BanditKeith2: Well off the top of my head I can think of only one at the moment do to I personally played enough to speak on the matter rather then watched gameplay '' 'The Binding of Isaac: Rebirth'' its a roguelike thats not turn based ..
Leroux: I have only played the original, not Rebirth, but don't you unlock things for future playthroughs in Binding of Isaac as well? Wouldn't that count as improving your character/chances in the long run? Personally, I think a distinction between traditional turn-based roguelikes on the one hand and action-based rogue-lites that are a bit lighter on rogue-like elements on the other more helpful than drawing a strict line between those games that have no unlocks/improvements between runs at all and those that do. But your mileage my vary.
They are not permanent stats/bonuses so while you unlock them you are at the mercy of RNG in game on if you get them or not.. thus its a true Roguelike thats not turn based ..
Where for just off the top of my head for a example of game I have played thats a full on roguelite no roguelike tag at this time if ever '' Orbital Bullet – The 360° Rogue-lite '' you acquire a currency of some sort through each run you if having enough at the end/character death use to purchase permanent upgrades for the following run ..
See the difference? If not well roguelikes as far as I am aware do not provide permanent/persistent advantages for future runs closest you get is a new character you can play as while the things unlocked could give a better chance it is only if you are lucky enough to find them in the run and you never get to keep them
Where as Rougelites in general offer a person a persistent/permanent advantage in some way thats not relient on rng/luck... for example always having more base health.. .. always starting with better gear.. and so on