game save system odd. Other Japanese role-playing games would incorporate random dungeon generation as part of their design, mimicking part of the nature of roguelikes, and were considered roguelike titles when published in Western markets. Such titles include Azure Dreams, Dark Cloud, Shining Soul, and Baroque. The massively multiplayer online role playing game Final Fantasy XIV added a randomly-generated Deep Dungeon that was inspired by the procedural generation of roguelikes. Continued development in Western markets (2002–onward) Though new classical roguelike variants would continue to be developed within the Western market, the genre languished as more advanced personal computers capable of improved graphics capabilities and games that utilized these features became popular. However, some of these new graphical games drew influence for roguelike concepts, notably action role-playing games like Blizzard Entertainment's Diablo (1996). Diablos creator, David Brevik, acknowledged that games like Rogue, NetHack, Telengard and other roguelikes influenced the design of Diablo, including the nature of randomly generated dungeons and loot. Existing roguelikes continue to be developed: a sequel to ADOM successfully received crowd funding in 2012, while NetHacks first major release in ten years in 2015 is set to help the DevTeam expand the game further. New roguelikes that adhere to core Berlin Interpretation rules are still being created, including Dungeon Crawl Stone Soup (2006), Dungeons of Dredmor (2011), and Dragon Fin Soup (2015). A subclass of "coffeebreak roguelikes" that could be completed in a short period of time have developed, often derived from entries in the Seven Day Roguelike Challenge; examples include such as DoomRL (2013) and Desktop Dungeons (2013) Some games would also take advantage of the ease of developing in the tile-based ASCII interfaces common to roguelikes. For example, the highly popular Dwarf Fortress (2006) uses the roguelike interface atop a construction and management simulation, and would serve as a major inspiration for Minecraft, while SanctuaryRPG (2014) is a more traditional turn-based role playing game featuring a scripted story that uses an ASCII interface and roguelike gameplay elements. UnReal World (1992), the game that is considered to be the forerunner of the survival game genre, and which frequently uses procedural generation to create the worlds that players must survive in, was developed by Sami Maaranen and was influenced by roguelikes, with its initial interface being similar to that of NetHack. Growth of the rogue-lite (2005-onward) The roguelike genre saw a resurgence in Western markets after 2000 through