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Permadeath

Permadeath, short for permanent death, is a game mechanism in which the death of the player's character is final for that run. When a character dies, the player cannot reload a previous save or resurrect that same character to continue the same progress. In many games with permadeath, progress can still persist between runs through unlocks, seeds, or other meta-progression, but the immediate character and session end with death.

Originating in early roguelike titles, the concept has been a defining feature of that genre. The term

Variants of permadeath range from strict to soft. Strict permadeath eliminates any possibility of revival within

Design and player impact: permadeath changes risk assessment, pacing, and experimentation. It tends to raise tension

Examples of games known for permadeath include traditional roguelikes and roguelites such as NetHack, Spelunky, and

permadeath
is
commonly
used
in
the
roguelike
and
roguelite
communities
to
distinguish
it
from
conventional
games
that
allow
reloading
saved
progress
after
death.
Over
time,
many
games
offer
permadeath
as
an
optional
mode
or
implement
it
in
a
softened
form,
such
as
ironman
modes
or
hardcore
settings,
to
preserve
tension
while
providing
alternative
pathways
or
safeguards.
a
run
and
often
removes
save-and-reload
options
entirely.
Soft
or
gradual
permadeath
may
permit
limited
revival
or
checkpoints,
with
the
core
rule
that
the
player
must
start
a
new
run
after
death.
Other
approaches
include
temporary
death
with
persistent
world
states,
or
optional
modes
that
require
a
new
character
but
retain
unlocked
content
from
prior
runs.
and
encourage
cautious
exploration,
but
can
deter
casual
players
or
learning
by
punishing
frequent
mistakes.
Developers
balance
permadeath
with
learning
curves,
reward
structures,
and
optional
accommodations
to
broaden
appeal.
The
Binding
of
Isaac,
as
well
as
titles
like
FTL:
Faster
Than
Light
that
apply
the
mechanic
within
broader
progression
systems.