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Its route is visible before boarding, and the player chooses when to get off.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-zipline/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-zipline.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-zipline.md","aliases":["Zipline traversal"],"tags":["Game design techniques","Movement"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-sliding-down-the-ladder","type":"mechanic","id":"game-mechanics--gm-sliding-down-the-ladder","lang":"en","title":"Sliding down ladders","summary":"The player descends faster while maintaining a ladder grip. The quicker move saves time but needs predictable braking and a safe exit.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-sliding-down-the-ladder/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-sliding-down-the-ladder.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-sliding-down-the-ladder.md","aliases":["Sliding down a ladder"],"tags":["Game design techniques","Movement"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-monkey-bar-traversal","type":"mechanic","id":"game-mechanics--gm-monkey-bar-traversal","lang":"en","title":"Overhead traversal","summary":"The character hangs by their hands and moves beneath a horizontal support. The route depends on usable overhead grips.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-monkey-bar-traversal/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-monkey-bar-traversal.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-monkey-bar-traversal.md","aliases":[],"tags":["Game design techniques","Movement"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-tyrolean-traverse","type":"mechanic","id":"game-mechanics--gm-tyrolean-traverse","lang":"en","title":"Tyrolean traverse","summary":"The character grips a taut rope with hands and legs and advances above a drop, connecting two distant supports.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-tyrolean-traverse/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-tyrolean-traverse.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-tyrolean-traverse.md","aliases":[],"tags":["Game design techniques","Movement"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-walking-on-ice","type":"mechanic","id":"game-mechanics--gm-walking-on-ice","lang":"en","title":"Walking on ice","summary":"A slippery surface changes grip and braking. The player must stop earlier and account for momentum near platform edges.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-walking-on-ice/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-walking-on-ice.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-walking-on-ice.md","aliases":["Moving on ice"],"tags":["Game design techniques","Movement","Weather"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-parachuting","type":"mechanic","id":"game-mechanics--gm-parachuting","lang":"en","title":"Parachuting","summary":"An open canopy slows the fall and allows control over the landing point. The player considers altitude, descent speed and obstacles.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-parachuting/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-parachuting.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-parachuting.md","aliases":[],"tags":["Game design techniques","Movement"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-wall-running-on-ropes","type":"mechanic","id":"game-mechanics--gm-wall-running-on-ropes","lang":"en","title":"Wall running on ropes","summary":"A rope keeps the character near a wall while they move along it and build momentum. Release timing determines the next jump.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-wall-running-on-ropes/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-wall-running-on-ropes.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-wall-running-on-ropes.md","aliases":["Rope-assisted wall running"],"tags":["Game design techniques","Movement"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-jetpack","type":"mechanic","id":"game-mechanics--gm-jetpack","lang":"en","title":"Jetpack","summary":"A jetpack supplies thrust for ascent and midair correction. Limited operating time shapes its range and when to activate it.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-jetpack/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-jetpack.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-jetpack.md","aliases":[],"tags":["Game design techniques","Movement"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-jump-boost-packs","type":"mechanic","id":"game-mechanics--gm-jump-boost-packs","lang":"en","title":"Jump / boost packs","summary":"A short impulse extends a jump or lifts the character higher. The player combines boosts with momentum and available thrust.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-jump-boost-packs/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-jump-boost-packs.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-jump-boost-packs.md","aliases":["Jump boost pack"],"tags":["Game design techniques","Movement"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-wingsuit","type":"mechanic","id":"game-mechanics--gm-wingsuit","lang":"en","title":"Wingsuit","summary":"The suit turns falling into gliding. The player changes body position, trading altitude for speed and distance to the next landmark.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-wingsuit/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-wingsuit.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-wingsuit.md","aliases":["Wingsuit flight"],"tags":["Game design techniques","Movement"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-elevators","type":"mechanic","id":"game-mechanics--gm-elevators","lang":"en","title":"Elevators","summary":"A moving platform connects levels and carries the character between them. Calling, waiting for and leaving it should be understandable.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-elevators/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-elevators.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-elevators.md","aliases":[],"tags":["Game design techniques","World interactions","Worldbuilding"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-terrain-deformation","type":"mechanic","id":"game-mechanics--gm-terrain-deformation","lang":"en","title":"Terrain deformation","summary":"Actions reshape the terrain, creating pits, passages and footholds. The altered surface affects what the player can do next.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-terrain-deformation/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-terrain-deformation.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-terrain-deformation.md","aliases":[],"tags":["Game design techniques","World interactions"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-player-damage-feedback","type":"mechanic","id":"game-mechanics--gm-player-damage-feedback","lang":"en","title":"Player damage feedback","summary":"A hit changes the image, sound or interface. The player immediately recognizes damage and can seek cover.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-player-damage-feedback/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-player-damage-feedback.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-player-damage-feedback.md","aliases":["Damage feedback"],"tags":["Game design techniques","Combat","Health","Damage"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-enemy-hit-reaction","type":"mechanic","id":"game-mechanics--gm-enemy-hit-reaction","lang":"en","title":"Enemy hit reaction","summary":"An enemy flinches, changes pose or interrupts an action when hit. The visible reaction confirms the attack connected.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-enemy-hit-reaction/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-enemy-hit-reaction.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-enemy-hit-reaction.md","aliases":[],"tags":["Game design techniques","Combat"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-enemies-reloading-weapons","type":"mechanic","id":"game-mechanics--gm-enemies-reloading-weapons","lang":"en","title":"Enemies reloading weapons","summary":"After emptying a magazine, an enemy stops firing to reload. This pause creates an opening to move or attack.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-enemies-reloading-weapons/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-enemies-reloading-weapons.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-enemies-reloading-weapons.md","aliases":["Enemy reload"],"tags":["Game design techniques","Combat","Weapons"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-struggle-escape","type":"mechanic","id":"game-mechanics--gm-struggle-escape","lang":"en","title":"Struggle escape","summary":"When an enemy grabs the hero, a special action breaks the hold. The prompt should clearly show the required input and the escape moment.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-struggle-escape/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-struggle-escape.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-struggle-escape.md","aliases":["Escape a grapple"],"tags":["Game design techniques","Combat"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-stabbing","type":"mechanic","id":"game-mechanics--gm-stabbing","lang":"en","title":"Stabbing","summary":"A thrust with a weapon’s point strikes at close range. Distance and contact timing determine whether the attack reaches its target.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-stabbing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-stabbing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-stabbing.md","aliases":["Stab"],"tags":["Game design techniques","Combat"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-environmental-takedowns","type":"mechanic","id":"game-mechanics--gm-environmental-takedowns","lang":"en","title":"Environmental takedowns","summary":"The hero uses a nearby object against a grabbed enemy. The environment becomes part of the combat move.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-environmental-takedowns/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-environmental-takedowns.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-environmental-takedowns.md","aliases":["Environmental takedown"],"tags":["Game design techniques","Combat","Environmental hazards","Killing"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-sniping","type":"mechanic","id":"game-mechanics--gm-sniping","lang":"en","title":"Sniping","summary":"Magnification and a precise sight help hit a distant target. The narrow view makes positioning and shot timing important.