I don’t think that the roguelike genre is particularly renowned for its storytelling. This isn’t to say that roguelikes are particularly crappy at this sort of thing, it’s just that designers tend to focus on other things which players usually appreciate more — providing games which are praised for their elegance, balance and depth in terms of rulesets rather than narrative.
Where We Remain has the trappings of a roguelike, but removes emphasis on combat and instead puts almost all of its focus on story. You’re still placed inside a procedurally-generated world full of danger and obstacles and whatnot, but you’ll generally need to avoid (or simply run away from) most problem situations. This is a particularly harrowing concept considering that the game runs in realtime and — in true roguelike fashion — delivers death rather swiftly to clumsy or cocky players.

I think it would be nigh unforgivable to skip out on mentioning the recent IGF awards,
Our local homies at 