There’s been a lot of discussion over what makes something a roguelike. Here’s what you need to know and why it matters.
My takeaway is that it's only original Rogue fans that care about the delineation of the terms. Is there a modern (i.e. post 2000s game) that matches the definition of a roguelike as given in the article?
This is my preferred version. Anything else is overly specific on arbitrary features. It doesn't matter to me if levels are procedurally generated or randomly chosen from 100 different hand made levels, the result is the same.
Pretty much, yeah. The genre was called "Rogue-like" because of Rogue, where your runs were all unique. "Rogue-lite" happened when devs wanted to add persistent progress to the game.
Rogue-like: each run is unaffected by any previous run.
I would tweak this slightly. Each run does not have upgrades that carry over into future runs, but you might unlock new characters to play or items to encounter.
I would call FTL a Rogue-like, but arguably a new run can be affected by a previous run if you've unlocked a new ship design.