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-sniping/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-sniping.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-sniping.md","aliases":[],"tags":["Game design techniques","Combat","Gunplay","Stealth"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-outpost-clearing","type":"mechanic","id":"game-mechanics--gm-outpost-clearing","lang":"en","title":"Outpost clearing","summary":"The player defeats an enemy location’s defenders. Completing the encounter changes its state and may open safe access to the area.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-outpost-clearing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-outpost-clearing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-outpost-clearing.md","aliases":["Clear an outpost"],"tags":["Game design techniques","Combat","Progression"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-electricuting-enemies","type":"mechanic","id":"game-mechanics--gm-electricuting-enemies","lang":"en","title":"Electrocuting enemies","summary":"An electrical effect deals damage or briefly disrupts an enemy’s actions. Visible arcs help identify affected targets.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-electricuting-enemies/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-electricuting-enemies.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-electricuting-enemies.md","aliases":[],"tags":["Game design techniques","Combat","Killing"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-freezing-enemies","type":"mechanic","id":"game-mechanics--gm-freezing-enemies","lang":"en","title":"Freezing enemies","summary":"Cold temporarily immobilizes an enemy or restricts its actions, creating an opening to attack, retreat or help a teammate.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-freezing-enemies/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-freezing-enemies.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-freezing-enemies.md","aliases":[],"tags":["Game design techniques","Combat","Physics"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-throwing-enemies","type":"mechanic","id":"game-mechanics--gm-throwing-enemies","lang":"en","title":"Throwing enemies","summary":"After a grab, the player throws an enemy in a chosen direction. Target position, obstacles and landing space become part of the attack.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-throwing-enemies/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-throwing-enemies.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-throwing-enemies.md","aliases":["Throw an enemy"],"tags":["Game design techniques","Combat","Satisfying"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-self-guided-missiles","type":"mechanic","id":"game-mechanics--gm-self-guided-missiles","lang":"en","title":"Self-guided missiles","summary":"A missile or other projectile adjusts its path toward a selected target after launch. The player selects the target and the system guides the projectile.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-self-guided-missiles/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-self-guided-missiles.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-self-guided-missiles.md","aliases":["Homing projectiles"],"tags":["Game design techniques","Combat"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-shooting-down-helicopters","type":"mechanic","id":"game-mechanics--gm-shooting-down-helicopters","lang":"en","title":"Shooting down helicopters","summary":"The player damages an aerial target until it is destroyed. Helicopter movement requires watching the sky and choosing attack timing.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-shooting-down-helicopters/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-shooting-down-helicopters.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-shooting-down-helicopters.md","aliases":["Shoot down a helicopter"],"tags":["Game design techniques","Combat","Destruction"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-health-pickups","type":"mechanic","id":"game-mechanics--gm-health-pickups","lang":"en","title":"Health pickups","summary":"A medkit in the world restores health when collected or used. Its placement connects route risk with an opportunity to recover.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-health-pickups/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-health-pickups.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-health-pickups.md","aliases":["Health pickup"],"tags":["Game design techniques","Health"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-health-stations","type":"mechanic","id":"game-mechanics--gm-health-stations","lang":"en","title":"Health stations","summary":"A fixed location restores health through interaction. The player must reach it and stop to recover.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-health-stations/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-health-stations.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-health-stations.md","aliases":["Health station"],"tags":["Game design techniques","Health"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-eating-to-heal","type":"mechanic","id":"game-mechanics--gm-eating-to-heal","lang":"en","title":"Eating to heal","summary":"Eating restores some health. Food in the environment becomes a useful resource as well as part of the scene.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-eating-to-heal/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-eating-to-heal.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-eating-to-heal.md","aliases":["Eat to heal"],"tags":["Game design techniques","Health","Damage"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-drinking-to-heal","type":"mechanic","id":"game-mechanics--gm-drinking-to-heal","lang":"en","title":"Drinking to heal","summary":"Drinking restores the character’s health. A water source or drink supply determines where and for how long recovery is possible.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-drinking-to-heal/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-drinking-to-heal.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-drinking-to-heal.md","aliases":["Drink to heal"],"tags":["Game design techniques","Health","Damage"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-resting-to-heal","type":"mechanic","id":"game-mechanics--gm-resting-to-heal","lang":"en","title":"Resting to heal","summary":"A safe resting place restores health before the journey continues. Rest can compete with upgrading or another useful action.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-resting-to-heal/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-resting-to-heal.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-resting-to-heal.md","aliases":["Healing by resting"],"tags":["Game design techniques","Health","Damage"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-floating-health-bars","type":"mechanic","id":"game-mechanics--gm-floating-health-bars","lang":"en","title":"Floating health bars","summary":"A health bar follows a character on screen. The player can associate remaining health with a specific target within the combat scene.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-floating-health-bars/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-floating-health-bars.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-floating-health-bars.md","aliases":[],"tags":["Game design techniques","Health"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-health-based-character-portrait","type":"mechanic","id":"game-mechanics--gm-health-based-character-portrait","lang":"en","title":"Health-based character portrait","summary":"The hero’s face changes as health is lost. Increasing injury turns the portrait into an expressive status indicator.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-health-based-character-portrait/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-health-based-character-portrait.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-health-based-character-portrait.md","aliases":["Health-based portrait"],"tags":["Game design techniques","Health","Damage"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-low-health-feedback","type":"mechanic","id":"game-mechanics--gm-low-health-feedback","lang":"en","title":"Low health feedback","summary":"At dangerously low health the game intensifies its warning. The player notices the risk without constantly reading a small health bar and can react.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-low-health-feedback/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-low-health-feedback.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-low-health-feedback.md","aliases":[],"tags":["Game design techniques","Health","Visual feedback"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-showing-door-lock-state","type":"mechanic","id":"game-mechanics--gm-showing-door-lock-state","lang":"en","title":"Showing door lock state","summary":"A light, label or icon on a door shows whether passage is available. The player learns its lock state before trying to open it.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-showing-door-lock-state/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-showing-door-lock-state.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-showing-door-lock-state.md","aliases":["Visible door lock state"],"tags":["Game design techniques","Visual feedback","Doors","Diegetic"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-health-display","type":"mechanic","id":"game-mechanics--gm-health-display","lang":"en","title":"Health display","summary":"A health display shows how much damage a character can still take. Current and maximum values help the player judge the next risk.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-health-display/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-health-display.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-health-display.md","aliases":[],"tags":["Game design techniques","Health","Visual indicators"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-diegetic-interface","type":"mechanic","id":"game-mechanics--gm-diegetic-interface","lang":"en","title":"Diegetic interface","summary":"Information appears on objects within the game world, such as screens, instruments and tools, so players read it in context.