Roguelike Celebration

Roguelike Celebration 2026

Main Event
Oct 17–18, 2026
Online

When and Where?

Roguelike Celebration 2026 will be held on Saturday and Sunday October 17 – October 18, 2026 as a virtual event in our custom-built multiplayer game/chat space. Talks will also be streamed to Twitch and YouTube.

There was also a free preview event September 13, 2026 in the same social space with talks streamed to Twitch and YouTube. We will be uploading the talks as individual videos soon, but in the meanwhile you can watch the full preview event recording here.

Check back here for more details and a schedule as the main event approaches.

Get Updates

For updates leading up to the conference, you can sign up to our mailing list.

Saturday, October 17, 2026

PDT
UTC
S: social time; F: full talk; L: lightning talk; U: unconferencing
9:15
kickoff
9:30
“Unfolding” Traps: Extending Hazards Across Time and Space

Many dungeon-crawling roguelikes treat traps as single-turn events: the player triggers a hazard, experiences its effect, and moves on. This talk explores an alternative approach in which traps and hazards unfold across multiple turns and areas of the dungeon.

Drawing on examples from both tabletop and digital dungeon design, we’ll present a set of reusable patterns for creating these “unfolding” hazards.

Along the way, we’ll highlight procedural generation techniques—including graph-based, multi-pass, and context-aware approaches—that help support more varied and integrated hazard design without requiring a large catalog of handcrafted traps.

Attendees will come away with a practical framework for designing traps and hazards that create more opportunities for player choice, planning, tension, and interaction with the surrounding dungeon.

10:00
The City, The Street, The Lens: Perspectives on Building and Appreciating Generative Systems

Cities are beautiful, complex systems that have been built over hundreds, often thousands, of years. Many hands go into shaping a city's character and heartbeat, and most of the work is done completely unconsciously. Street photography is the art of walking into this temporal soup and finding moments of beauty, sadness, surprise and chance, and figuring out how to capture them to share them with others. In this talk we'll take a brief walk through street photography, and talk a little bit about why I love it (and what other, better street photographers have said about it). We'll take some of these ideas and think of cities as procedural generators - and then procedural generators as cities - and talk about how that can help us think about generative and emergent systems in our games in different ways. It'll give you some new language and structure to talk about procedural generators, perhaps give you a different angle to view your own work from, and - I hope - give you the motivation to pick up a camera and head off into your nearest city, to sample its procedural delights.

10:30
Corrupted Databases - Building an (In)finitely Repeatable Logic Puzzle in a Discord Bot

How do you make a repeatable puzzle out of a badly designed database?

That was the question I asked myself when I began designing a logic puzzle for the Discord Bot game "Telegrams from the Choir Train". In this puzzle, players are tasked with finding names and addresses of fictional, procedurally generated people, in a sea of corrupted, incorrect databases, using inferences and duplicate information as clues.

In this talk, I will walk through the design iterations of this puzzle, how and why I made it, what was successful and what wasn't, and discuss how an inherent failure of the system provided one of my favorite pieces of player agency.

10:45
Spaces for Contemplation: Procedural Generation as a Tactic for Nonlinear Narrative in Art

An artist talk about how procedural generation can be employed in a new media arts context to create spaces that have legible and concrete themes but that also resist linear narrative construction.

11:30
it's standing right behind you: interface games as metaleptic convergences

Games that impersonate other kinds of software have a special quality -they create a geographical space in which the real world and the fictional world of the game intersect, just by referencing the fact that they know you are sitting right on the other side of the screen. Certain fictions feign that they exist in the same world that we do - this book claims to be autobiographical, this footage was found at the scene of the crime, this software was updated moments ago by someone who could still be in the room with you. These meta-referential stories playfully imply that you could be in the same immediate danger as the other characters - your own body and reality are at risk. They do not need to be about the supernatural to have a supernatural quality.

While interface games automatically create this convergence, my recent game work has been about extending the digital interface into tangible spaces, forcing players to use their endangered bodies in ways beyond what is usually asked for by the genre.

12:00
Mazes: Are we lost yet?

The earliest computer adventure games had mazes. Wizardry and Ultima had mazes. The classical roguelike screen just begs to be filled with a maze. Can you say what a maze actually *is*? ... Not as easy as it looks, right?

I'll thread through some classical examples and try to show what very different genres of maze have in common. Textual, graphical, first-person or third-person: what is it about mazes that leaves you feeling lost?

