For any studio, garnering enough interest and success in a video game to the point where a sequel is justified is a commendable feat. And yet, when you're navigating a space that's growing ever more saturated--such as the case of roguelikes and roguelites--a sequel can become a necessary evil rather than a cherished opportunity to further explore existing ideas.The roguelike genre is brimming with creativity, and the efforts of small studios over the years have led to a plethora of dedicated communities. Popularity broke containment years ago, with bigger industry names giving the genre a spin. Some have introduced modes separately from the main experience, including Prey: Mooncrash, God of War Ragnarok: Valhalla, and the Freelancer mode for Hitman: World of Assassination, to name a few examples. Others, like Returnal and Elden Ring Nightreign, introduced themselves as AAA productions of these concepts.As more developers continue to push boundaries in the space, whether that is Balatro and Buckshot Roulette kicking off a wave of engrossing gambling-inspired games, or studios still trying to capitalize on the Vampire Survivors formula, there has been a steady trend that, in some ways, is holding developers back. Put simply, the space is being overcrowded by sequels.Continue Reading at GameSpot