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-diegetic-interface/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-diegetic-interface.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-diegetic-interface.md","aliases":[],"tags":["Game design techniques","Visual indicators","Diegetic"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-fixed-camera-angles","type":"mechanic","id":"game-mechanics--gm-fixed-camera-angles","lang":"en","title":"Fixed camera angles","summary":"The camera uses preselected positions and switches as the hero moves. Each angle controls composition and the amount of visible information.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-fixed-camera-angles/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-fixed-camera-angles.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-fixed-camera-angles.md","aliases":[],"tags":["Game design techniques","Camera & perception"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-enemy-health-bars","type":"mechanic","id":"game-mechanics--gm-enemy-health-bars","lang":"en","title":"Enemy health bars","summary":"An enemy’s bar shows remaining health. The player compares targets and estimates whether the next attack can defeat one.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-enemy-health-bars/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-enemy-health-bars.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-enemy-health-bars.md","aliases":[],"tags":["Game design techniques","Health","Visual feedback","Camera & perception","Immersion killers"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-night-vision","type":"mechanic","id":"game-mechanics--gm-night-vision","lang":"en","title":"Night vision","summary":"A special viewing mode helps navigation in darkness. Switching it on changes scene readability and which details stand out.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-night-vision/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-night-vision.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-night-vision.md","aliases":[],"tags":["Game design techniques","Camera & perception"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-see-through-vision","type":"mechanic","id":"game-mechanics--gm-see-through-vision","lang":"en","title":"See-through vision (X-ray)","summary":"A special mode reveals targets behind opaque surfaces. The player gains planning information before making direct contact.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-see-through-vision/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-see-through-vision.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-see-through-vision.md","aliases":["See-through vision"],"tags":["Game design techniques","Camera & perception"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-magical-vision","type":"mechanic","id":"game-mechanics--gm-magical-vision","lang":"en","title":"Magical vision","summary":"A special perception mode highlights important targets and world features. It helps reveal information that is hard to read in the normal view.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-magical-vision/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-magical-vision.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-magical-vision.md","aliases":["Special vision"],"tags":["Game design techniques","Camera & perception","Immersion killers"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-thermal-vision","type":"mechanic","id":"game-mechanics--gm-thermal-vision","lang":"en","title":"Thermal vision","summary":"The mode turns temperature differences into contrasting shapes. Warm targets become easier to distinguish from their surroundings.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-thermal-vision/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-thermal-vision.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-thermal-vision.md","aliases":[],"tags":["Game design techniques","Camera & perception"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-recon-drone","type":"mechanic","id":"game-mechanics--gm-recon-drone","lang":"en","title":"Recon drone","summary":"The player controls a drone’s remote camera to scout terrain and mark threats. The hero remains elsewhere during reconnaissance.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-recon-drone/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-recon-drone.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-recon-drone.md","aliases":[],"tags":["Game design techniques","Camera & perception","Stealth"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-cctv-access","type":"mechanic","id":"game-mechanics--gm-cctv-access","lang":"en","title":"CCTV access","summary":"The player views a remote area through a fixed camera. This helps plan a route without entering the space.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-cctv-access/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-cctv-access.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-cctv-access.md","aliases":[],"tags":["Game design techniques","Camera & perception","Access & Security","Stealth"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-bullet-time","type":"mechanic","id":"game-mechanics--gm-bullet-time","lang":"en","title":"Bullet time","summary":"The world temporarily moves more slowly, giving the player more time to aim and react. A limited resource makes activation timing a choice.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-bullet-time/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-bullet-time.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-bullet-time.md","aliases":[],"tags":["Game design techniques","Combat","Camera & perception","Gunplay","Satisfying"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-bullet-cam","type":"mechanic","id":"game-mechanics--gm-bullet-cam","lang":"en","title":"Bullet cam","summary":"After a shot, the camera follows the projectile toward its target. The brief change of view emphasizes distance and impact.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-bullet-cam/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-bullet-cam.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-bullet-cam.md","aliases":["Bullet camera"],"tags":["Game design techniques","Camera & perception","Gunplay","Satisfying"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-raindrops-on-screen","type":"mechanic","id":"game-mechanics--gm-raindrops-on-screen","lang":"en","title":"Raindrops on screen","summary":"Droplets on the implied lens bring rain into the image itself. The effect strengthens presence while preserving readable gameplay.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-raindrops-on-screen/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-raindrops-on-screen.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-raindrops-on-screen.md","aliases":[],"tags":["Game design techniques","Camera & perception","Immersion","Weather"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-diegetic-hints","type":"mechanic","id":"game-mechanics--gm-diegetic-hints","lang":"en","title":"Diegetic (in world) hints","summary":"A message, sign or line of dialogue within the world explains an action. The player learns a rule while continuing to explore the scene.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-diegetic-hints/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-diegetic-hints.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-diegetic-hints.md","aliases":["In-world hints"],"tags":["Game design techniques","Navigation & guidance","Diegetic"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-grid-inventory","type":"mechanic","id":"game-mechanics--gm-grid-inventory","lang":"en","title":"Grid inventory","summary":"Items occupy slots. The player chooses what to store, equip or use, while empty slots show available space.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-grid-inventory/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-grid-inventory.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-grid-inventory.md","aliases":[],"tags":["Game design techniques","Resources"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-tetris-inventory","type":"mechanic","id":"game-mechanics--gm-tetris-inventory","lang":"en","title":"Tetris inventory","summary":"Items occupy different amounts of space in a limited grid. The player moves and rotates them to make room for what matters.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-tetris-inventory/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-tetris-inventory.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-tetris-inventory.md","aliases":["Inventory packing"],"tags":["Game design techniques","Resources"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-diegetic-inventory","type":"mechanic","id":"game-mechanics--gm-diegetic-inventory","lang":"en","title":"Diegetic inventory","summary":"The hero lays items out in a physical container or on a surface. Choosing an item remains part of the scene and the character’s actions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-diegetic-inventory/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-diegetic-inventory.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-diegetic-inventory.md","aliases":["In-world inventory"],"tags":["Game design techniques","Resources","Diegetic"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-lockpicking","type":"mechanic","id":"game-mechanics--gm-lockpicking","lang":"en","title":"Lockpicking","summary":"The player finds a tool position or spends a resource to open a lock. Success connects precise action with access to a passage or loot.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-lockpicking/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-lockpicking.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-lockpicking.md","aliases":[],"tags":["Game design techniques","Resources","Access & Security","Doors"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-skill-tree","type":"mechanic","id":"game-mechanics--gm-skill-tree","lang":"en","title":"Skill tree","summary":"Progression points unlock linked nodes. A chosen path defines a specialization: some upgrades are immediate, while others require earlier investments.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-skill-tree/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-skill-tree.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-skill-tree.md","aliases":["Skill trees"],"tags":["Game design techniques","Progression","Character"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-perk-system","type":"mechanic","id":"game-mechanics--gm-perk-system","lang":"en","title":"Perk system","summary":"The player chooses upgrades that change the hero’s properties or action rules. Costs and selection limits shape a character build.