Roguelite
Also said as Rogue-lite
Takes the runs and the permanent death of a roguelike, and adds something that stays: currency or unlocks that make the next run stronger. It promises that no attempt is wasted.
It removes the bitterness of losing an hour, so far more players stick around. The risk is that grinding starts to replace skill, and the player only wins by waiting.
Say it
“Make it a roguelite: runs reset, but bank 30% of the gold into a permanent shop. By run 10 a player should have about 50% more health than run 1.”
Where you’ve seen it
In Rogue Legacy (2013), the gold you bank upgrades the family manor for your next heir. In Hades (2020), each death sends you back to the house, where Darkness buys permanent upgrades at the Mirror of Night and the story moves on, so even failing feels like progress.
Not to be confused with roguelike
In a roguelike, you get better. In a roguelite, you and your character both get better, and it can be hard to tell which one beat the boss.