{"id":46179,"date":"2026-04-21T11:28:57","date_gmt":"2026-04-21T03:28:57","guid":{"rendered":"https:\/\/sgbuzz.com\/?p=46179"},"modified":"2026-04-21T11:28:57","modified_gmt":"2026-04-21T03:28:57","slug":"enter-the-gungeons-creators-reflect-on-the-roguelike-genres-existential-crisis","status":"publish","type":"post","link":"https:\/\/sgbuzz.com\/?p=46179","title":{"rendered":"Enter the Gungeon&#8217;s creators reflect on the roguelike genre&#8217;s existential crisis"},"content":{"rendered":"<p><br \/>\n<\/p>\n<div>\n<section class=\"emaki-custom-block emaki-custom-dropcap\" data-nosnippet=\"\">\n<div class=\"emaki-custom dropcap\" id=\"custom_block_0\">\n<div class=\"custom_block-content dropcap\">\n<p>Ten years doesn\u2019t sound like a long time. \u201cDecade\u201d certainly sounds more daunting, but as far as media anniversaries go, 10 years is hardly a good reason for a band to trot out a nostalgic tour for their most influential record. Hell, it\u2019s barely enough time for a piece of art\u2019s long-term influence to become recognizable. But in the fast-moving world of video games, where entire genres are suddenly revolutionized and deconstructed in a flash, 10 years may as well be 50.<\/p>\n<\/div><\/div>\n<\/section>\n<p><!-- No AdsNinja v10 Client! --><\/p>\n<p>Look to a recent anniversary to see that dynamic in action: <em>Enter the Gungeon<\/em> turned 10 years old earlier this month. That doesn\u2019t sound all too shocking on paper; I clearly recall playing developer Dodge Roll\u2019s bullet hell roguelike on my PlayStation 4 in an apartment I can still draw from memory. But as some of the minds behind the game expressed when we met over a video interview to reflect on one decade of sentient bullets, it was practically a lifetime ago.<\/p>\n<p>    <!-- No AdsNinja v10 Client! --><\/p>\n<p>\u201cIf you think of it as a child, it almost doesn&#8217;t need you anymore,\u201d composer Adam Kidd Drucker, who creates music under the name Doseone, told Polygon.<\/p>\n<p>Call him cheeky, but Drucker has a point \u2014 at least when it comes to an art form that ages in dog years. Released in 2016, <em>Enter the Gungeon<\/em> launched into a landscape that sure sounds alien today. Just try to imagine a world where a roguelike that incorporated a dodge roll was still a novel concept! An entire genre has been shaped and reshaped in that time, becoming a Ship of Theseus built from stat-altering relics and passive bonuses. <em>Gungeon<\/em>\u2019s creators still remember it like it was yesterday, but they\u2019re all too aware that the genre they helped popularize has transformed into something entirely different since then.<\/p>\n<p>Before developer Dodge Roll existed, there was EA Mythic, the Virginia-based studio known for its work on Dark Age of Camelot. Three of the developers who went on to create <em>Enter the Gungeon<\/em> worked there together in the early 2010s, including Dodge Roll studio co-founder Dave Crooks. In speaking to Polygon, Crooks explained that he and a group of friends inside the studio were growing eager to make a game \u201coutside of the trappings of EA.\u201d Crooks would get that chance, though not on his own terms. EA shuttered Mythic\u2019s Fairfax office in 2014 after the team released <em>Dungeon Keeper Mobile<\/em>. It was a sudden end for a storied studio, but it gave Crooks and his colleagues space to chase their dream game.<\/p>\n<p>The question was: What was that dream game? Crooks had a title in mind well before an actual game, but his brain started swirling around the roguelike. After all, it was starting to become a hot genre in the indie scene, thanks to success stories like <em>The Binding of Isaac<\/em>. That was an influence on Crooks, but at the time, it was actually<em> <\/em><em>Pok\u00e9mon Mystery Dungeon<\/em> that led him to researching the roguelike\u2019s namesake game, <em>Rogue<\/em>. From there came some dissection of the popular roguelikes of the 2010s.<\/p>\n<p>\u201cI played <em>Rogue Legacy <\/em>and I really did not like how if you just kept grinding it, it would eventually trivialize the game,\u201d Crooks told Polygon. \u201cSo one of the cornerstones [of <em>Gungeon<\/em>] was, I want to soften it from <em>Rogue, <\/em>for sure. But I did not want to get to a point where if you&#8217;re playing a run after 100 hours in the game, you don&#8217;t feel like you earned it. I also wanted to, as much as possible, telegraph all death pretty strongly, make it feel like you saw it coming and you can kind of in your head go, \u2018If I had only done X.