06
Moon and Sun! Caves of Qud returns for our summer music episode, as I grabbed some time with the composer Craig Hamilton! Since Qud is a dramaturgical triad, we couldn’t NOT do a third episode talking with the creative mind behind the creative sounds of the game. We’re talking Digital Audio Workstations, sci-fi literature, flamethrowers, traditional roguelikes, and so much more! The torsion of an external crank drags a rosin-slathered wheel against a metal cable, whose protestations emerge from the wooden case in a low, melodic groan.
Part 1 of our Qud Qoverage focusing on the story and soundtrack can be found here
Part 2 focusing on the gameplay and mechanics of Qud can be found here
Other topics discussed:
https://www.craigoryhamilton.com/
https://store.steampowered.com/app/1247760/Caves_of_Qud_Soundtrack/
https://stumpyfrog.com/sfr24a-caves-of-qud-3lp/
https://eggplant.show/into-the-depths-caves-of-qud-finale
http://www.decklinsdemise.com/mordor.htm
https://store.steampowered.com/app/224500/Gnomoria/
https://en.wikipedia.org/wiki/Ultima_Ratio_Regum_(video_game)
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00:00 - Intro Premable
2:17 - Interview Start!
3:14 - Craig’s Musical Origins: Uncle’s Yamaha Keyboard & Early Life
6:22 - Mixtapes, High School Bands & College Hardcore Synth Work
10:10 - Childhood Dream: Astronaut, Video Game Maker or Musician
11:50 - Childhood Gaming: Diablo 1, XCOM & Cinematic Music Influences
17:38 - Film Score Influences: Arrival, Blade Runner & Disney Jungle Book
19:00 - How Craig Got Hired: Dropsy Tracks & Caves of Qud Audition
24:24 - Composition Process: Flavour Text Prompts & Dev Collaboration
26:43 - “Onward”: Multiple Versions, Melancholy Quality & New Keyboard
33:53 - Diegetic Sound Design: Golgotha Flamethrower & Theme Park Composition
38:45 - Craig’s Favorite Track: “Arrival” & Interstellar Inspiration
44:46 - “Bey Lah Heritage II”: Western Aesthetic, Harmonicas & Hindren Influence
47:36 - “Attack on Grit Gate”: Desperate Blown-Out Battle Sound Design
52:34 - Favorite Game Soundtracks: FF7, Nuclear Throne, Katamari Damacy
1:05:31 - Craig’s 40 Hours of Qud: Exploration Style & Mutant Builds
1:10:47 - The Caves Music: Danger, Oppression & Caving YouTube Inspiration
1:15:14 - Cozy Art Lulling Players Into a False Sense of Security
1:18:36 - Gnome Moria, Ultima Ratio Regum & Procedural Generation Discussion
1:25:21 - Show Wind Down
Next episode: BALL x PIT
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Caves of Qud OST - 3rd Spore Phase
Outro music: Caves of Qud OST - Of Chrome, and How (Sultan’s Song)
Hard Reset
Monday, June 15, 2026 • Duration 02:11:49
“You don’t have the cards!” This week we deep dive the cyberpunk productivity app roguelike deckbuilder hybrid that our very own co-host Will has been developing since 2018! A unique spin on gamification apps, Hard Reset asks the ever-important question of: “what if we made the game part actually fun?” The capitalist oligarchs have taken over and you must stop them by upgrading your cybernetics as provided by a mysterious benefactor. Fight through mutant-filled cyber slums with the help of rocket arms, irradiation blasters, and a helpful hand or two. But don’t skimp on those tasks to practice your cello or take out the garbage! Being consistent rewards gameplay with bonuses, and missing days will add consequences to your deck.