12:30
Dungeons, digging, and wells - the gamers yearn for the mines. This is a retrospective of video game holes.

“He looked into the hole, and like any hole it said, Jump.”

— Susan Sontag, The Volcano Lover: A Romance

This wide-ranging but decidedly subterranean 30 minute talk covers a variety of approaches to digital holes in games, as well as the actions of mining / digging / tunneling that cause them. It considers the undergrounds as caught up in varied histories of extraction, labor, devotion, gambling, travel and desire, as well as looks at video game digging across multiple end goals such as "finding treasure", "changing the landscape", or "progressing and moving through the dark". Finally, it considers the subterranean fantasy of buried and alien worlds, where the rules are different than on the surface of the earth– and what that can and has meant to a long history of games that ask you to delve.

13:45
Found (Mathematical) Objects: Generative Beats Without AI/ML

We're going to gather disparate threads from Euclid, particle accelerator timing, Marcel Duchamp, music cognition, and minimalism, all in order to build a 100% ethical beat generator.

14:15
Some Quite Fantastic Shapes: Procedural Narrative & Terry Riley’s In C

Terry Riley’s landmark minimalist composition "In C" (1964) asks musicians to play through 53 melodic fragments in order using their own discretion around instrumentation and repetition. This unique approach balances procedural generation with authored intent in a way that can cause, in Riley’s own words, “some quite fantastic shapes to arise and disintegrate.” This talk will dive into Riley’s piece to look at how procedurally generated games with a strong sense of possibility (or “key”) utilize a balanced range of narrative tools and writing styles to make fantastic shapes of their own.

15:15
Totally Not a Roguelike Deckbuilder

I originally designed Thousand Hells as a roguelike narrative card game, but a potential publisher was concerned that it looked like all the roguelike deckbuilders. It wouldn’t stand out in the market, and worse, wouldn’t satisfy players who would think they were buying a deckbuilder. My first thought was that it would be really hard to turn it into something else, but it turned out to be simpler than I’d feared.

I’ll discuss why the game was a roguelike card game in the first place, the specifics of revamping it, and the impact on the design and player experience.

The talk should especially interest designers who are concerned about making their game stand out (whether or not it’s for sale), but also cover why a roguelike had cards in the first place.

15:30
Coin Flips, Violence and Spreadsheets: the binomial distribution in Fire Emblem: Three Houses

You could go full Dwarf Fortress and simulate everything in your game world, but that's a lot of work. It's a lot easier to just say "60% of the time, it works". However, this simple rule can be surprisingly powerful and dynamic. I'll be doing a lightning tour of some fun tricks (like quantifying luck!) anyone can do with the magic of google sheets given this rule. The violent anime cuties and their random level-ups from Fire Emblem: Three Houses will join us for this tour.

15:45
making sudoku poems using tools

can a good poem also be a good sudoku puzzle? i wanted to make a weird sudoku puzzle that follows nonstandard constraints, and fell down a rabbithole trying to figure out how to do it using python. i'll talk about the constraints, the process, and then do a live sudoku poetry writing demo! which, full disclosure, MAY OR MAY NOT SUCCEED!!!

16:45
Exploring the Monte Carlo Forest: Using MCTS to balance your game and enlighten your monsters

How do you make sure that the herd of integrated systems that you've gently shepherded into a roguelike game work together into a winnable, playable, balanced, stable experience? Playtesting is expensive, LLMs are expensive and ill-suited, and do you really want to spend your limited time writing a single-use bot?

There is an option that has been used in the board game and simulation world for a long time: the Monte Carlo Tree Search. We'll explore how the surprisingly simple, practical, elegant and scalable algorithm that powers AlphaGo can run thousands of simulations to emulate the smartest character in your dungeon: the player, and show you how your game performs at scale.

We will look at using MCTS simulations to:

  • prove how winnable our game is;
  • test how hard our game is;
  • find the kind of bugs that only appear once in ten thousand games; and
  • maybe even apply a scientific approach to balance.

And maybe, we'll see how to turn your Wizard of Yendor into a chess-master: ready to respond to your adventures most underhanded strategies, instead of a mere overpowered goblin who happened upon a massive magical axe.

17:15
Modular Motivations: Building Reactive Roguelike NPCs

You've built a randomized world, but now you have to fill it with people. Will your NPCs just stand lifelessly or will you give them needs and wants of their own? In this talk we discuss breathing life into NPCs without breaking the budget! Imagine filling your game with supervillains who actually plot and scheme, or a Big Bad who can menace the player with realistic malice! Then watch this talk and imagine no more because I'll show you how to do it!