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-perk-system/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-perk-system.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-perk-system.md","aliases":[],"tags":["Game design techniques","Progression"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-destructible-barriers","type":"mechanic","id":"game-mechanics--gm-destructible-barriers","lang":"en","title":"Destructible barriers","summary":"Destroying a barrier opens a route or access to its contents. Material and damage cues show where force can be applied.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-destructible-barriers/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-destructible-barriers.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-destructible-barriers.md","aliases":[],"tags":["Game design techniques","Progression","Obstacles"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-clearing-obstacles-with-explosions","type":"mechanic","id":"game-mechanics--gm-clearing-obstacles-with-explosions","lang":"en","title":"Clearing obstacles with explosions","summary":"An explosion removes a barrier and opens a route. The player weighs the new passage against explosive cost and nearby danger.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-clearing-obstacles-with-explosions/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-clearing-obstacles-with-explosions.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-clearing-obstacles-with-explosions.md","aliases":["Clearing a path with explosives"],"tags":["Game design techniques","Progression","Obstacles"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-clearing-obstacles-with-fire","type":"mechanic","id":"game-mechanics--gm-clearing-obstacles-with-fire","lang":"en","title":"Clearing obstacles with fire","summary":"Fire destroys a flammable barrier and opens a passage. The player connects a fire source to a suitable environmental material.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-clearing-obstacles-with-fire/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-clearing-obstacles-with-fire.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-clearing-obstacles-with-fire.md","aliases":["Clear obstacles with fire"],"tags":["Game design techniques","Progression","Obstacles","Fire"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-boss-hierarchy","type":"mechanic","id":"game-mechanics--gm-boss-hierarchy","lang":"en","title":"Boss hierarchy","summary":"Bosses are connected by hierarchy or access requirements. Defeating lower tiers brings the player closer to the main target.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-boss-hierarchy/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-boss-hierarchy.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-boss-hierarchy.md","aliases":[],"tags":["Game design techniques","Progression"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-territory-liberation","type":"mechanic","id":"game-mechanics--gm-territory-liberation","lang":"en","title":"Territory liberation","summary":"Local victories change control over map regions. The map and world behavior show where enemy influence has weakened.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-territory-liberation/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-territory-liberation.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-territory-liberation.md","aliases":[],"tags":["Game design techniques","Progression","Map"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-cheat-codes","type":"mechanic","id":"game-mechanics--gm-cheat-codes","lang":"en","title":"Cheat codes","summary":"A special command changes normal rules: it grants items, switches modes or alters the world. The game determines access to these commands.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-cheat-codes/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-cheat-codes.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-cheat-codes.md","aliases":["Cheat codes and commands"],"tags":["Game design techniques","Progression"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-manual-save-points","type":"mechanic","id":"game-mechanics--gm-manual-save-points","lang":"en","title":"Manual save points","summary":"The player saves progress at a recognizable world location. The next save point determines how much progress a failure puts at risk.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-manual-save-points/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-manual-save-points.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-manual-save-points.md","aliases":["Save points"],"tags":["Game design techniques","Saving"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-difficulty-level","type":"mechanic","id":"game-mechanics--gm-difficulty-level","lang":"en","title":"Difficulty level","summary":"The selected mode changes challenge parameters or available assistance. The player chooses a suitable challenge for their experience and goals.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-difficulty-level/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-difficulty-level.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-difficulty-level.md","aliases":["Difficulty selection"],"tags":["Game design techniques","Difficulty"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-reloading-gun","type":"mechanic","id":"game-mechanics--gm-reloading-gun","lang":"en","title":"Reloading gun","summary":"The player moves ammunition from reserve into the magazine, trading a short pause in firing for another burst.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-reloading-gun/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-reloading-gun.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-reloading-gun.md","aliases":["Reloading"],"tags":["Game design techniques","Weapons"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-vending-machines-shops","type":"mechanic","id":"game-mechanics--gm-vending-machines-shops","lang":"en","title":"Vending machines (shops)","summary":"The player buys goods through a device in the world. The machine’s location connects resupply to routes and current threats.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-vending-machines-shops/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-vending-machines-shops.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-vending-machines-shops.md","aliases":["Vending-machine shop"],"tags":["Game design techniques","Weapons","Economics"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-wall-penetrating-weapons","type":"mechanic","id":"game-mechanics--gm-wall-penetrating-weapons","lang":"en","title":"Wall-penetrating weapons","summary":"A shot passes through a penetrable barrier. The player can attack a target behind cover while considering material and enemy position.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-wall-penetrating-weapons/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-wall-penetrating-weapons.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-wall-penetrating-weapons.md","aliases":[],"tags":["Game design techniques","Weapons"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-manning-a-machine-gun","type":"mechanic","id":"game-mechanics--gm-manning-a-machine-gun","lang":"en","title":"Manning a machine gun","summary":"The hero takes control of a fixed weapon emplacement. Its firepower is limited by position and the available firing arc.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-manning-a-machine-gun/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-manning-a-machine-gun.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-manning-a-machine-gun.md","aliases":["Mounted machine gun"],"tags":["Game design techniques","Weapons","Gunplay"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-diegetic-ammo-display","type":"mechanic","id":"game-mechanics--gm-diegetic-ammo-display","lang":"en","title":"Diegetic ammo display","summary":"A display built into the weapon shows remaining ammunition, keeping resource information within the scene of the action.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-diegetic-ammo-display/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-diegetic-ammo-display.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-diegetic-ammo-display.md","aliases":["Ammo displayed on the weapon"],"tags":["Game design techniques","Gunplay","Diegetic"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-blood-decals","type":"mechanic","id":"game-mechanics--gm-blood-decals","lang":"en","title":"Blood decals","summary":"A hit leaves a blood mark on a wall or floor. The mark preserves evidence of the event after immediate effects disappear.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-blood-decals/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-blood-decals.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-blood-decals.md","aliases":[],"tags":["Game design techniques","Visual feedback","Gunplay","Environmental traces","Blood","Satisfying"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-blood-splatters","type":"mechanic","id":"game-mechanics--gm-blood-splatters","lang":"en","title":"Blood splatters","summary":"A short burst of particles shows the location and timing of a hit. It fades quickly so the rest of the fight remains readable.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-blood-splatters/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-blood-splatters.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-blood-splatters.md","aliases":[],"tags":["Game design techniques","Visual feedback","Gunplay","Blood","Satisfying"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-device-puzzle","type":"mechanic","id":"game-mechanics--gm-device-puzzle","lang":"en","title":"Device puzzle","summary":"The player changes a device’s connections, positions or settings. The puzzle is solved when the system reaches the required state.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-device-puzzle/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-device-puzzle.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-device-puzzle.md","aliases":[],"tags":["Game design techniques","Obstacles"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-keycards","type":"mechanic","id":"game-mechanics--gm-keycards","lang":"en","title":"Keycards","summary":"A card with the required access opens a matching passage. Finding it and returning to the lock connects parts of the level.