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Permadeath makes a loss in play stick. In Fire Emblem: The Sacred Stones, a player unit whose HP reaches 0 in combat is flagged dead and hidden rather than erased, and the cleanup between chapters keeps the flag; a phantom unit is erased instead1.

In the roguelikes Rogue 5.4 and NetHack 3.6.7, a death ends the whole game. Rogue exits the program at a death and deletes a save as it restores it, except for a wizard in a debug build2,3. NetHack does the same unless an amulet of life saving saves the hero, and its wizard and explore modes keep the save and ask “Die?” first4,5,6.

  • Per unitFire Emblem: The Sacred Stones (2004). A player unit that falls in combat is flagged dead, and chapter changes keep the flag; a phantom is erased.1
  • Whole runRogue (1980). A death exits the game, and restoring deletes the save and refuses a linked copy or a dead hero.3,2NetHack (1987). Restoring deletes the save, except in wizard and explore modes, which also offer to refuse a death.5,6,4

Games

GameYearHowNote
Dwarf Fortress2006a fortress lost to calamity stays lost, but its world persists into later games
Fire Emblem: The Sacred Stones2004Per unita player unit that falls in combat is flagged dead, and chapter changes keep the flag; a phantom is erased
Rogue1980Whole runa death exits the game, and restoring deletes the save and refuses a linked copy or a dead hero
NetHack1987Whole runrestoring deletes the save, except in wizard and explore modes, which also offer to refuse a death
Every claim about this mechanic, by game (6)
Rogue 1980Restoring a Rogue 5.4 game deletes the save file as soon as it is read, refuses a file with another hard link or reached through a symbolic link, “to defeat multiple restarting from the same place”, and refuses a saved hero with no hit points left. It then reseeds the random number generator from the process id. A wizard in a debug (MASTER) build skips the deletion and the link check.Code
When a Rogue 5.4 hero dies, death shows the tombstone (or, with the tombstone option off, one line naming the killer), records the score, waits for return, and exits the program.Code
NetHack 1987Restoring a NetHack 3.6.7 game deletes the save file once it is read, unless the game is in wizard (debug) or explore mode; in those modes the Unix build asks “Do you want to keep the save file?”. While a restore runs, the Unix build makes the file unreadable, to disallow parallel restores.Code
When a NetHack 3.6.7 hero dies in wizard (debug) or explore mode, from any cause of death from an ordinary death to genocide (not a panic, quitting, escaping, or ascending), and a worn amulet of life saving hasn't already saved the hero, the game asks “Die?”; answering no saves the hero's life and play goes on.Code
When a NetHack 3.6.7 hero dies, unless a worn amulet of life saving or the wizard and explore modes' “Die?” prompt saves the hero, the game records the score and ends the program.Code
Fire Emblem: The Sacred Stones 2004In the North American build, a player unit whose HP reaches 0 in combat is flagged dead and hidden rather than erased, unless it is a phantom, which is erased; the cleanup between chapters keeps the flag, clearing it only for a class with the supply attribute.Code

References

  1. ^ abIn the North American build, a player unit whose HP reaches 0 in combat is flagged dead and hidden rather than erased, unless it is a phantom, which is erased; the cleanup between chapters keeps the flag, clearing it only for a class with the supply attribute.Codefireemblem8urevised
    How we know
    510void KillUnitOnCombatDeath(struct Unit* unitA, struct Unit* unitB) {
    511    if (GetUnitCurrentHp(unitA) != 0) {
    ⋮
    517    UnitKill(unitA);
    
    src/bmmind.c lines 510–517 at 04d1edb · upstream ↗
    958void UnitKill(struct Unit* unit) {
    959    if (UNIT_FACTION(unit) == FACTION_BLUE) {
    960        if (UNIT_IS_PHANTOM(unit))
    961            unit->pCharacterData = NULL;
    962        else {
    963            unit->state |= US_DEAD | US_HIDDEN;
    ⋮
    967        unit->pCharacterData = NULL;
    
    src/bmunit.c lines 958–967 at 04d1edb · upstream ↗
    1249            unit->state &= (
    1250                US_DEAD | US_GROWTH_BOOST | US_SOLOANIM_1 | US_SOLOANIM_2 |
    ⋮
    1254            if (UNIT_CATTRIBUTES(unit) & CA_SUPPLY)
    1255                unit->state = unit->state &~ US_DEAD;
    
