What Is a Metroidvania?
One big interconnected map, locked doors you can't open yet, and abilities that change that. Here's what makes a game a Metroidvania.
Roguelike vs roguelite vs Metroidvania — what each term actually means, how they differ, and how modern games blend all three into one loop.
People throw "roguelike," "roguelite," and "Metroidvania" around as if they mean the same thing. They don't. Here's the short version of what separates them — and why so many modern games are all three at once.
A roguelike is built on two ideas: procedurally generated levels and permadeath. When you die, you start over, and the next run is laid out differently. The term comes from the 1980 dungeon-crawler Rogue, and the strict definition includes turn-based, grid-based combat. Almost nobody uses the strict definition anymore.
A roguelite keeps the run-and-die loop but softens the permadeath. You lose the run, but you keep something — currency, unlocks, permanent upgrades — so you start the next attempt a little stronger. Hades is the textbook example: you die constantly, but the meta-progression means you're always moving forward. Most "roguelikes" people play today are technically roguelites.
A Metroidvania is about a single, interconnected world rather than fresh random levels. The name fuses Metroid and Castlevania: Symphony of the Night. You explore one big map, hit a barrier you can't pass, find an ability, and backtrack to open the way through. Where a roguelike pushes you forward into new randomness, a Metroidvania pulls you back through familiar space with new tools.
The lines blur because the strengths complement each other. "Roguevania" games — Dead Cells is the popular one — keep the run-based death loop but lay it over interconnected, ability-gated spaces instead of pure random rooms. You get the replayability of a roguelike and the sense of place of a Metroidvania.
Our own game sits close to this line, which is worth being precise about. KUTO: The Lock of Time is a time-bending action Metroidvania — not a roguelike or a roguevania — built on a 2.5D map set in a crumbling Rome. Fast combat, runs you restart, progress you keep: those are mechanics it borrows from the roguelite side of the comparison, but the genre identity is Metroidvania, with time powers layered on top. You play an outcast bound to the titan Kronos, and as you grow stronger you reopen ground that was closed before. If that mix sounds good, here's the full overview and a breakdown of what "action-roguelike Metroidvania" even means.
One big interconnected map, locked doors you can't open yet, and abilities that change that. Here's what makes a game a Metroidvania.
Procedural levels, permadeath, and a run you restart from scratch. Here's what 'roguelike' actually means — and why the genre is everywhere now.
A good corpse run gives the player one more decision after death. KUTO makes that decision personal by letting your own loadout stand between you and the loot.
A player who can bend time changes the rules of every encounter. Good enemy AI has to stay dangerous after the rewind, not just before it.
A timeline can jump eras if the game keeps one set of shapes, materials, and colors alive across every age.