These days when people say roguelike they just mean a game that divides its gameplay into short, disconnected runs instead of one long, continuous save. It unfortunately has nothing to do with whether a game is anything like Rogue.
Maybe the reality is that 80-90% of their programmers actively use tools like Github Copilot and the CEO got really excited about what that might mean. I mean, how could he possibly measure this?
Their support sucks though. I had one of their controllers die on me after only 8 months of moderate use and after a way-too-long back and forth they demanded $15 to send me a new controller. Eventually we settled on $5, which is still $5 more than it should have been.
Those are neat and trendy features, but I don’t see how they make it anything like Rogue or its ilk.