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-keycards/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-keycards.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-keycards.md","aliases":["Keycard"],"tags":["Game design techniques","Access & Security"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-keypad-codes","type":"mechanic","id":"game-mechanics--gm-keypad-codes","lang":"en","title":"Keypad codes","summary":"The player enters a discovered or known number sequence. Code verification turns knowledge into access to a door, safe or device.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-keypad-codes/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-keypad-codes.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-keypad-codes.md","aliases":["Keypad code"],"tags":["Game design techniques","Access & Security"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-combination-lock","type":"mechanic","id":"game-mechanics--gm-combination-lock","lang":"en","title":"Combination Lock","summary":"The correct sequence of positions or symbols releases the lock. Turning a dial connects a discovered combination to player actions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-combination-lock/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-combination-lock.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-combination-lock.md","aliases":["Combination lock"],"tags":["Game design techniques","Access & Security"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-trying-to-open-locked-doors","type":"mechanic","id":"game-mechanics--gm-trying-to-open-locked-doors","lang":"en","title":"Trying to open locked doors","summary":"Turning a handle or pushing a door confirms that it is locked. The hero’s reaction makes the blocked passage understandable.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-trying-to-open-locked-doors/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-trying-to-open-locked-doors.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-trying-to-open-locked-doors.md","aliases":["Try a locked door"],"tags":["Game design techniques","Doors"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-automatic-doors","type":"mechanic","id":"game-mechanics--gm-automatic-doors","lang":"en","title":"Automatic doors","summary":"A door opens on approach or another defined condition. The player passes through without a separate handle interaction.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-automatic-doors/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-automatic-doors.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-automatic-doors.md","aliases":["Automatic door"],"tags":["Game design techniques","Doors"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-character-classes","type":"mechanic","id":"game-mechanics--gm-character-classes","lang":"en","title":"Character classes","summary":"A class defines a character’s tools, strengths and role, changing how they solve problems and contribute to a team.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-character-classes/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-character-classes.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-character-classes.md","aliases":[],"tags":["Game design techniques","Abilities","Character"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-character-customization","type":"mechanic","id":"game-mechanics--gm-character-customization","lang":"en","title":"Character customization","summary":"The player changes a character’s appearance with a clear preview. The chosen look expresses preferences and makes the character recognizable.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-character-customization/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-character-customization.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-character-customization.md","aliases":[],"tags":["Game design techniques","Character"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-traveling-merchant","type":"mechanic","id":"game-mechanics--gm-traveling-merchant","lang":"en","title":"Traveling merchant","summary":"A merchant moves through the world, making trade depend on an encounter. The player decides whether to resupply now.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-traveling-merchant/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-traveling-merchant.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-traveling-merchant.md","aliases":[],"tags":["Game design techniques","Economics"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-surveillance-cameras","type":"mechanic","id":"game-mechanics--gm-surveillance-cameras","lang":"en","title":"Surveillance / security cameras","summary":"A camera watches an area and helps detect the player. Its direction, state and response shape the conditions for sneaking past.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-surveillance-cameras/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-surveillance-cameras.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-surveillance-cameras.md","aliases":["Security camera"],"tags":["Game design techniques","Access & Security","Stealth"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-searchlights","type":"mechanic","id":"game-mechanics--gm-searchlights","lang":"en","title":"Searchlights","summary":"A moving beam scans the area and may reveal the hero. The player chooses a route and movement timing around illuminated zones.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-searchlights/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-searchlights.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-searchlights.md","aliases":["Searchlight"],"tags":["Game design techniques","Stealth","Lights","Atmosphere"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-hiding-bodies","type":"mechanic","id":"game-mechanics--gm-hiding-bodies","lang":"en","title":"Hiding bodies","summary":"The hero moves a body out of sight or hides it in a container. This reduces the chance of enemies discovering evidence.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-hiding-bodies/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-hiding-bodies.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-hiding-bodies.md","aliases":["Hide bodies"],"tags":["Game design techniques","Stealth"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-dragging-bodies","type":"mechanic","id":"game-mechanics--gm-dragging-bodies","lang":"en","title":"Dragging Bodies","summary":"The hero drags a body along the ground. Limited speed and visibility make choosing a short, safe route important.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-dragging-bodies/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-dragging-bodies.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-dragging-bodies.md","aliases":["Drag bodies"],"tags":["Game design techniques","Stealth"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-carrying-bodies","type":"mechanic","id":"game-mechanics--gm-carrying-bodies","lang":"en","title":"Carrying bodies","summary":"The hero lifts a body and carries it elsewhere. Occupied hands and changed speed create a distinct movement state.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-carrying-bodies/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-carrying-bodies.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-carrying-bodies.md","aliases":["Carry bodies"],"tags":["Game design techniques","Stealth"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-shooting-out-lights","type":"mechanic","id":"game-mechanics--gm-shooting-out-lights","lang":"en","title":"Shooting out lights","summary":"A shot disables a light source and changes visibility. The player creates a darker route while risking attention from the noise.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-shooting-out-lights/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-shooting-out-lights.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-shooting-out-lights.md","aliases":["Shoot out lights"],"tags":["Game design techniques","Stealth","Lights"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-trackable-footprints","type":"mechanic","id":"game-mechanics--gm-trackable-footprints","lang":"en","title":"Trackable footprints","summary":"Persistent footprints reveal a character’s route. They communicate movement direction even after the target leaves sight.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-trackable-footprints/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-trackable-footprints.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-trackable-footprints.md","aliases":["Track footprints"],"tags":["Game design techniques","Stealth","Environmental traces"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-invisibility","type":"mechanic","id":"game-mechanics--gm-invisibility","lang":"en","title":"Invisibility","summary":"An ability reduces the hero’s visual visibility. The player uses camouflage to pass threats while accounting for its limits.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-invisibility/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-invisibility.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-invisibility.md","aliases":[],"tags":["Game design techniques","Stealth"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-electrical-hazards","type":"mechanic","id":"game-mechanics--gm-electrical-hazards","lang":"en","title":"Electrical hazards","summary":"Contact with a conductor or discharge creates a damage threat. Light, sound and sparks warn of the dangerous area in advance.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-electrical-hazards/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-electrical-hazards.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-electrical-hazards.md","aliases":[],"tags":["Game design techniques","Environmental hazards"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-toxic-liquids","type":"mechanic","id":"game-mechanics--gm-toxic-liquids","lang":"en","title":"Toxic liquids","summary":"Contact with a hazardous liquid applies damage or another harmful effect.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-toxic-liquids/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-toxic-liquids.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-toxic-liquids.md","aliases":["Toxic liquid"],"tags":["Game design techniques","Environmental hazards"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-lava","type":"mechanic","id":"game-mechanics--gm-lava","lang":"en","title":"Lava","summary":"A hazardous surface limits safe routes. The player uses platforms or searches for a detour while accounting for the cost of contact.