18:00
unconferencing

Sunday, October 18, 2026

PDT
UTC
S: social time; F: full talk; L: lightning talk; U: unconferencing
9:15
kickoff
9:30
Stealing roguelike mechanics from Microsoft Word

Is traditional roguelike movement intuitive? Is the *keyboard* intuitive for anything but typing? To answer this, I built a traditional roguelike using the most familiar keyboard-as-spatial-manipulation use case I could think of: navigation within a text document. Most computer users have used the arrow keys, the tab button and the return button to move their flashing cursor around a text document. Can they do it with permadeath?

9:45
Baseball Is a Roguelike (no, really)

Inspiration for roguelike design can be found everywhere you look — even in tedious sports played by profoundly strange men in silly outfits.

With its deep history, discrete moment-to-moment game “beats,” and its vast expanse of statistics, baseball is a prime example of the hidden depths of fresh roguelike game design inspiration lurking in the time-worn and mundane. By kindling an openness to the serendipity of the everyday, we find that there are rich veins for roguelike design all around us.

After all, if we can figure out how to make baseball interesting by studying its roguelike nature, surely anything is possible.

10:00
Roguelike Design = Instructional Design: Connecting Procgen and Pedagogy

What does pedagogy have to teach us about roguelike design, and vice versa? In this talk, I argue that instructional design is roguelike design, and vice versa. But these two communities rarely talk to each other, and that's a real shame! In this talk, I'll describe the relationship between the two, and look at opportunities for both educators and designers. What if roguelikes supported players building teamwork skills? What if educators got students to really love failure? And what if designers and educators worked together to create healthy communities and realize hopeful futures?

10:30
Localizing Caves of Qud

Localization pipelines for procedural narrative systems pose a fundamental challenge to both developers and translators. Unlike conventional pipelines built around static strings and simple one-to-one substitutions, Caves of Qud's engine must support complex grammatical structures generated dynamically at runtime. This talk will describe the work-in-progress text templating framework that provides a tractable and extensible interface for localizers.

11:15
unconferencing
13:15
Cellular automata in Roguelikes

A comprehensive overview of cellular automata, with a focus on rules commonly used by falling sand games (Falling Sand, Powder Toy, Sandspiel, Powder Game, Noita). The talk will additionally talk about technical implementation and common and unique optimizations and quality improvements.

13:45
Hubris, Bluffing, and Large Numbers: Exploring Push Your Luck

An exploration of push your luck in games through the lens of three games — Blackjack, Skull, and Can’t Stop — how players engage with different kinds of luck, how they affect deterministic and complex games, and how to create and adjust your own push your luck systems.

14:15
Kitbashing & Databending for Proc-Gen

Interesting use cases for assets and artifacts taking the spirit of kitbashing in to the procedural systems of roguelikes.

15:15
Please Hold: Building a Playable Museum Exhibit About 1993 Game Support

In 1993 you could pay two dollars a minute to ring a stranger and ask how to beat a boss. Hint Line '93 put you in that stranger's chair! Players sat at a real operator's cubicle, complete with CRT, Newton's cradle and dead plant, and took calls from furious, confused, tired, and paranoid gamers about games that never existed. Your only help is The Compendium: a physical binder of over 300 pages of manuals, photocopied magazines, decoder wheels and sticky notes from the operators who had the job before you.

This talk covers how five of us built it in two months for a museum.

We invented a game company (acquired six times, most recently by a beef consortium), a console, and seven games designed backwards from one question: what would make someone pay for help? The team interviewed two operators from Sega's real Australian hint line and used their best stories, prank calls included. And we spent most of our time on The Compendium, which needed four copies with identical content but individual wear.

Hint lines were the 1993 version of the wiki and the spoiler file. Centralised, commercial, and run by people barely out of school with ring binders! Learn about Hint Line '93, the bizarre game we built for Melbourne's ACMI museum.

15:45
Hack: The "Lost Roguelike"

Jay Fenlason's Hack was the first roguelike, released just two years after Rogue. But, the source code and executables were thought to have been lost to the inevitable bitrot that claims so many old computer games. This talk by Dan and Mikey tells the story of how the source code for Hack was recovered, what it took to make a game originally written for the PDP-11 playable on modern hardware, and where you can find the source code and executables. Discover the original roguelike experience!

