
Roguelike Systems Teardown
Our flagship fortnightly deep-dive into one procedural system — generation, balance or feel — with commented source you can clone.
Free · every other Tuesday
We take apart procedural generation, permadeath economies and the small joys of a good death screen — then publish the notes, code and post-mortems so you can build sharper roguelikes.
Postmarked & catalogued

Founder's note
I started Rogue Adventure Journal in 2016 after a decade shipping tile-based roguelikes that almost nobody played. The journal is my attempt to write the resource I wanted back then: honest, specific, and unafraid of the maths behind a fair random dungeon.
Every fortnight I publish a teardown — drunkard-walk caverns, loot-weighting tables, fog-of-war performance tricks — built in Godot or Unity and released source-available so you can poke the seams yourself. No hand-waving, no "it just works".
Marlowe Finch
Founder & lead writer
Field notes
A rotating selection of captures from the prototypes and teardowns published this season.




Programmes & offerings
From free fortnightly teardowns to hands-on cohorts run from the studio in Shoreditch.

Our flagship fortnightly deep-dive into one procedural system — generation, balance or feel — with commented source you can clone.
Free · every other Tuesday
A six-week evening course building a complete seed-based dungeon crawler in Godot, capped at 14 people so feedback stays personal.
From £480 · 6 weeks
Bring your prototype and a problem — turn-scheduling, save systems, difficulty curves — and we untangle it together on a call.
£95 / 60-min sessionEvery teardown ships a MIT-licensed Godot or Unity project so you can read the whole thing, not just the pretty screenshots.
Godot 4 · Unity 6A monthly letter rounding up the best roguelike releases, jam entries and design writing we found worth your time.
Monthly newsletterDrop into the Club Row studio on Thursday afternoons to pair on a tricky system over a flat white — first come, first seated.
Thursdays · 14:00–17:00Questions, answered
Most teardowns are built in Godot 4 because it is free and quick to clone, and a good number are mirrored in Unity 6 for teams already invested there. Each dev log states its engine at the top, and the source repository includes setup notes so you can open it in minutes.
No. The fortnightly Roguelike Systems Teardown and every published post-mortem are free to read forever. Paid programmes — the cohort and one-to-one mentorship — exist for people who want structured, hands-on guidance beyond the written notes.
The six-week cohort starts at £480 and runs on weekday evenings so it fits around a day job. Places are capped at 14 so everyone gets direct feedback, and each intake is announced a few weeks ahead via the Dungeon Dispatch newsletter.
The teardowns assume you can already read basic code, but the cohort is designed for confident beginners moving from tutorials to their own projects. If you have finished a small game or two and want to understand the systems underneath, you are exactly who we build for.
You can request a full refund up to seven days before the first session, no questions asked. After the cohort begins we offer a pro-rata refund through the end of week two if it turns out not to be the right fit.
Yes — Studio Office Hours run every Thursday from 14:00 to 17:00 at 19 Club Row, and you are welcome to drop by. For guest teardowns, email a short pitch and a link to your work and we will reply within a week or so.
Say hello
Questions about a programme, a guest teardown pitch, or just want to argue about corridor generation? Send a note.
Phone
+44 20 7345 6789
[email protected]
Studio
19 Club Row, Shoreditch, London E1 6JX
Office hours
Thursdays, 14:00–17:00 GMT