Not to hijack the thread, but some context and hard numbers regarding getter77's claim:
On KS video games from 2009~2013: "In total, 37% of successfully funded projects have fully delivered a finished product to backers. A further 8% have delivered a partial product (i.e. part 1 of a promised full game, or a mobile tie-in app). 3% of successful projects have been formally cancelled, while a further 2% have been formally placed in hiatus. A total value of $21,641,800 has so far been sunk into successful Kickstarter projects that have failed to deliver, while the total value of projects that have delivered is less than $17,000,000."
A 37% success rate in seed-funding projects is really good! And if you're not an idiot about throwing money at things, and you pick and choose projects that have good demos and reliable managers then you'll see a much higher success rate. My own success rate of backed projects is over 80%.
People seem to be very depressed in this thread. I don't see why. We have an amazing wealth of history we're sitting on, and many of the classics are receiving new leases of life thanks to crowdfunding or active fanbases. Meanwhile we have lots of excellent experimental 7DRLs each year that push the boundaries and innovate mechanics, and some of them get turned into full-fledged games in their own right. And on top of that full-fledged games like CataclysmDDA, Caves of Qud, Sproggiwood, Dungeonmans, ToME4, Cogmind, The Great Expedition, Ultima Ratio Regum, and whatever else is being worked on in the shadows.
Ten years ago things looked fairly dark for the genre, but things have picked up massively of late. I'd say that the release rate of new traditional roguelikes is higher than its ever been, and the design quality is far better. The community is growing, partly driven by those introduced through roguelites. The ability to make a living on roguelike games is a really big deal, and in spite of that we still have Angband and DCSS under active and sustainable development. The newly released Angband 4.0 may also start a new wave of variants with its better structured code.
The whole "new wave" of roguelikelikes I don't care much for myself, beyond what design lessons they can teach us and what players they drive our way. Much more important is that the genre has been resilient and is finding new strengths. This is a very good time to be a roguelike fan!