17:00
Roguelike, more like Roguedyke: A queer Reading of Traditional Roguelike Conventions

What does the @ share with the monsters trying to kill it? Why does permadeath feel less like punishment and more like a kind of freedom? How is roleplay identity assembled if you lose your character five minutes into a run? This talk explores traditional roguelike conventions through the lens of queer theory and embodiment. We’ll map these contemporary frameworks onto familiar genre conventions and pull out some surprising resonances. Ultimately, leaving us with a fresh perspective on the conventions we already know so well, and maybe even a little inspired to queer our own design structures.

17:30
Roguelike Run Variety: Balancing Intra and Inter

When designing Duskers I focused on creating as much variety as I could within a run, and while that made runs different, it didn’t make them feel distinct. For Below the Crown, I focused on making runs feel distinct from each other, but there are some tradeoffs when you focus on Inter-run variety vs Intra-run variety. This talk discusses those tradeoffs and will help designers make a conscious choice for their game based on how they want it to feel.

17:45
The Art of the Long-form Roguelike Run: The Nuzlocke

Nuzlocking is a genre of challenge run developed within the Pokemon community - players catch the first Pokemon they encounter on each route, and then any Pokemon that faints is considered "dead" and no longer useable. These basic rules completely transform a standard RPG experience into an experience that mirrors a Roguelike - between the randomized tools in the player's party, and the ever-looming threat of a run ending due to losing a battle. In this talk, we analyze the Nuzlocke through the lens of Roguelikes, compare other games and genres that use similar perma-death mechanics, and look at some of the unique features of Nuzlockes that come from the mechanics and rules that would be interesting to import back into other Roguelikes broadly.

18:00
The Decades-Long Design Experiment That Escapes Permadeath and Finds a New Form Every Run

I’ve been making roguelikes for more than two decades, and I’ve come to realize that I haven’t really been making dozens of separate games: instead I’ve been running one very long design experiment. This talk follows the ideas that have survived that experiment: mechanics, systems, interfaces, world-generation techniques, and questions that disappear for years only to emerge again and sometimes find a working shape.

This isn’t a story of steady progress toward better games, rather an exploration of how curiosity, iteration, failure, and unfinished work accumulate over time. (true) Roguelikes are built around the idea that knowledge persists across runs even when characters don’t, I think game development can work the same way.

Preview Event Schedule

September 13, 2026

PDT
UTC
S: social time; T: talk
14:00
21:00
kickoff
14:15
21:15
Ancient Roguelikes: The Pre-History of Roguelike Games

Roguelikes existed before Rogue. How can that be? You see, all inventions are just manifestations of ideas that are already in the room. Rogue was the culmination of a lot of previous ideas in the shape of a digital artefact. This talk takes you on a worldwide journey back in time to ancient forms of procedurally generation, tracing some roots of the games we play nowadays.

14:45
21:45
Bitwise Black Magic: How to Computer, Better Faster Stronger

There's a famous wtf moment in Quake 3 Arena's source code, involving the use of "evil floating point bit level hacking"... but what is that? Hidden inside computer math are a secret set of tools that can help your game run much faster, if you learn the magic behind all of those magic numbers. This talk will be a theme park ride through some of the most impressive optimization techniques I've found or created myself, so math enthusiasts at any level can learn something new. Whether it's using only 1 bit of save data per collectible in huge, randomly generated maps, or using x&-x to instantly find pixel gaps for things like fluid simulations, the hidden math of computers lets you accomplish much more than you probably think!

15:15
22:15
Don't Save The @: What Roguelikes Teach Us About Story Structure

As someone who has worked in tv, film - and now AAA gaming, I have long been obsessed with story structures, both as a tool to use in my own work, but also as perhaps the biggest grift in the creative industries today. The Hero With A Thousand Faces, Robert McKee's Story, Dan Harmon's 'story wheel', and perhaps most of all, Blake Snyder's 'Save The Cat' all contain much wisdom, but they have also contributed to the mass homogenisation of storytelling across culture. How many times have you been reading a book, watching a movie, playing a game, and have found that you know precisely what is going to happen next, and after that, and after that...

I would like to look at how the stories we experience in roguelike games resist the predictability of story structure orthodoxy. Permadeath, random level generation, ascii graphics and turn based gameplay could all be viewed as antithetical to a gripping narrative structure, but, as anyone who has played one of these games knows, they can create some of the most immersive and emotional experiences we can have with games. I will argue that roguelikes teach us about the importance of avoiding well travelled paths (and structures) when we tell stories.


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