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-lava/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-lava.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-lava.md","aliases":[],"tags":["Game design techniques","Environmental hazards"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-electrifying-water","type":"mechanic","id":"game-mechanics--gm-electrifying-water","lang":"en","title":"Electrifying water","summary":"An electrical source turns water into a damaging area.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-electrifying-water/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-electrifying-water.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-electrifying-water.md","aliases":["Electrify water"],"tags":["Game design techniques","Environmental hazards"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-sinking-in-swamp","type":"mechanic","id":"game-mechanics--gm-sinking-in-swamp","lang":"en","title":"Sinking in swamp","summary":"Soft ground slows the character or draws them downward.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-sinking-in-swamp/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-sinking-in-swamp.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-sinking-in-swamp.md","aliases":["Sink in a swamp"],"tags":["Game design techniques","Environmental hazards"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-feeding-enemies-to-creatures","type":"mechanic","id":"game-mechanics--gm-feeding-enemies-to-creatures","lang":"en","title":"Feeding enemies to creatures","summary":"The player exposes an enemy to an attacking creature.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-feeding-enemies-to-creatures/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-feeding-enemies-to-creatures.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-feeding-enemies-to-creatures.md","aliases":["Use creatures against enemies"],"tags":["Game design techniques","Environmental hazards","Killing"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-destructible-walls","type":"mechanic","id":"game-mechanics--gm-destructible-walls","lang":"en","title":"Destructible walls","summary":"Breaking a barrier opens a new passage or line of sight. Its material and visible damage help players predict the effect of a strike.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-destructible-walls/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-destructible-walls.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-destructible-walls.md","aliases":[],"tags":["Game design techniques","Destruction"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-destructible-floors","type":"mechanic","id":"game-mechanics--gm-destructible-floors","lang":"en","title":"Destructible floors","summary":"Breaking a floor creates an opening between elevations.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-destructible-floors/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-destructible-floors.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-destructible-floors.md","aliases":["Destructible floor"],"tags":["Game design techniques","Destruction"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-force-opening-doors","type":"mechanic","id":"game-mechanics--gm-force-opening-doors","lang":"en","title":"Force-opening doors","summary":"The character forces a door open through physical exertion.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-force-opening-doors/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-force-opening-doors.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-force-opening-doors.md","aliases":["Force a door open"],"tags":["Game design techniques","Doors","Destruction","Satisfying"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-throwing-objects","type":"mechanic","id":"game-mechanics--gm-throwing-objects","lang":"en","title":"Throwing objects","summary":"The player picks up an object and launches it along a thrown trajectory.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-throwing-objects/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-throwing-objects.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-throwing-objects.md","aliases":["Throw an object"],"tags":["Game design techniques","Destruction","Satisfying"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-chipping-concrete","type":"mechanic","id":"game-mechanics--gm-chipping-concrete","lang":"en","title":"Chipping concrete","summary":"Impacts remove small surface fragments rather than leaving only flat marks.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-chipping-concrete/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-chipping-concrete.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-chipping-concrete.md","aliases":["Surface chipping"],"tags":["Game design techniques","Visual feedback","Gunplay","Destruction","Immersion","Environmental traces","Satisfying"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-cutting-down-trees-with-bullets","type":"mechanic","id":"game-mechanics--gm-cutting-down-trees-with-bullets","lang":"en","title":"Cutting down trees with bullets","summary":"Sufficient gunfire damage to a trunk makes a tree fall.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-cutting-down-trees-with-bullets/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-cutting-down-trees-with-bullets.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-cutting-down-trees-with-bullets.md","aliases":["Fell trees with gunfire"],"tags":["Game design techniques","Destruction","Environmental traces","Satisfying"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-cloth-physics","type":"mechanic","id":"game-mechanics--gm-cloth-physics","lang":"en","title":"Cloth physics","summary":"Flexible material deforms in response to movement and external forces.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-cloth-physics/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-cloth-physics.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-cloth-physics.md","aliases":[],"tags":["Game design techniques","Physics"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-driving-cars","type":"mechanic","id":"game-mechanics--gm-driving-cars","lang":"en","title":"Driving cars","summary":"The player controls a road vehicle's movement.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-driving-cars/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-driving-cars.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-driving-cars.md","aliases":["Drive a car"],"tags":["Game design techniques","Vehicles"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-stealing-cars","type":"mechanic","id":"game-mechanics--gm-stealing-cars","lang":"en","title":"Stealing cars","summary":"The player takes an unoccupied vehicle belonging to someone else.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-stealing-cars/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-stealing-cars.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-stealing-cars.md","aliases":["Steal a parked car"],"tags":["Game design techniques","Vehicles"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-carjacking","type":"mechanic","id":"game-mechanics--gm-carjacking","lang":"en","title":"Carjacking","summary":"The player takes a vehicle from its current occupant.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-carjacking/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-carjacking.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-carjacking.md","aliases":[],"tags":["Game design techniques","Vehicles"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-diegetic-vehicle-repair","type":"mechanic","id":"game-mechanics--gm-diegetic-vehicle-repair","lang":"en","title":"Diegetic vehicle repair","summary":"The character performs a visible repair action beside a 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The player uses its protection, tools and capabilities where they are useful.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-pilotable-mech/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-pilotable-mech.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-pilotable-mech.md","aliases":[],"tags":["Game design techniques","Vehicles","Super powers"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-navigating-rapids","type":"mechanic","id":"game-mechanics--gm-navigating-rapids","lang":"en","title":"Navigating rapids","summary":"The player steers a craft through obstacles in fast-flowing water.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-navigating-rapids/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-navigating-rapids.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-navigating-rapids.md","aliases":["Navigate rapids"],"tags":["Game design techniques","Vehicles"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-taxi-missions","type":"mechanic","id":"game-mechanics--gm-taxi-missions","lang":"en","title":"Taxi missions","summary":"The player transports passengers to requested destinations for rewards.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-taxi-missions/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-taxi-missions.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-taxi-missions.md","aliases":[],"tags":["Game design techniques","Economics","Vehicles"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-vehicle-destruction-debris","type":"mechanic","id":"game-mechanics--gm-vehicle-destruction-debris","lang":"en","title":"Vehicle destruction debris","summary":"Vehicle destruction detaches and scatters structural pieces.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-vehicle-destruction-debris/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-vehicle-destruction-debris.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-vehicle-destruction-debris.md","aliases":[],"tags":["Game design techniques","Destruction","Vehicles"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-wreck-model-replacement","type":"mechanic","id":"game-mechanics--gm-wreck-model-replacement","lang":"en","title":"Wreck model replacement","summary":"A prepared wreck model replaces a vehicle after destruction.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-wreck-model-replacement/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-wreck-model-replacement.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-wreck-model-replacement.md","aliases":["Replace a vehicle with a wreck"],"tags":["Game design techniques","Destruction","Vehicles"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-running-npcs-over","type":"mechanic","id":"game-mechanics--gm-running-npcs-over","lang":"en","title":"Running NPCs over","summary":"A moving vehicle damages characters on collision.