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Which sadly means it will probably just be uninspired bandwagoning on the roguelike train. I really don't get that, if the devs don't want to actually design a roguelike, don't design a roguelike, you know. Just make it a DLC or a sequel to DRG as another arcade FPS, or campaign based, or something. If it's challenging then don't do it, or do it anyway and take on the challenge, you don't make good games by playing it safe.
It's just fundamentally misunderstanding what roguelikes are about, they are not about generic and straightforward RPG style progression condensed into short rounds, but the exact opposite. It's all about interesting strategical choices, diversity, unpredictability, progress through player skill and knowledge instead of gameplay and numerical elements.
The reason games like Isaac or Slay the Spire (and all of the other that have managed to reach the same kind of caliber) made people see what roguelikes can be is because the interactions between passive effects have incredible depth, and the procedurally generated elements and obstacles are designed intricately to give the players interesting problems to solve, and a wide selection of creative solutions to solve them, aswell as making every round feel unique, replayable and different.
Any time you'd encounter a new combination of items, weapons or such, you wouldn't be able to predict what wild thing might happen as a result, and trying to find out what crazy thing you can pull off is one of the best minigames in and of itself within roguelikes.
Same issue with roguelites, the meta progression has to serve a greater purpose than just "making the game easier/beatable". So many roguelikes and roguelites just... miss the point entirely, and i can tell caution is strongly advised for Rogue Core aswell lol.
Plus, with the arrival of Vampire Survivor and the subgenres it spawned, game devs and game designers even more so missed the point of its very clevely and tightly designed formula, where the passive boosts are acquired in a specific way and choosing them isn't as mindless as it appears, rather than just choosing the obviously numerically superior upgrade every level which has been a plague on the genre.
Nothing is set in stone and only time will tell.