\u2019\u201d<\/p>\n<div class=\"body-img landscape \">\n<div class=\"responsive-img  image-expandable  img-article-item\" style=\"padding-bottom:56.25%\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-laser-beam.jpg\" data-modal-id=\"single-image-modal\" data-modal-container-id=\"single-image-modal-container\" data-img-caption=\"&quot;Image: Dodge Roll\\\/Devolver Digital&quot;\">\n<figure><picture><source media=\"(max-width: 480px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-laser-beam.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-laser-beam.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\"\/><source media=\"(max-width: 767px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-laser-beam.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-laser-beam.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\"\/><source media=\"(max-width: 1023px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-laser-beam.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-laser-beam.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\"\/><img width=\"1300\" height=\"731\" loading=\"lazy\" decoding=\"async\" alt=\"A character shoots a bullet with a laser beam in Enter the Gungeon.\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-laser-beam.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\" src=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-laser-beam.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\" class=\"img-brightness-opt-out\"\/>\n        <\/picture><small class=\"body-img-caption\">Image: Dodge Roll\/Devolver Digital<\/small><\/figure>\n<\/p><\/div>\n<\/p><\/div>\n<section class=\"emaki-custom-block emaki-custom-dropcap\" data-nosnippet=\"\">\n<div class=\"emaki-custom dropcap\" id=\"custom_block_9\">\n<div class=\"custom_block-content dropcap\">\n<p>Thus began the whirlwind development cycle of <em>Enter the Gungeon<\/em>. The idea came together fast; the team rushed out a prototype in five weeks so they could get it to E3. (They showed up to the expo with no appointments.) The game would take the basic ideas of <em>The Binding of Isaac<\/em> and combine it with the bullet hell chaos of <em>Ikaruga<\/em>. The extra twist was that players would have a dodge roll, playing off <em>Dark Souls<\/em>. Just as much as any actual roguelike, FromSoftware\u2019s games became a major philosophical touchstone for <em>Gungeon<\/em>.<\/p>\n<\/p><\/div>\n<\/p><\/div>\n<\/section>\n<p>\u201cOne of the unsung superpowers that the Souls games have is that enemy variety in those games is off the charts compared to other games,\u201d Crooks said. \u201cSo even though you might play that same level again, you just get to see a bunch of new stuff all the time just in the enemies. And I remember when <em>Nioh <\/em>came out, which is obviously in the lineage of Souls bursting out into other franchises, it was like every level had two or three enemies types. And then, later, it would be a purple version of it. And I was just like, I am actually shocked that you think you can show up to this genre with that few enemies!\u201d<\/p>\n<p>\u201cDensity of discovery\u201d became a big focus in <em>Enter the Gungeon<\/em>. Dodge Roll wanted to load the game up with distinct enemies, unique weapons, and surprising interactions that made each run feel truly different. The trick was still making a game that felt coherent. Take the original score as an example. Drucker, who met Crooks by chance while DJing a Giant Bomb party, explained that the team wanted music that was cranked up to 11, would drive the pace of a run, and not get too annoying to listen to after tons of attempts. That was just one of the careful balancing acts <em>Gungeon <\/em>required, finding a happy medium between kitchen-sink design and restraint.<\/p>\n<p>\u201cWhen I got into indie games, there was just so much melodic abuse,\u201d Drucker said. \u201cI would always describe it as like in a cartoon when you see an octopus surrounded by nine pianos. I was like, \u2018Yeah, we can&#8217;t do jazz shit.\u2019\u201d<\/p>\n<p>Ironically, the experience of <em>Enter the Gungeon does<\/em> feel like jazz. A run is an act of improvisation where you\u2019re left to jam with whatever weapons you can find and survive a symphony of bullets. It\u2019s still an impressive feat 10 years later, and one that wasn\u2019t exactly easy to pull off. Dodge Roll had a habit of playing \u201cyes and\u201d with game design. It wasn\u2019t enough to add a Cheese Wheel weapon that paid visual homage to <em>Pac-Man<\/em>; it had to actually play<em> Pac-Man<\/em>, complete with blue enemies and cherries to eat.