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(Druid/Ranger) My Mom got me hooked on Nethack as a child, and delving into the source code led me to speak at Roguelike Celebration 2016 where I was welcomed into this strange and wonderful community. I journeyed down from the frozen wastes of Canada again in 2018 and 2019, and I make games for a living but my most notable contributions to roguelikes so far are the proc gen practitioner spellcasting classes.
(Bard Artificer) I've also been playing Nethack since I was a kid! I make experimental videogames and weird art installations. I've never made a roguelike, although I do a lot of work with procedural generation! If you'd like, you can check out my portfolio.
(Ranger) I've been playing roguelikes since the early 2000s, on a search for free/open source games that would challenge me! I've been on the team for Roguelike Radio on and off since 2012, ran IRDC 2016 in my hometown of New York City, and have spoken at Roguelike Celebration in the past on player culture and history. I'm also the maker of Bot Finds Kitten, a Twitter/Mastodon bot inspired by Robot Finds Kitten!
(Priest) My gateway to roguelikes was Dwarf Fortress, and that lead to somebody suggesting DCSS, at which I've died a lot and never ascended. I've made a few 7DRL games, one of which ended up pretty good (though, a warning - it runs badly and may crash).
(Sorcerer/Bard) I got into roguelikes sideways by playing Nox as a kid and realizing a decade later that it was a roguelike. At that point I dived into the deep end of the roguelike pool and never looked back. Now I find myself burdened with knowledge about procedurally generated characters and story, and end up sharing that curse by giving talks or writing blog posts.
(second rate hedge wizard) While Dungeon of Doom and Scarab of Ra were two of the earliest videogames I ever played, I still don't know what a Roguelike is with enough certainty to draw a clear line around the genre. I play (and generally lose) a lot of Roguelikes and someday my own Roguelike project will get past the unnecessary-wheel-reinvention stage and into reality. Sometimes I make things at www.whiletruefork.com.
(Bard/Druid) Since I was young I've been fascinated by games with a lot of interlocking systems such as 4X games and trading card games. Then, while in grad school I fell in love with procedural generation, especially simulated histories or social dymanics such as those in Dwarf Fortress, Caves of Qud, or Bad News. Now I get to deal with pcg all the time making games professionally!
(Rogue/Monk) - Nuclear Throne changed my life as it introduced me to the difficulty and fun that I loved from mastering and beating Contra as a kid. Used to work as an animator, now work in (and mentor folks) in cybersecurity, work various conferences, and help local artists throw shows for free.
(Wizard) - I got introduced to roguelikes by playing Larn in 1988, before I even really understood what a video game was. I do numeric programming and sysadmin stuff by day. I was delighted to find there were other folks in to this weird little space enough to throw a conference about it, and in 2025 I joined the party.
(Wizard) - I grew up with classic roguelikes Moria and Angband. They planted the seed in my head that computers could be vehicles for generative art, and I've been poking at that topic in my spare time ever since. Maybe someday soon I'll start my own Dwarf Fortress-scoped undertaking...in the meantime, I've made a few less-ambitious games out there, by which I mean they took four years apiece instead of twenty. Check out "Waves of Steel" and "Torment Hexus"!
(Sorcerer) - The breadth and scope of Dwarf Fortress sparked an obsession with the powers of procedural generation and the subtle temptations of infinity. It grew into an appreciation for roguelikes of all forms. I also like to make games at https://joshuagalecki.itch.io/.
(Druid) - I love all things procgen, though my introduction to traditional roguelikes didn't come until the Nethack 3.x era. I've ascended in DCSS a few times, though never with my true love OpTm. I have a terrible addiction to Tainted Lost runs in Binding of Isaac and the early days of Realm of the Mad God drew me further into procgen (thanks @RedBlobGames). So much so that I've shoehorned my love of procgen into academic research (from games to algorithmic art) - you can check some of that out at my homepage.
(tired Paladin) - Hey there! I'm a solo indie dev mostly known for making Shattered Pixel Dungeon, a fork of Pixel Dungeon that I've been continually updating since 2014. I also go by 00-Evan or just Evan. I've played all sorts of games over the last three decades, but have a particular soft spot for Roguelikes & lites for their randomized challenging gameplay and the satisfaction that comes from overcoming it.
Noah Swartz (founder), Allison Hughes, Asheesh Laroia, Philip James, Danny Hua, Britta Gustafson, Qristy Overton
Thanks to the many friends who have helped us make this happen, in big and small ways, including Amanda Glosson, Colin Liotta, Danielle Baskin, Douglas William Thrift, Hillary Benzell, Jay Freeman, Lee Reilly, Andrea Roberts, and many others.
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