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Pillar 18 · Documented Phylogeny

Typed Genealogical Trees

Genre stops being an arbitrary marketing folder and becomes an evolutionary tree with arguments. Every lineage edge is typed and supported by developer testimony, patent citations, or timestamped rule diffs.

TYPED EVOLUTIONARY PHYLOGENY

Roguelike & Roguelite Evolution

The evolutionary transition from turn-based ASCII grid dungeon crawls to real-time action platformers and deck-building roguelites.

Rogue(1980)
Hack(1984)
NetHack(1987)
Diablo(1996)
Spelunky(2008)
The Binding of Isaac(2011)
Rogue Legacy(2013)
Slay the Spire(2019)
Hades(2020)

Verifiable Directed Relationships (7)

RogueHack
DIRECT_SEQUEL

Primary Evidence: Jay Fenlason expanded Rogue's C code with weapon shops and pets.

HackNetHack
DIRECT_SEQUEL

Primary Evidence: The DevTeam formed in 1987 to merge Hack variants into canonical NetHack.

RogueDiablo
MECHANIC_INFLUENCE

Primary Evidence: David Brevik's original 1994 Diablo design pitch cited ASCII Rogue as direct inspiration, initially intended as turn-based.

NetHackSpelunky
GENRE_DESCENDANT

Primary Evidence: Derek Yu explicitly credited NetHack's emergent item physics with creating Spelunky's procedural action platforming.

SpelunkyThe Binding of Isaac
MECHANIC_INFLUENCE

Primary Evidence: Edmund McMillen cited Spelunky's run structure combined with Zelda 1 dungeon generation.

SpelunkyRogue Legacy
GENRE_DESCENDANT

Primary Evidence: Cellar Door Games introduced persistent cross-run gold inheritance, codifying the 'roguelite' meta-progression formula.

The Binding of IsaacHades
SPIRITUAL_SUCCESSOR

Primary Evidence: Supergiant Games combined room-clearing boon drafting with iterative narrative progression across death loops.