<\/p>\n<section class=\"emaki-custom-block emaki-custom-pullquote\" data-nosnippet=\"\">\n<\/section>\n<p>Every wild swing like that would also have to slot into everything else the game had to offer, synergizing with other items and interacting with a wide cast of characters that didn\u2019t lean on reused assets. Oh, and testing those changes would be a challenge too, because Dodge Roll didn\u2019t have a dedicated machine that could pump out builds of the game easily.<\/p>\n<p>When I asked Crooks what kinds of challenges that created in development, he paused: \u201cUh, like, all of them?\u201d<\/p>\n<p>\u201cWe built the game really fast,\u201d he said. \u201cIt was about a 20-month development. And when I go back and look at the game, and I think about how much there was in that game, even at the initial launch after 20 months, I&#8217;m just like, I don&#8217;t know how we did it. I genuinely don\u2019t.\u201d<\/p>\n<div class=\"body-img landscape \">\n<div class=\"responsive-img  image-expandable  img-article-item\" style=\"padding-bottom:56.25%\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-hell-boss.jpg\" data-modal-id=\"single-image-modal\" data-modal-container-id=\"single-image-modal-container\" data-img-caption=\"&quot;Image: Dodge Roll\\\/Devolver Digital&quot;\">\n<figure><picture><source media=\"(max-width: 480px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-hell-boss.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-hell-boss.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\"\/><source media=\"(max-width: 767px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-hell-boss.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-hell-boss.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\"\/><source media=\"(max-width: 1023px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-hell-boss.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-hell-boss.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\"\/><img width=\"1300\" height=\"731\" loading=\"lazy\" decoding=\"async\" alt=\"A boss shoots out bullets in Enter the Gungeon.\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-hell-boss.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\" src=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-hell-boss.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\" class=\"img-brightness-opt-out\"\/>\n        <\/picture><small class=\"body-img-caption\">Image: Dodge Roll\/Devolver Digital<\/small><\/figure>\n<\/p><\/div>\n<\/p><\/div>\n<section class=\"emaki-custom-block emaki-custom-dropcap\" data-nosnippet=\"\">\n<div class=\"emaki-custom dropcap\" id=\"custom_block_19\">\n<div class=\"custom_block-content dropcap\">\n<p>However the team pulled it off, <em>Enter the Gungeon<\/em> was a hit when it was released in 2016. Crooks\u2019 dream was to make $50,000, a \u201clife-changing\u201d sum of money; the game instead went on to sell north of 14 million units over the last decade. For a time, it felt like anyone who played video games had tried it. Drucker recalled the \u201cmind-blowing\u201d moment where one of his favorite modern rappers, Teller Bank$, flipped out when he learned Drucker made the score, because he played the game with his daughters. <em>Gungeon<\/em>\u2019s reach was wide.<\/p>\n<\/p><\/div>\n<\/p><\/div>\n<\/section>\n<p>Crooks and Drucker aren\u2019t entirely sure how much that success has translated to direct influence on the genre. Crooks said that he saw a lot of games that lifted UI elements from <em>Gungeon <\/em>wholesale after its release, but he\u2019s hesitant to take credit for any trend it might have produced. If <em>Gungeon <\/em>has shaped the roguelike genre in any way, Crooks hopes it&#8217;s in Dodge Roll\u2019s respect for strong boss design.<\/p>\n<p>\u201cI care a lot about having bosses feel really memorable,\u201d he said. \u201cI&#8217;m from the school of bosses from Zelda and Metal Gear Solid, which is like, your game is only as good as your boss battles. These are the things you remember more than anything else about a game. So I was really pushing that sort of thing forward. I feel like I&#8217;ve seen that more in the genre than beforehand\u2026. I feel I\u2019m on the verge of being extremely presumptuous, but I&#8217;ve played some games where I&#8217;ve gotten to a boss and it&#8217;s very bullet hell-like. And I just think to myself, the cadence of this boss and the way you manage its patterns is so reminiscent of <em>Gungeon <\/em>that I want to believe we had some influence. Like <em>Returnal<\/em>, the way you manage their patterns. I was like, man, I feel like I&#8217;m playing <em>Gungeon<\/em>, just from a flow standpoint.