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-running-npcs-over/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-running-npcs-over.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-running-npcs-over.md","aliases":["Run over NPCs"],"tags":["Game design techniques","Vehicles","Killing","Satisfying"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-natural-world-boundaries","type":"mechanic","id":"game-mechanics--gm-natural-world-boundaries","lang":"en","title":"Natural world boundaries","summary":"Geography and plausible obstacles delimit accessible space.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-natural-world-boundaries/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-natural-world-boundaries.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-natural-world-boundaries.md","aliases":[],"tags":["Game design techniques","Map"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-readable-notes","type":"mechanic","id":"game-mechanics--gm-readable-notes","lang":"en","title":"Readable notes","summary":"A note provides information about the world, events or a puzzle. The player opens a document in the environment and reads it in a suitable view.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-readable-notes/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-readable-notes.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-readable-notes.md","aliases":["Readable note"],"tags":["Game design techniques","Worldbuilding"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-views-outside","type":"mechanic","id":"game-mechanics--gm-views-outside","lang":"en","title":"Views outside","summary":"Windows and openings reveal space beyond the current interior.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-views-outside/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-views-outside.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-views-outside.md","aliases":[],"tags":["Game design techniques","Worldbuilding"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-distant-background-scenery","type":"mechanic","id":"game-mechanics--gm-distant-background-scenery","lang":"en","title":"Distant background scenery","summary":"Unreachable scenery suggests a world beyond the playable area.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-distant-background-scenery/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-distant-background-scenery.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-distant-background-scenery.md","aliases":[],"tags":["Game design techniques","Worldbuilding"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-vending-machines-props","type":"mechanic","id":"game-mechanics--gm-vending-machines-props","lang":"en","title":"Vending machines (props)","summary":"A vending machine establishes an inhabited setting without necessarily offering purchases.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-vending-machines-props/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-vending-machines-props.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-vending-machines-props.md","aliases":["Vending machine as a prop"],"tags":["Game design techniques","Worldbuilding"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-secret-early-ending","type":"mechanic","id":"game-mechanics--gm-secret-early-ending","lang":"en","title":"Secret early ending","summary":"An unusual early choice ends the story before its main route.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-secret-early-ending/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-secret-early-ending.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-secret-early-ending.md","aliases":[],"tags":["Game design techniques","Story"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-location-triggered-event","type":"mechanic","id":"game-mechanics--gm-location-triggered-event","lang":"en","title":"Location-triggered event","summary":"Entering a specified area triggers an event.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-location-triggered-event/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-location-triggered-event.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-location-triggered-event.md","aliases":[],"tags":["Game design techniques","Scripted"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-in-game-cutscene","type":"mechanic","id":"game-mechanics--gm-in-game-cutscene","lang":"en","title":"In-game cutscene","summary":"Characters perform a staged sequence in the current game world. The setting and the hero’s appearance stay connected to the preceding action.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-in-game-cutscene/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-in-game-cutscene.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-in-game-cutscene.md","aliases":[],"tags":["Game design techniques","Scripted"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-set-piece","type":"mechanic","id":"game-mechanics--gm-set-piece","lang":"en","title":"Set-piece","summary":"A staged sequence combines movement, threats and spectacle, such as escaping a collapsing cave. The player keeps acting within the scene.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-set-piece/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-set-piece.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-set-piece.md","aliases":[],"tags":["Game design techniques","Worldbuilding","Scripted"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-quick-time-events","type":"mechanic","id":"game-mechanics--gm-quick-time-events","lang":"en","title":"Quick Time Events (QTEs)","summary":"A brief input window ties a timely command to a sequence's outcome.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-quick-time-events/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-quick-time-events.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-quick-time-events.md","aliases":["Quick-time event"],"tags":["Game design techniques","Scripted","Low agency"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-scripted-scares","type":"mechanic","id":"game-mechanics--gm-scripted-scares","lang":"en","title":"Scripted scares","summary":"Entering an area or another trigger initiates a prepared scare, such as an apparition, sudden motion or sound.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-scripted-scares/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-scripted-scares.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-scripted-scares.md","aliases":["Scripted scare"],"tags":["Game design techniques","Scripted"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-scripted-spectacle","type":"mechanic","id":"game-mechanics--gm-scripted-spectacle","lang":"en","title":"Scripted spectacle","summary":"A dramatic event follows a predetermined script.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-scripted-spectacle/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-scripted-spectacle.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-scripted-spectacle.md","aliases":[],"tags":["Game design techniques","Scripted"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-diegetic-map","type":"mechanic","id":"game-mechanics--gm-diegetic-map","lang":"en","title":"Diegetic map","summary":"Navigation uses a map represented as a physical world object.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-diegetic-map/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-diegetic-map.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-diegetic-map.md","aliases":["In-world map"],"tags":["Game design techniques","Map","Diegetic"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-diegetic-health-display","type":"mechanic","id":"game-mechanics--gm-diegetic-health-display","lang":"en","title":"Diegetic health display","summary":"A world device or equipment component indicates character health.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-diegetic-health-display/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-diegetic-health-display.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-diegetic-health-display.md","aliases":["Health displayed on equipment"],"tags":["Game design techniques","Health","Diegetic"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-diegetic-menu","type":"mechanic","id":"game-mechanics--gm-diegetic-menu","lang":"en","title":"Diegetic menu","summary":"Menu options appear on an object or device within the world.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-diegetic-menu/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-diegetic-menu.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-diegetic-menu.md","aliases":["In-world menu"],"tags":["Game design techniques","Diegetic"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-handheld-sensor","type":"mechanic","id":"game-mechanics--gm-handheld-sensor","lang":"en","title":"Handheld Sensor","summary":"A portable instrument reveals information about a selected target. 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light.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-water-light-reflections/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-water-light-reflections.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-water-light-reflections.md","aliases":["Light reflected from water"],"tags":["Game design techniques","Lights","Atmosphere"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-magnifying-glass-effect","type":"mechanic","id":"game-mechanics--gm-magnifying-glass-effect","lang":"en","title":"Magnifying glass effect","summary":"An optical surface magnifies the scene viewed through it.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-magnifying-glass-effect/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-magnifying-glass-effect.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-magnifying-glass-effect.md","aliases":[],"tags":["Game design techniques","Worldbuilding","Visual effects"],"endsAt":null},{"key":"mechanic/game-mechanics--gm-look-around-cutscene","type":"mechanic","id":"game-mechanics--gm-look-around-cutscene","lang":"en","title":"Look-Around cutscene","summary":"The player controls viewing direction during a staged 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changes.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-situational-immunity/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-situational-immunity.