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I had played for a good half-hour with multiple characters, and after I got done with one floor I assumed it autosaved my current progress. My overall progression is still there but not the current progress. I often play these kind of games for half-an-hour or an hour, then take a break.
Roguelikes traditionally have mid-game saving, at least of the suspend/resume variety, with your save deleted upon resuming. (Though not necessarily intentional, classic PC Roguelikes often even allowed relatively easy circumvention of that save file deletion.) This was also true for earlier Roguelites.
The idea that Roguelikes don't need save features is a more modern trapping, popularized with the vaguely Roguelike inspired games (considering the modern usage of "roguelike" has pretty much come to mean "has some random elements and/or something resembling permadeath" rather than anything that much actually like Rogue) that were often expected to have short play times.
most rogues do not last long enough to even warrant a save feature in the first place.
and this is coming form a perosn that loves rogues due to the limited time you can play them, and I dont always have a lot of time to play .
the binding of isaac doesnt save your progress, and its one of the longest rogues in the genre.
not saying all rogues dont save, but it's usually somethign added bc players with lack of skill complain about losing progres... in a roguelite - a game DESIGNED to make you lose progress if you die ( ie; permadeath )
The oldest I played that allowed saving mid-game would be ... a port of Rogue ... the game that started the entire genre. Nethack, Moria, Angband, Omega, and indeed most of the old ASCII roguelikes (meaning "like Rogue") including mid-game saving. As they were permadeath games, it was really more of a suspend/resume feature than a save, your save was deleted upon resuming.
It helps to know a bit of the history here. Rogue is approaching 40 years old, and we've had decades of games inspired by it, inspired by games inspired by it, inspired by games inspired by games inspired by it, inspired by... Each doing their own things, bringing new ideas to the table, paring away old ideas, and "rediscovering" existing ideas as well.
And the term "roguelike" has been drastically changed over that period as well. Roguelike used to mean a specific type of game. Now it really does pretty much just mean "has some random elements and/or something resembling permadeath".
Even permadeath isn't even real "permadeath" anymore, due to the popularity of persistent unlocks that carry over between deaths, and even building games largely around those unlock systems. Which admittedly isn't a new idea either. Indeed, it was part of why Chunsoft's Mysterious Dungeon series (now a 25 year old series) was considered a Roguelite instead of a true Roguelike, because in addition to simplified mechanics, it classically allowed some form of progression to carry over between runs. (Which itself just shows how far the descriptive labels have changed, in that those "not a true Roguelike" Mysterious Dungeon games are much closer to Rogue than most modern games that carry the "roguelike" label.)
i know the difference between a roguelike and roguelite. roguelites use some elelemtns of rogues, but i aint seen one that saved until just recently, and that's " to hell with hell "
I remember having backups of my savegame of ADOM. I also did it for Dark Souls. I know it is kind of cheating. Knowing where to find the savegame file of a roguelike is the curse of being a PC gamer. Therefore I prefer roguelikes on mobile platform where I don't care to fiddle with files.
https://media.giphy.com/media/128UMaujdjX7Pi/giphy.gif
For us, it's mostly because we weren't sure what to go for. I think people on PC and consoles are more used to manual saving, as opposed to mobile where we put in automatic state saves. So we didn't make a choice for awhile. I think we're going to go for Save Statues for manual saving, due to both this and it likely playing more nice with cloud save compatibility.