\u201d<\/p>\n<p>I also have trouble putting my finger on precisely when <em>Gungeon<\/em>\u2019s DNA became baked into games over the last 10 years. It\u2019s not that those reverential examples of games that worshipped at <em>Gungeon<\/em>\u2019s altar don\u2019t exist; it\u2019s that the roguelike genre has mutated a dozen times since 2016. Before <em>Gungeon <\/em>could even celebrate its fifth anniversary, <em>Hades<\/em><em> <\/em>came along and completely changed the established framework for a roguelike. And since then, <em>Balatro<\/em><em> <\/em>has twisted the idea even further.<\/p>\n<p>Crooks said that it was easier to innovate ten years ago because of that. It just wouldn\u2019t be possible to know if you were doing something new in the roguelike space anymore, considering the genre\u2019s explosion in popularity. A dodge roll isn\u2019t the exciting gimmick it once was when the bar is now \u201ccoin pusher physics simulator.\u201d But with that fast iteration, Crooks sees the genre itself turning into something unrecognizable.<\/p>\n<p>\u201cWhat is a roguelike anymore?\u201d he asked. \u201cSo few people are trying to make something that is truly evocative of this experience of playing <em>Rogue<\/em>. Yesterday, a new Devolver game called <em>Minos<\/em><em> <\/em>came out. You design a dungeon and then adventurers come in and they get attacked. I was on the Steam page and I watched a dev explanation of the game and he said (paraphrasing), \u2018But don&#8217;t worry, this is a roguelike, so death is not the end!\u2019 And I&#8217;m like, that is the exact opposite of what 10 years ago somebody would&#8217;ve said a roguelike was!\u201d<\/p>\n<div class=\"body-img landscape \">\n<div class=\"responsive-img  image-expandable  img-article-item\" style=\"padding-bottom:56.25%\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-on-throne.jpg\" data-modal-id=\"single-image-modal\" data-modal-container-id=\"single-image-modal-container\" data-img-caption=\"&quot;Image: Dodge Roll\\\/Devolver Digital&quot;\">\n<figure><picture><source media=\"(max-width: 480px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-on-throne.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-on-throne.jpg?q=49&amp;fit=crop&amp;w=500&amp;dpr=2\"\/><source media=\"(max-width: 767px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-on-throne.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-on-throne.jpg?q=49&amp;fit=crop&amp;w=800&amp;dpr=2\"\/><source media=\"(max-width: 1023px)\" data-srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-on-throne.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\" srcset=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-on-throne.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\"\/><img width=\"1300\" height=\"731\" loading=\"lazy\" decoding=\"async\" alt=\"A bullet king sits on a throne in Enter the Gungeon.\" data-img-url=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-on-throne.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\" src=\"https:\/\/static0.polygonimages.com\/wordpress\/wp-content\/uploads\/2026\/04\/enter-the-gungeon-bullet-on-throne.jpg?q=70&amp;fit=crop&amp;w=1300&amp;dpr=1\" class=\"img-brightness-opt-out\"\/>\n        <\/picture><small class=\"body-img-caption\">Image: Dodge Roll\/Devolver Digital<\/small><\/figure>\n<\/p><\/div>\n<\/p><\/div>\n<section class=\"emaki-custom-block emaki-custom-dropcap\" data-nosnippet=\"\">\n<div class=\"emaki-custom dropcap\" id=\"custom_block_26\">\n<div class=\"custom_block-content dropcap\">\n<p>Our discussion about <em>Gungeon<\/em>\u2019s potential influence quickly morphed into a dissection of the modern roguelike. While Crooks and Drucker offered praise for singular takes on the genre like<em> <\/em><em>Blue Prince<\/em>, there was an undertone of disappointment to their voices when talking about what the games they love have become. Crooks declined to throw too much shade, but a bit of it came out when I asked him what he sees as the biggest difference between the genre now versus 10 years ago.<\/p>\n<\/p><\/div>\n<\/p><\/div>\n<\/section>\n<p>\u201cThe most obvious thing that I see is a screen that pops up three choices every 45 seconds. That&#8217;s changed,\u201d he said. \u201cThere was a time where the thought of being interrupted in the game and anything even remotely fast-paced would be seen as anathema to game design. The whole game, the way the power curve is designed is like you have to be interrupted by this serotonin blast of fanfare and three choices\u2026 It\u2019s more relatable to a slot machine being popular.