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You can download Elona 1.22 from one of the links on the official site: http://ylvania.style.coocan.jp/index_e.html
The Elona wiki can help with anything you need:
https://elona.fandom.com/wiki/Elona_Wiki
Please be patient with it if you try it, it's a fairly old game by now and the control scheme is closer to a lot of older roguelikes than newer ones.
I'm new to roguelikes but this looks like a beautiful game to start with. Thanks a ton for the information!
the game is a game of hilarious memes
This. Also, i'm talking about the essence of roguelike. What makes a game rogue-like, a game that is "like" Rogue. The origin/namesake of the genre. Which is topdown view, enemy only move and act when you move, blessing and curse system etc etc , its not just about the permadeath part. Most of "roguelikes" on steam doesnt even have this basic element right. If permadeath = roguelike by that logic minesweeper is a roguelike too then? Or snakes? They're nothing "Alike".
Just like how if a game is incredibly hard that doesnt mean its the darksouls of etcetc.
a true roguelike is a game where you lose all progression when you die in an RPG setting or Survival setting being turned base is not necessarily required
Nothing is stopping you from retiring your character in Elona after death. You "can" go on if you wish to, but that's on you, not on the game. Other roguelikes have experimented with permadeath as well - like extra lives in ToME4 or optional saves in Caves of Qud. Doesn't make them any less of roguelikes.
It absolutely is required. It is one of the most important quality of all in a roguelike.
I love this subject and I think you are asking the right questions in evaluating what is a roguelike and what is not.
First of all let me state you are right to question whether Elona is a roguelike, I hope it's okay for me to provide a little history here.
First of all Temple of the Roguelike has a very good database for roguelikes that it draws from Roguebasin: https://forums.roguetemple.com/irldb/ Elona is in that list but that isn't the point of sharing that link.
Slashie runs Temple of the Roguelike. He's spent years and years trying to create a baseline as to what a roguelike is. The Berlin interpretation from my understanding used Slashie's site as a basis. Both Temple of the Roguelike and the Berlin interpretation will indicate that a game does not have to have all the listed features to be a roguelike.
http://www.roguebasin.com/index.php/Berlin_Interpretation
https://blog.roguetemple.com/history/
The term roguelike has always been more of a "the sum is more than the parts" concept, on paper a game can sound like a roguelike but not be or it can sound like it is not a roguelike but still be a roguelike. Normally that confusion tends to show through from roguelike-like's (roguelites), there isn't actually a hard set of rules though as far as to what a roguelike is, it's more those of us who love roguelikes and don't want the spirit of what a roguelike is to change trying to verbalize that spirit to maintain the genre.
Here's a very good video discussing the topic.
https://www.youtube.com/watch?v=wwc7pZqs9UA
Also there's actually a lot of roguelikes that break the permadeath rule or persistent progression rules, most of them are admittedly console roguelikes (that are produced in Japan)