Big Sugar, and Lodomotion attempt to go full roguelike in "Unexplored 2: Wayfarer's Legacy", and that attempt may or may have not paid off in the end. The developers have not only established through this segmented roguelike action rpg sequel a complete and continued mythos, and randomly generated worlds that will end or continue with a completed run, but have also created a permadeath situation for custom characters who act as the heroes of the tale. Heroes who can pass on their legacy to successors willing to finish what was started. Through spent day and night cycles, exhaustive travel, inquisitive exploration, perplexing puzzle solving scenarios, and applied combat as these destined wayfarers you'll either come to terms with the task requirements at hand or fail miserably trying.
Unlike most action rpg roguelikes there is no leveling in 'Unexplored 2', and no stat distribution to speak of. You are simply equipped with only what you can carry without being overburdened, and must use weapons, gear, and resources wisely as you fight against all hope, the strain of the burden at hand, and time itself. The trek from point A to point B taking it's toll with each passing day. Making resting/saving a must, and the luxuries of repair and cooking afforded by campsites, a necessity. Opening up a risk and reward system wherein actions taken or not taken will impact the very nature of your adventure, and the lifespan of the wayfarer, themselves. Packing on a social fortune system in which chance coin modifiers open up new buffs and debuffs for the price paid. Ultimately landing you where you need to be in order to destroy the staff that you carry, if you can make it that far.