Overview
No second chances. Permadeath eliminates save-scumming by making death permanent—characters, progress, and runs end completely, forcing restart. The mechanic originated in Rogue’s dungeon depths and persists through modern roguelikes. Death creates tension impossible with quicksaves; failure teaches through consequence; success means more when risk was real.
Fast facts
- Origin: Rogue (1980).
- Core principle: Death ends the run.
- Psychological effect: Heightened stakes.
- Modern adaptation: Meta-progression.
Design effects
| Effect | Expression |
|---|
| Tension | Every decision matters |
| Meaningful risk | Consequences are real |
| Learning through failure | Death teaches |
| Emergent stories | Unique runs |
Implementation variants
| Type | Approach |
|---|
| Pure permadeath | Complete restart |
| Meta-progression | Unlocks persist |
| Character permadeath | New character, same world |
| Ironman modes | Optional difficulty |
Psychological impact
| Reaction | Cause |
|---|
| Attachment | Investment in survival |
| Caution | Risk awareness |
| Satisfaction | Earned success |
| Learning | Failure analysis |
Genre applications
| Genre | Implementation |
|---|
| Roguelike | Core mechanic |
| Strategy | Ironman modes |
| Survival | Hardcore options |
| RPG | Optional challenge |
Modern roguelite approach
| Compromise | Benefit |
|---|
| Meta-unlocks | Progress feeling |
| Persistent story | Narrative advancement |
| Currency carry-over | Reduced frustration |
| Run-based learning | Skill accumulation |
See also