Find Will’s app at:
https://hardreset.app/
https://discord.com/invite/VdqP5AWBnz
https://bsky.app/profile/hardresetapp.bsky.social
https://www.youtube.com/@HardResetApp
Hard Reset has already been getting some coverage by other outlets that you can find below:
ParadoxPort - Hard Reset: When To-Do Lists Meet a Dystopian Cyberpunk Game
Sam Liberty - Hard Reset Is the Gamified Productivity App I’ve Been Waiting For
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1:13 - Game stats
2:28 - One sentence description
5:09 - Origin Story: Behavioral Therapy Work & Contingency Management
9:18 - Hard Reset’s Purpose vs. Previous Therapy App
12:07 - Habitica Comparison & Fun-as-Reward Design Philosophy
15:25 - Vesper-5 & Checklist-Game Symbiosis Discussion
23:52 - Boot Sequence, Node Map & Game Structure Walkthrough
24:34 - Hardware & Wetware System vs. Slay the Spire Relics
35:10 - Card Codex Stats: 71 Cards, 15 Hacks & Unique Mechanics
43:41 - Combat Animations, Eye-Opening Intro & Protagonist Identity
46:01 - Portrait Mode Innovation & One-Handed Mobile Design
59:50 - AI Art Ethics: Solo Dev Cost Reality & Moral Debate
1:09:43 - Story & Theme: Cyberpunk Anti-Oligarch Revolution Narrative
1:33:43 - Player Build Strategies & Community Discoveries
1:53:00 - Rankings & final thoughts
2:01:13 - Fan Write-Ins
2:05:10 - Similar games & show wind down
Next episode: Summer music fest interview with Caves of Qud composer Craig Hamilton!
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: GROGPOD Theme 2 by Balatro composer LouisF - https://louisfmusic.com/
Outro music: Hard Reset trailer theme
Rift Wizard 3: Interview with Developer Dylan White
Tuesday, June 9, 2026 • Duration 01:34:37
It’s a special bonus episode this week! With Rift Wizard 3 launching in June 2026, I sat down with developer Dylan White to talk about the third game’s evolution, how its distinguished itself from Rift Wizard 2, and what it takes to make a traditional roguelike game stand out in the ever evolving morass of games being released on Steam these days. Come for the discussion on PyGame, stay for the discussion on metal music band names as monsters!
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1:51 - Interview Start
2:49 - Dungeon Crawl Stone Soup as Primary Design Inspiration
6:15 - Original Concept: Not a Wizard Game at First
9:06 - Core Design Goal: Every Encounter High-Pressure & Unique
13:11 - Rift Wizard 2: Items System Added to Fight Forced Builds
16:46 - Dominions 5 Influence & Knowing Your Game’s Identity
20:35 - Why Python/Pygame: Fast Prototyping & Fun to Code
22:38 - ASCII Prototype Origins & Discarded Pac-Man Mana Mechanic
32:22 - AI Coding Agents: Core Logic Hand-Coded, UI Outsourced
41:52 - Crafting System Design: Balancing Planning vs. Improvisation
47:31 - Rift Wizard 3 Art Direction: Ralph Bakshi & 70s Animation
56:36 - Grid Size Changes Across Versions & Rebalancing Challenges
1:02:14 - Sequel Philosophy: 75% Familiarity, 25% Novelty
1:07:17 - Switch & Steam Deck Portability: Mouse-Keyboard Dependency Problem
1:22:50 - Dylan’s Favorite Roguelikes & Final Thoughts on Genre
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: Rift Wizard 3 Title Theme
Outro music: Rift Wizard 3 Boss Theme
Mewgenics
Thursday, June 4, 2026 • Duration 02:07:20
He’s a bad bad kitty! We’re snapping our fingers and fighting through the alleways this week with Mewgenics! The long-awaited game by Binding of Isaac creator and roguelite genre legend Edmund McMillen, fans have been wating something like 15 years to experience the cat breeding tactical combat RPG. You are a crazy cat lady, reanimated from the dead by a mad scientist and your goal is to breed cats to send on harrowing adventures through junkyards, spider caves, the moon, and beyond the reaches of the spacetime continuum. All the while maintaining your most impressive collection of freaks (cats) as they create offspring, poop in your house, and defend you from headless horrors rampaging the neighborhood.
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0:57 - Listener Request Week & Game stats
3:55 - One sentence description
4:30 - Mewgenics dev history
6:28 - Welcome Roguepod Litecast listeners!
