Goldeneye & Timesplitters Devs Surprise with New Roguelike

Goldeneye & Timesplitters Devs Surprise with New Roguelike
📅 Published on 28 Nov 2025

Okay, so, Goldeneye and Timesplitters devs? Working on a roguelike? I had to read that headline twice. Seriously. It's like finding out your favorite band from high school suddenly decided to drop a techno album. You're intrigued, confused, and maybe a little bit terrified all at the same time. But the thought of those guys diving into a roguelike, well that's something I've GOT to see.

For those not in the know – and honestly, even for those who are – the term "roguelike" can feel a bit… amorphous. You might be wondering, what even IS a roguelike? Is it just any game with permadeath? Is it all just turn-based dungeon crawling? Well, kind of. But there's way more to it than that. It's like trying to define jazz. You can list the characteristics – improvisation, syncopation, blues scales – but the real magic is in the feel. Check out this article on game development for some additional insights.

The Allure of the Roguelike: Why Now?

Here’s the thing: roguelikes have been quietly undergoing a renaissance. While AAA gaming is busy chasing ever-more-realistic graphics and sprawling open worlds (which, don't get me wrong, I love a good open-world game), the indie scene's embraced procedural generation, permadeath, and deep, replayable gameplay loops. Roguelikes provide something different: a challenge, a story that's unique to you, and a constant feeling of learning and improving. That constant state of growth is really compelling.

But why now for the Goldeneye/Timesplitters crew? My guess? Creative freedom. After years working within the constraints of established IPs (intellectual properties), they probably just want to build something truly theirs, something unpredictable and weird. And honestly, I can respect that. It's like a chef who’s spent years making perfect soufflés finally deciding to open a taco truck.

Classic FPS DNA, Roguelike Twists

So, what could this actually look like? I mean, imagine the tight gunplay of Goldeneye, but with procedurally generated levels and enemies. Maybe you play as a secret agent trying to stop a different doomsday scenario every single run. Imagine the humor and time-bending shenanigans of Timesplitters, but where each death sends you back to the beginning with a new character and a slightly altered timeline. Yeah, my brain is starting to fizz a little bit just thinking about it. Roguelike, but with a shooter twist?

Actually, that's not quite right. It might not even be a shooter. The beauty of roguelikes is their adaptability. It could be a strategy game, a puzzle game, or even some weird hybrid genre we haven't even conceived of yet. It will be interesting to see, and it will be awesome.

And speaking of crazy ideas, I remember when roguelikes were the domain of ASCII graphics and brutally unforgiving difficulty. Nethack, anyone? Nethack was my jam in college. I spent countless hours dying in the dungeons, learning obscure item combinations, and generally having a terrible time... which, of course, was the point. These days, roguelikes come in all shapes and sizes, from the accessible and charming (like Roguelike) to the utterly ruthless.

Why This Matters: The Indie Spirit

This project represents something bigger than just a new game. It's a testament to the enduring power of the indie spirit in game development. These veterans, with their decades of experience, are choosing to take a risk, to experiment, and to embrace the creativity that often gets stifled in the corporate world. I think it's cool, and hopefully the game is just as cool. But I will be waiting.

But – and this is a big but – it also highlights the ongoing blurring of lines between genres. We're seeing more and more games borrowing elements from roguelikes, even if they don't fully commit to the permadeath and procedural generation formula. It's a sign that developers are constantly seeking new ways to challenge players and create fresh, engaging experiences.

FAQ: Roguelikes Explained

What makes a game a "roguelike"?

Okay, so this is a bit of a thorny question. Traditionally, roguelikes are turn-based dungeon crawlers with permadeath (meaning when you die, you start over from scratch), procedural generation (the levels are different every time), and a focus on tactical decision-making. But nowadays, the term is used more loosely to describe games with some, but not necessarily all, of those features. Some people get really hung up on the definition, but I think it's more useful to think of "roguelike" as a spectrum rather than a strict category. It's all about the spirit of challenge, discovery, and replayability.

How do roguelikes stay fun when you keep dying?

Great question! The key is that even though you're losing progress in one sense, you're constantly gaining knowledge and experience. You learn enemy patterns, discover new strategies, and unlock new items or abilities that make subsequent runs a little bit easier (or at least, a little bit different). The best roguelikes are designed to be challenging but fair, so that each death feels like a learning opportunity rather than a punishment.

Isn't permadeath frustrating?

I'll be honest, it can be! But that frustration is also part of the appeal. Knowing that every decision you make could be your last raises the stakes and makes each run feel incredibly tense and rewarding. Plus, the procedural generation ensures that you're never facing the same challenges twice, which keeps things fresh and exciting. Think of it like climbing a mountain, and failing on that climb, but learning something and going back again and again.

Are all roguelikes super difficult?

No, not at all! While some roguelikes are notoriously difficult (I'm looking at you, Spelunky!), there are also plenty of accessible and beginner-friendly options. Games like Hades and Dead Cells have roguelike elements but are designed to be more forgiving and less punishing. It really just depends on what you're looking for!