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===Continued development in Western markets (2002–onward)=== [[File:Dungeon crawl stone soup.png|thumb|right|A screenshot of ''[[Dungeon Crawl Stone Soup]]'', incorporating user interface elements more common to other hack-and-slash games such as a mini-map and a persistent inventory window]] Though new classical roguelike variants would continue to be developed within the Western market, the genre languished as more advanced personal computers capable of improved graphics capabilities and games that utilized these features became popular.<ref>{{cite web | last=Parish | first=J | title=Nightmare of Druaga: Fushigino Dungeon (PS2) | work=[[1UP.com]] | date=February 11, 2004 | access-date=July 14, 2010 | url=http://www.1up.com/reviews/nightmare-of-druaga_2 | url-status=dead | archive-url=https://web.archive.org/web/20110522210006/http://www.1up.com/reviews/nightmare-of-druaga_2 | archive-date=May 22, 2011 | df=mdy-all }}</ref> However, some of these new graphical games drew influence for roguelike concepts, notably [[action role-playing game]]s like [[Blizzard Entertainment]]'s ''[[Diablo (video game)|Diablo]]'' (1996). ''Diablo''{{'}}s creator, [[David Brevik]], acknowledged that games like ''Rogue'', ''NetHack'', ''[[Telengard]]'' and other roguelikes influenced the design of ''Diablo'', including the nature of randomly generated dungeons and loot.<ref>{{cite web |url=http://www.salon.com/2000/01/27/nethack/ |title=The best game ever – Linux |work=[[Salon (magazine)|Salon]] |date=January 27, 2000 |access-date=May 28, 2012 |archive-date=April 29, 2012 |archive-url=https://web.archive.org/web/20120429115242/http://www.salon.com/2000/01/27/nethack/ |url-status=live }}</ref><ref>{{cite web | url = https://www.gamedeveloper.com/design/20-years-later-david-brevik-shares-the-story-of-making-i-diablo-i- | title = 20 years later, David Brevik shares the story of making Diablo | first = Alex | last = Wawro | date = March 18, 2016 | access-date = March 18, 2016 | work=[[Game Developer (website)|Game Developer]] | archive-date = March 19, 2016 | archive-url = https://web.archive.org/web/20160319152638/http://www.gamasutra.com/view/news/268507/20_years_later_David_Brevik_shares_the_story_of_making_Diablo.php | url-status = live }}</ref> Existing roguelikes continue to be developed: a sequel to ''ADOM'' successfully received [[crowd funding]] in 2012,<ref name="craddock chp9"/> while ''NetHack''{{'}}s first major release in ten years in 2015 is set to help the DevTeam expand the game further.<ref>{{cite web | url = https://www.gamedeveloper.com/design/-i-nethack-i-gets-first-major-update-in-over-a-decade | title = NetHack gets first major update in over a decade | first = Chris | last = Kerr | date = December 8, 2015 | access-date = December 8, 2015 | work=[[Game Developer (website)|Game Developer]] | archive-date = December 10, 2015 | archive-url = https://web.archive.org/web/20151210081719/http://www.gamasutra.com/view/news/261292/NetHack_gets_first_major_update_in_over_a_decade.php | url-status = live }}</ref> New roguelikes that adhere to core Berlin Interpretation rules are still being created, including ''[[Dungeon Crawl Stone Soup]]'' (2006), ''[[Dungeons of Dredmor]]'' (2011), and ''[[Dragon Fin Soup]]'' (2015).<ref name="usgamer guide"/><ref>{{cite web | url = http://www.pcgamer.com/dragon-fin-stone-soup-a-fairytale-roguelike-set-on-a-space-turtle/ | title = Dragon Fin Soup: a fairytale roguelike set on a space turtle | work = [[PC Gamer]] | date = October 31, 2015 | access-date = November 4, 2015 | first = Tom | last = Skyes | archive-date = November 3, 2015 | archive-url = https://web.archive.org/web/20151103170810/http://www.pcgamer.com/dragon-fin-stone-soup-a-fairytale-roguelike-set-on-a-space-turtle/ | url-status = live }}</ref> A subclass of "coffeebreak roguelikes" that could be completed in a short period of time have developed, often derived from entries