10:25 - Art Style & Edmund McMillan Tone
16:51 - NPC Designs
29:02 - Cat Generation, House Overview
31:03 - Typical Run Breakdown: Node Map, Acts & Biomes
33:43 - Boss Music with Lyrics & Soundtrack Discussion
49:57 - Combat Mechanics, Character Classes & Unlocks
57:58 - Cat Breeding Meta Progression System Deep Dive
1:07:16 - Genealogy System
1:21:14 - Guillotina House Defense Battle
1:26:35 - Difficulty Modes, Run Length & Off-Ramp Mechanics
1:39:07 - Rankings & final thoughts
1:50:00 - Similar games & show wind down
1:52:19 - Episode 100 details!
1:53:40 - Next episode - Will’s app/game - https://hardreset.app
2:04:10 - Gigi, Ari, Rakanishu, and Molly (see the youtube episode for videos!)
Next episode: Hard Reset (2026)
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: GROGPOD Theme 1 by Balatro composer LouisF - https://louisfmusic.com/
Outro music: Rediculon - Chumbucket Kitty
Warhammer 40,000: Darktide
Tuesday, May 19, 2026 • Duration 01:43:00
Emperor guide thy aim! Roguelikes and -lites span a spectrum, especially when they come as added game modes to big budget titles that aren’t roguey themselves. This week we explore Warhammer 40K Darktide: the action RPG featuring two … sort of … rogue-ish (heavy squinting) game modes: Expeditions and the Mortis Trials. From the moment I understood the weakness of game genre definitions, they disgusted me. I craved the strength and certainty of roguelikes. I aspired to the purity of the blessed permadeath. Your kind cling to your save files, as if they will not decay and fail you. One day the crude biomass that you call a gameplay loop will wither, and you will beg my kind to save you. But I am already saved, for roguelikes are immortal. Even in death I serve the GROGnissiah.
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2:35 - Game stats
4:08 - One sentence description, Non-Roguelike Games with Rogue Modes Discussion
7:05 - Lore Overview
17:33 - StarCraft & Warhammer
21:56 - Intro Cinematic & Satire
26:17 - Character Creation, Classes & Hub World Tour
38:32 - Adventure Mode, Main Story & Mission Structure
44:47 - Procedural Generation (Or Lack Thereof) & Roguelike Credentials
51:43 - Expeditions Mode: Node Map, Scrap System & Extraction
56:08 - Mortis Trials: Horde Mode, Wave Perks & Chaos Builds
1:13:20 - Soundtrack & Sound Design
1:17:48 - Servitor Healing Stations & Imperium’s Dark Worldbuilding
1:22:10 - Rankings & final thoughts
1:33:08 - Similar games & show wind down
Next episode: Mewgenics
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: GROGPOD Theme 1 by Balatro composer LouisF - https://louisfmusic.com/
Outro music: Jesper Kyd - Disposal Unit (Imperium Mix)
UFO 50 (with Woody Ciskowski)
Thursday, May 7, 2026 • Duration 03:06:19
Play forever! It’s time to climb one of the most ambitious game releases in recent memory by dusting off UFO 50: the collection of games from the fictional LX Systems console of the 1980s. With some titles being very small, and others being very huge, we focus on just 7 that are the most rogue-ish: Bug Hunter, Velgress, Planet Zoldath, Waldorf’s Journey, Party House, Overbold, and Campanella 2! Will we be able to squash the eggs before they hatch? How many times will our hot pink spacecraft be graffito-tagged while hunting for precious treasure? We’ll share stories on our own Wild Buddy experiences as we search for our imprisoned little brother as well. They’re coming for your TEEETH!
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1:56 - Game stats
6:17 - One sentence description
8:56 - Who is UFO 50’s target audience?
23:15 - UFO 50 intro sequence
26:45 - Variety of the 50 games in general
33:26 - Bug Hunter
46:57 - Velgress
1:03:30 - Planet Zoldath
1:16:43 - Waldorf’s Journey
1:30:10 - Party House
1:50:18 - Overbold
2:03:44 - Campanella 2
2:28:38 - UFO 50 general discussion
2:41:10 - Rankings & final thoughts
2:56:35 - Similar podcast: Eggplant Presents a Year of UFO 50
2:58:21 - Similar games & show wind down
Next episode: Warhammer 40,000: Darktide
Contact us at grogpodzone@gmail.com!
https://grogpod.zone
Intro music: GROGPOD Theme 1 by Balatro composer LouisF - https://louisfmusic.com/
Outro music: Eirik Surhke - Big Party / Infinity