    src/bmio.c lines 1249–1255 at 04d1edb · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  2. ^ abWhen a Rogue 5.4 hero dies, death shows the tombstone (or, with the tombstone option off, one line naming the killer), records the score, waits for return, and exits the program.CodeRogue 5.4.4 sourcerevised
    How we know
    228death(char monst)
    
    rip.c line 228 at cf9bd26 · upstream ↗
    240    if (!tombstone)
    
    rip.c lines 240–246 at cf9bd26 · upstream ↗
    274    my_exit(0);
    
    rip.c lines 270–274 at cf9bd26 · upstream ↗
    394    exit(st);
    
    main.c lines 391–395 at cf9bd26 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  3. ^ abRestoring a Rogue 5.4 game deletes the save file as soon as it is read, refuses a file with another hard link or reached through a symbolic link, “to defeat multiple restarting from the same place”, and refuses a saved hero with no hit points left. It then reseeds the random number generator from the process id. A wizard in a debug (MASTER) build skips the deletion and the link check.CodeRogue 5.4.4 source
    How we know
    226        md_unlink_open_file(file, inf) < 0)
    
    save.c lines 222–229 at cf9bd26 · upstream ↗
    defeat multiple restarting from the same place
    save.c#L237-L248 · upstream ↗
    250    if (pstats.s_hpt <= 0)
    
    save.c lines 250–255 at cf9bd26 · upstream ↗
    262    srand(md_getpid());
    
    save.c line 262 at cf9bd26 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  4. ^ abWhen a NetHack 3.6.7 hero dies, unless a worn amulet of life saving or the wizard and explore modes' “Die?” prompt saves the hero, the game records the score and ends the program.CodeNetHack 3.6.7 sourcerevised
    How we know
    1201    really_done(how);
    
    src/end.c lines 1168–1201 at ed600d9 · upstream ↗
    1626    nh_terminate(EXIT_SUCCESS);
    
    src/end.c lines 1618–1626 at ed600d9 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Revised after a check by a second AI model, 2026-10-21.

    In the claim ledger

  5. ^ abRestoring a NetHack 3.6.7 game deletes the save file once it is read, unless the game is in wizard (debug) or explore mode; in those modes the Unix build asks “Do you want to keep the save file?”. While a restore runs, the Unix build makes the file unreadable, to disallow parallel restores.CodeNetHack 3.6.7 source
    How we know
    901    if (!wizard && !discover)
    
    src/restore.c lines 901–902 at ed600d9 · upstream ↗
    295        (void) chmod(fq_save, 0); /* disallow parallel restores */
    
    sys/unix/unixmain.c line 295 at ed600d9 · upstream ↗
    312                if (yn("Do you want to keep the save file?") == 'n') {
    
    sys/unix/unixmain.c lines 307–319 at ed600d9 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-21.

    In the claim ledger

  6. ^ abWhen a NetHack 3.6.7 hero dies in wizard (debug) or explore mode, from any cause of death from an ordinary death to genocide (not a panic, quitting, escaping, or ascending), and a worn amulet of life saving hasn't already saved the hero, the game asks “Die?”; answering no saves the hero's life and play goes on.CodeNetHack 3.6.7 sourcerevised
    How we know
    1188    if (!survive && (wizard || discover) && how <= GENOCIDED
    1189        && !paranoid_query(ParanoidDie, "Die?")) {
    ⋮
    1192        savelife(how);
    1193        survive = TRUE;
    
    src/end.c lines 1187–1194 at ed600d9 · upstream ↗
    1168    if (Lifesaved && (how <= GENOCIDED)) {
    
    src/end.c lines 1168–1186 at ed600d9 · upstream ↗
    148    GENOCIDED    = 10,
    
    include/hack.h lines 137–153 at ed600d9 · upstream ↗

    Checked against the evidence by its author, an AI model, 2026-10-25.

    Revised after a check by a second AI model, 2026-10-21.

    Checked by a second AI model, 2026-10-25.

    In the claim ledger

Sources

Code