Hero image courtesy of Rogueliker.
To start this off entirely too philosophically: the difference between roguelike and roguelite all comes down to what happens when you die.
Roguelike is an atheist's idea of death. That's it: lights out, slate wiped completely clean, nothing carries over at all. As a gamer, that means when you start a new run, you've gained nothing from your last effort but whatever you learned by actually playing.
Roguelite is more like reincarnation. You die, yes, but you keep something, whether it's currency, unlocks, upgrades, or characters. Any number of things that will make the next run easier.
Now, that makes the distinction between the two genres sound pretty clear. In reality, it gets messy fast. The genres have a lot of overlap (procedural maps, permadeath, run-based structure). So much overlap, in fact, that the terms get mixed up constantly, including on Steam's own store tags, where plenty of roguelites are labeled roguelikes.
But that's just the short version. If you're still a little iffy on the differences between roguelike vs. roguelite, we're here to dig into the details: the history of the two genres, top titles in either category, and more. Let's get started.

A roguelike is a game built in the image of Rogue, a 1980 dungeon crawler where every floor was randomly generated and death was permanent. Games that copied its formula became "Rogue-like," and the name stuck.
For decades the genre stayed close to that template: top-down, turn-based, grid-based dungeon crawls, often drawn in ASCII characters. In 2008, developers at the International Roguelike Development Conference in Berlin tried to pin the definition down. The result, now called the Berlin Interpretation, lists the traits that make a game roguelike. The most important ones:
Classic examples include NetHack, Dungeon Crawl Stone Soup, Caves of Qud, and the Shiren the Wanderer series. In a true roguelike, the only thing that carries over between runs is you: your knowledge of how the systems work.
What that looks like in practice: in NetHack, touching a cockatrice corpse without gloves turns your character to stone instantly. Die that way once and you'll never forget your gloves again. That lesson is the only thing that comes with you. The next run gives you a new character, a newly generated dungeon, and even reshuffled item appearances, so the blue potion that healed you last time might do something else entirely.

A roguelite keeps the run-based loop of a roguelike (random layouts, death ends the run) but adds meta-progression: things you earn that persist after you die. The name signals "roguelike, but lighter."
That persistent progress takes a lot of forms:
What that looks like in practice:
The term took off in the 2010s as indie developers took the roguelike formula in new directions, often swapping turn-based grids for real-time action, platforming, or card battles. Rogue Legacy (2013) is one of the games that made the label stick. Today's best-known examples include Hades, Dead Cells, Slay the Spire, Risk of Rain 2, Vampire Survivors, and Balatro.
The practical effect: a roguelite gets steadily more forgiving the longer you play. Even a terrible run usually earns you something, which makes the genre far more approachable for newcomers.
The two genres share their skeleton. The difference is what happens after you die.
In practice, plenty of games sit somewhere in between, and people argue about where to file them.
A useful rule of thumb: ask yourself, "Is my next run easier because of something the game gave me, or only because I got better?" If it's the game, you're playing a roguelite.
Start with a roguelite if you're new to the genre, you play in short sessions, or losing an hour of progress sounds miserable. The steady unlocks keep every run feeling worthwhile, and the difficulty eases as you go.
Good first roguelites: Hades for story and fast action, Vampire Survivors if you want short, cheap, low-pressure runs, and Balatro if you'd rather play cards than fight.
Try a true roguelike if you love learning deep systems, you want every decision to matter, and you find a fair, punishing challenge satisfying rather than frustrating. Expect a steeper learning curve, and expect your first dozen deaths to teach you more than any unlock could.
Good first roguelikes: Dungeon Crawl Stone Soup is free and is known for cutting out much of the genre's tedium, while Caves of Qud is the pick if you want a deep, strange world to get lost in.
Like cards? Deckbuilding roguelites like Slay the Spire and Balatro are a great middle ground. If you'd rather skip permadeath entirely, Steam has plenty of relaxing card and board games to unwind with.
Whichever style you lean toward, both are well represented among the best rogue-like games on Steam, from punishing classics to forgiving modern hits.