More recently, with more powerful home computers and gaming systems, new variations of roguelikes incorporating other gameplay genres, thematic elements and graphical styles have become popular, typically retaining the notion of procedural generation and permanent death of the player-character. Indie games like Weird Worlds: Return to Infinite Space, Spelunky, The Binding of Isaac, FTL: Faster Than Light, and Rogue Legacy helped to establish the use of roguelike elements in other genres. These titles are sometimes labeled as "roguelike-like", "rogue-lite", or "procedural death labyrinths" to reflect the variation from titles which mimic the gameplay of traditional roguelikes more faithfully. Other games, like Diablo and UnReal World, key titles in the action role-playing and the survival game genres respectively, took inspiration from roguelikes.
The origin of the term "roguelike" came from USENET newsgroups around 1993, as this was the principal channel the players of roguelike games of that period were using to discuss these games, as well as what the developers used to announce new releases and even distribute the game's source code in some cases. With several individual groups for each game, it was suggested that with rising popularity of Rogue, Hack, Moria, and Angband, all which shared common elements, that the groups be consolidated under an umbrella term to facilitate cross-game discussion. Debate among users of these groups ensued to try to find an encapsulating term that described the common elements, starting with rec.games.dungeon.*, but after three weeks of discussion, rec.games.roguelike.*, based on Rogue being the oldest of these types of games, was picked as "the least of all available evils". By the time it was suggested that a group was created to discuss the development of these kind of games in 1998, the "roguelike" term was already established within the community. This usage parallels that of "Doom clone", a term used in 1990s that later evolved into more generic "first-person shooter".