in the [[#Seven Day Roguelike Challenge|Seven Day Roguelike Challenge]]; examples include such as ''[[DoomRL]]'' (2013) and ''[[Desktop Dungeons]]'' (2013)<ref>{{cite web | url = http://www.rockpapershotgun.com/2015/10/19/the-ground-gives-way-free-roguelike/ | title = A Free, Short Roguelike: The Ground Gives Way | first = Adam | last = Smith | work = [[Rock Paper Shotgun]] | date = October 19, 2015 | access-date = November 16, 2015 | archive-date = November 17, 2015 | archive-url = https://web.archive.org/web/20151117035805/http://www.rockpapershotgun.com/2015/10/19/the-ground-gives-way-free-roguelike/ | url-status = live }}</ref><ref>{{cite web | url = http://www.makeuseof.com/tag/best-roguelikes-play-youre-coffee-break/ | title = The Best Roguelikes To Play When You're On A Coffee Break | work = MakeUseOf | date = July 7, 2014 | first = Joel | last = Lee | access-date = November 16, 2015 | archive-date = November 17, 2015 | archive-url = https://web.archive.org/web/20151117021225/http://www.makeuseof.com/tag/best-roguelikes-play-youre-coffee-break/ | url-status = live }}</ref> Some games would also take advantage of the ease of developing in the tile-based ASCII interfaces common to roguelikes. For example, the highly popular ''[[Dwarf Fortress]]'' (2006) uses the roguelike interface atop a [[construction and management simulation]], and would serve as a major inspiration for ''[[Minecraft]]'',<ref name="usgamer guide"/><ref>{{cite news | url = https://www.nytimes.com/2011/07/24/magazine/the-brilliance-of-dwarf-fortress.html?pagewanted=all&_r=0 | title = Where Do Dwarf-Eating Carp Come From? | first = Johan | last = Weiner | date = July 24, 2011 | access-date = August 30, 2014 | work = [[New York Times]] | archive-date = October 15, 2014 | archive-url = https://web.archive.org/web/20141015093607/http://www.nytimes.com/2011/07/24/magazine/the-brilliance-of-dwarf-fortress.html?pagewanted=all&_r=0 | url-status = live }}</ref> while ''[[SanctuaryRPG]]'' (2014) is a more traditional [[console role playing game|turn-based role playing game]] featuring a scripted story that uses an ASCII interface and roguelike gameplay elements.<ref>{{cite web | url = http://indiegames.com/2014/08/pwyw_pick_sanctuaryrpg.html | title = PWYW Pick: SanctuaryRPG blends old-school aesthetics and new-school mechanics | work = [[IndieGames.com]] | date = August 24, 2014 | access-date = November 6, 2015 | first = Lena | last = LeRay | archive-date = November 7, 2021 | archive-url = https://web.archive.org/web/20211107234936/https://indiegamesplus.com/2014/08/pwyw_pick_sanctuaryrpg | url-status = live }}</ref> ''[[UnReal World]]'' (1992), the game that is considered to be the forerunner of the [[survival game]] genre,<ref>{{Cite web | url = http://www.rockpapershotgun.com/2014/10/20/survival-games-are-important/ | title = Survival Games Are Important | first = Graham | last = Smith | date = October 20, 2014 | access-date = August 7, 2015 | publisher = [[Rock Paper Shotgun]] | archive-date = May 24, 2019 | archive-url = https://web.archive.org/web/20190524041022/https://www.rockpapershotgun.com/2014/10/20/survival-games-are-important/ | url-status = live }}</ref> and which frequently uses procedural generation to create the worlds that players must survive in, was developed by Sami Maaranen and was influenced by roguelikes, with its initial interface being similar to that of ''NetHack''.<ref>{{cite web | url = http://www.escapistmagazine.com/articles/view/features/10074-A-Game-20-Years-In-the-Making | title = A Game 20 Years In the Making | first = Stephen | last = Murphy | date = December 26, 2012 | access-date = November 14, 2015 | work = [[The Escapist (magazine)|The Escapist]] | archive-date = November 17, 2015 | archive-url = https://web.archive.org/web/20151117034417/http://www.escapistmagazine.com/articles/view/features/10074-A-Game-20-Years-In-the-Making | url-status = live }}</ref>
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