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2. Yes it is a roguelike. There is no saving progress in vanilla. There is a mod called ProperSave that allows you to save your progress at the beginning of each stage so that you can take breaks from the game and go back to your run later, or recover your run from a game crash. Even with mods, you will still have to start a new run if you die.
Edit: got ninjaed lmao
it's not quite a roguelike, as you unlock items/abilities between runs as well as a rare currency that can buy special items (they have "downsides")
progress can be saved with a mod.
As for these...
This is all wrong. Its a RogueLITE, and it has nothing to do with whether there's unlocks it's because as a genre it is a Hoard-shooter and the main gamemode has permadeath. I don't know why you're all saying the same mis-information, is some youtuber spreading this lie? Two seconds of research will quickly explain the difference: https://en.wikipedia.org/wiki/Roguelike
These are roguelikes:
https://store.steampowered.com/app/259680/Tales_of_MajEyal/
https://store.steampowered.com/app/722730/Cogmind/
https://store.steampowered.com/app/1271280/Rift_Wizard/
https://store.steampowered.com/app/837200/NetHack_Legacy/
Contrary to popular belief roguelikes can have "meta progression" (unlocks)
These are all rogueLITES:
https://store.steampowered.com/app/632360/Risk_of_Rain_2/
https://store.steampowered.com/app/588650/Dead_Cells/
https://store.steampowered.com/app/250900/The_Binding_of_Isaac_Rebirth/
https://store.steampowered.com/app/881100/Noita/
In other words, if you've played it its not a roguelike or you'd know what a roguelike is.
The above is an exact pull from the wikipedia article you referenced. It itself says the definition has no hardline. Typically, among the circles I have been in, Roguelike is used to describe games with independant "runs" and zero (or close to zero) meta progression. While Roguelite is used to describe ones with unlocks/upgrades that help make you stronger in between runs. Im sure other circles or people have their own definitions too. No need to police it, as long as people are describing it correctly to those who ask.
No genre has "hard" rules theyre arbitrary ways to classify games into categories. That being said its still very clear that Rogue and Risk of Rain are entirely different genres of game even at a glance. This is where the distinction comes in. "Roguelike" is a term which defines a genre. "Roguelite" is a term that defines a gamemode INSPIRED BY rogue. That is, if the game just has randomized runs and permadeath and has nothing else in common with Rogue its a roguelite.
Did you stop reading at that paragraph? because its talking about different Roguelikes and how they've made rule changes over the years its not blurring the line between Likes and Lites in any way. Its like you're intentionally mis-reading this. Again this is because you've never played a Roguelike so you're not even equipped to discuss the topic and some youtuber sold you a lie that you repeat out of ignorance.
Arguably the best, most authoritative explanation of "Roguelike" mechanics is the Berlin Interpretation. A roguelite is more-or-less like a roguelike in this sense, but the defining characteristic of a roguelite is that the playable entity grows stronger over time, between runs. This is to take the sting out of losing everything that was achieved in the previous run, and to help mitigate the randomness of a true roguelike. The most common implementation is some kind of perks system (e.g., the Mirror in Hades, upgrading the castle in Rogue Legacy, etc.). Less common implementations include caching items acquired during the previous run for use in a future run (e.g., the vault in One Way Heroics), or carrying over currency to purchase items and buffs prior to the next run (e.g., Desktop Dungeons). A game that deviates from the Berlin Interpretation but does not implement feed-forward mechanics may be called a roguelike-like (but I have also seen this treated as a synonym for roguelite).
Though subjective, I do not consider unlocks by themselves to constitute a roguelite. This is because the playable entity does not become stronger between runs, per se. So, I would consider Binding of Isaac and Noita to be [action] roguelike (or roguelike-like), and Skul and Hades to be [action] roguelite. I wouldn't quibble with someone who thought otherwise.
However, whether a game is action (i.e., not turn-based) or a shooter or whatever has very little to do with whether it is a roguelite. That's why the genre is so rich: you can embed rogueli*e mechanics into a wide variety of gameplay modes.
No this is false. Rogue is a turn based dungeon crawler rpg. If your game is not a turn based dungeon crawler rpg its not a roguelike.
Lord said "...(technically a roguelite..."
You said, they are wrong, ror2 is a roguelite. So, they're wrong, but you're right when you say it.