lieu of the turn-based gameplay. Spelunky is an example of combinging a platform game with the roguelike formula, while The Binding of Isaac and Enter the Gungeon are effective roguelike shooter games. Within action roguelikes have also emerged a minimalistic shooter roguelike, with Vampire Survivors as a leading example; in such games, the player generally fights through wave after wave of enemies, their character often fully firing or using all possible attacks without player intervention, with the ability to expand their character through a random selection of power-ups as they defeat more enemies. Another type of roguelike subgenre is the roguelike deck-builder, where combat is resolved by using cards or an equivalent object. These games are inspired by physical living card games, where the player builds their deck over the course of the game, forcing them to plan strategy on the fly. While the 2014 game Dream Quest is considered the first example of such a video game, the popularity of the genre was cemented with Slay the Spire in 2017. History Early history (1975–1980) The creation of roguelike games came from hobbyist programmers and computer hackers, attempting to create games for the nascent computer field in the early 1980s, particularly influenced by the 1975 text adventure game Colossal Cave Adventure (often simply titled Adventure), and from the high fantasy setting of the tabletop game Dungeons & Dragons. Some elements of the roguelike genre were present in dungeon crawlers written for the PLATO system. This includes pedit5 (1975) believed to be the first dungeon crawl game, and featured random monster encounters, though only used a single fixed dungeon level. pedit5 inspired similar PLATO-based dungeon crawlers dnd (1975), orthanc (1978), Moria (1978), and avatar (1979). It is unclear if these PLATO games inspired the roguelike genre as there is no evidence that the early roguelike creators had access to these games. The core roguelike games were developed independently of each other, many of the developers not learning about their respective projects until several years after the genre took off. Roguelike games were initially developed for computing environments with limited memory, including shared mainframe systems and early home computers; this limitation prevented developers from retaining all but a few dungeon levels in memory while the game was running, leading to procedural generation to avoid the memory storage issue. Procedural generation led to high replayability, as no two games were alike. Concurrent variants