\u201d<\/p>\n<p>It\u2019s a fair assessment in the wake of <em>Balatro<\/em>. The popular deckbuilder took the fundamentals of poker and twisted them into a high-stakes game that played with the language of gambling. Several games have followed suit since its release, in less subtle terms. Most notably, <em>CloverPit<\/em><em> <\/em>extrapolates<em> Balatro<\/em> to its furthest extreme by putting players in front of a literal slot machine. But more broadly, you can see the language of gambling even in something like <em>Vampire Survivors<\/em>, which plays a slot machine-like animation every time you open a chest.<\/p>\n<section class=\"emaki-custom-block emaki-custom-pullquote\" data-nosnippet=\"\">\n<div class=\"emaki-custom pullquote\" id=\"custom_block_29\">\n<div class=\"custom_block-content pullquote\">\n<p>There are very few people that will be in the circle of hell where you made money off of joy and fucking people enjoying something.<\/p>\n<\/p><\/div>\n<\/p><\/div>\n<\/section>\n<p>\u201cEspecially on the back of<em> Vampire Survivors<\/em> and <em>Balatro<\/em>, I think that it has gone a little bit &#8230; God, I don&#8217;t want to be the person that says this, but a little cash-grabby,\u201d Crooks said. \u201cBecause I think that what fundamentally makes those things fun is much more like a slot machine than the experience of playing <em>Rogue<\/em>. And literally developing a game that ticks the boxes of a slot machine in those ways is just easier to do. There is a way to manipulate serotonin that game developers, especially game designers, use all the time to varying degrees of success and monetary success.\u201d<\/p>\n<p>\u201cI think we\u2019re seeing it mutate to the version of itself that popularity obfuscates,\u201d Drucker added. \u201cIt\u2019s like the term platformer. I\u2019m pretty sure it used to mean there were platforms, and now I don\u2019t really know.\u201d<\/p>\n<p>If Crooks and Drucker sound a little down on modern games, it comes from a place of love. Both have a deep appreciation for the roguelike genre in particular. They\u2019re constantly playing and thinking about these games and where they fit into the genre\u2019s storied past \u2014 a history that their own game has helped to shape. (And it will be again soon: Dodge Roll is currently working on <em>Enter the Gungeon 2<\/em>.) They can\u2019t pretend to know how <em>Gungeon <\/em>will be remembered another 50 years from now, or what its lasting influence on games will be. For Drucker, all that matters is that they created something that means something to players.<\/p>\n<p>\u201cEveryone on this call and who will read this, we&#8217;re all going to hell,\u201d Drucker said. \u201cAnd when we go to hell, hell is stratified by how you made your living. So if you made your living off of blood money and lithium mines and exploitation, you&#8217;re in a worse part of hell. And there are very few people that will be in the circle of hell where you made money off of joy and fucking people enjoying something. I think video games are this last bastion of joy. Maybe that and, like, Nancy Drew novels.\u201d<\/p>\n<\/p><\/div>\n<p><br \/>\n<br \/><a href=\"https:\/\/www.polygon.com\/enter-the-gungeon-10-year-anniversary\/\" target=\"_blank\" rel=\"noopener\">Read Full Article At Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Ten years doesn\u2019t sound like a long time. \u201cDecade\u201d certainly sounds more daunting, but as far as media anniversaries go, 10 years is hardly a&#8230;<\/p>\n","protected":false},"author":1,"featured_media":46180,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"fifu_image_url":"","fifu_image_alt":"","footnotes":""},"categories":[32],"tags":[6610,5287,9007,21023,18200,21022,3742,4588],"class_list":["post-46179","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tech-gadgets-reviews","tag-creators","tag-crisis","tag-enter","tag-existential","tag-genres","tag-gungeons","tag-reflect","tag-roguelike","wpcat-32-id"],"_links":{"self":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/46179","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=46179"}],"version-history":[{"count":0,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/posts\/46179\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=\/wp\/v2\/media\/46180"}],"wp:attachment":[{"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=46179"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=46179"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sgbuzz.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=46179"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}