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-situational-immunity.md","aliases":[],"tags":["Boss fights","Defense"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-damage-type-resistance","type":"mechanic","id":"boss-fight-atlas--boss-damage-type-resistance","lang":"en","title":"Damage-type resistance","summary":"Attack effectiveness depends on its damage type against the boss's resistance.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-damage-type-resistance/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-damage-type-resistance.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-damage-type-resistance.md","aliases":[],"tags":["Boss fights","Defense"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-counter-stance","type":"mechanic","id":"boss-fight-atlas--boss-counter-stance","lang":"en","title":"Counter stance","summary":"A specified player action against a prepared stance triggers retaliation.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-counter-stance/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-counter-stance.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-counter-stance.md","aliases":[],"tags":["Boss fights","Defense"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-attack-reflection","type":"mechanic","id":"boss-fight-atlas--boss-attack-reflection","lang":"en","title":"Attack reflection","summary":"An incoming attack is redirected toward its sender under a reflection 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boss.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-absorption-power-up/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-absorption-power-up.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-absorption-power-up.md","aliases":[],"tags":["Boss fights","Defense"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-loadout-adaptation","type":"mechanic","id":"boss-fight-atlas--boss-loadout-adaptation","lang":"en","title":"Loadout adaptation","summary":"The boss adjusts its response to the player's available equipment.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-loadout-adaptation/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-loadout-adaptation.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-loadout-adaptation.md","aliases":[],"tags":["Boss fights","Defense"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-target-lock","type":"mechanic","id":"boss-fight-atlas--boss-target-lock","lang":"en","title":"Target lock","summary":"The boss tracks its target until an explicit direction-lock 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transitions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-attack-combination/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-attack-combination.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-attack-combination.md","aliases":[],"tags":["Boss fights","Targeting and rhythm"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-predictive-aiming","type":"mechanic","id":"boss-fight-atlas--boss-predictive-aiming","lang":"en","title":"Predictive aiming","summary":"A shot aims at a moving player's predicted future position.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-predictive-aiming/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-predictive-aiming.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-predictive-aiming.md","aliases":[],"tags":["Boss fights","Targeting and rhythm"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-source-tracking","type":"mechanic","id":"boss-fight-atlas--boss-source-tracking","lang":"en","title":"Source tracking","summary":"The attack source continues turning to follow its target.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-source-tracking/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-source-tracking.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-source-tracking.md","aliases":[],"tags":["Boss fights","Targeting and rhythm"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-delayed-activation","type":"mechanic","id":"boss-fight-atlas--boss-delayed-activation","lang":"en","title":"Delayed activation","summary":"A deliberate delay separates warning from threat 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target.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-homing-projectile/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-homing-projectile.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-homing-projectile.md","aliases":[],"tags":["Boss fights","Targeting and rhythm"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-speed-change","type":"mechanic","id":"boss-fight-atlas--boss-speed-change","lang":"en","title":"Speed change","summary":"A speed change during an attack alters the required dodge 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positions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-limited-spread/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-limited-spread.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-limited-spread.md","aliases":[],"tags":["Boss fights","Targeting and rhythm"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-moving-hazard","type":"mechanic","id":"boss-fight-atlas--boss-moving-hazard","lang":"en","title":"Moving hazard","summary":"A hazardous area moves and displaces the player from their route.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-moving-hazard/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-moving-hazard.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-moving-hazard.md","aliases":[],"tags":["Boss fights","Arena"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-shrinking-safe-area","type":"mechanic","id":"boss-fight-atlas--boss-shrinking-safe-area","lang":"en","title":"Shrinking safe area","summary":"The arena's safe portion gradually contracts.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-shrinking-safe-area/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-shrinking-safe-area.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-shrinking-safe-area.md","aliases":[],"tags":["Boss fights","Arena"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-knockback","type":"mechanic","id":"boss-fight-atlas--boss-knockback","lang":"en","title":"Knockback","summary":"An impact pushes the player away and changes their relation to hazards.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-knockback/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-knockback.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-knockback.md","aliases":[],"tags":["Boss fights","Arena"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-pull","type":"mechanic","id":"boss-fight-atlas--boss-pull","lang":"en","title":"Pull","summary":"An external force draws the character toward a threat source.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-pull/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-pull.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-pull.md","aliases":[],"tags":["Boss 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endpoint.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-straight-beam/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-straight-beam.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-straight-beam.md","aliases":[],"tags":["Boss fights","Beams"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-scanning-beam","type":"mechanic","id":"boss-fight-atlas--boss-scanning-beam","lang":"en","title":"Scanning beam","summary":"A beam changes direction, sweeping a dangerous line across the arena.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-scanning-beam/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-scanning-beam.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-scanning-beam.md","aliases":[],"tags":["Boss fights","Beams"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-pulse-beam","type":"mechanic","id":"boss-fight-atlas--boss-pulse-beam","lang":"en","title":"Pulse beam","summary":"A beam alternates damaging pulses with inactive 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met.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/boss-fight-atlas--boss-partner-revival/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/boss-fight-atlas--boss-partner-revival.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/boss-fight-atlas--boss-partner-revival.md","aliases":[],"tags":["Boss fights","Multi-boss relationships"],"endsAt":null},{"key":"mechanic/boss-fight-atlas--boss-personal-spread","type":"mechanic","id":"boss-fight-atlas--boss-personal-spread","lang":"en","title":"Personal spread","summary":"Personal zones require separation to avoid other players' 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retrieve.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-08/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-08.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-08.md","aliases":["Storage and inventory limits"],"tags":["Point-and-click adventures","Core actions and items"],"endsAt":null},{"key":"mechanic/point-and-click--family-40","type":"mechanic","id":"point-and-click--family-40","lang":"en","title":"Dependencies and task organization","summary":"The player identifies task dependencies and chooses a valid execution 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outcome.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-41/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-41.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-41.md","aliases":["Choices and consequences"],"tags":["Point-and-click adventures","Puzzle and progression architecture"],"endsAt":null},{"key":"mechanic/point-and-click--family-42","type":"mechanic","id":"point-and-click--family-42","lang":"en","title":"Errors, retries and variation","summary":"The player learns from failure and retries with retained knowledge or changed conditions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-42/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-42.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-42.md","aliases":["Failure and retries"],"tags":["Point-and-click adventures","Puzzle and progression architecture"],"endsAt":null},{"key":"mechanic/point-and-click--family-09","type":"mechanic","id":"point-and-click--family-09","lang":"en","title":"Gathering and processing information","summary":"The player records and compares information to turn observations into an available solution.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-09/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-09.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-09.md","aliases":["Collecting and processing information"],"tags":["Point-and-click adventures","Information, reasoning and social interaction"],"endsAt":null},{"key":"mechanic/point-and-click--family-14","type":"mechanic","id":"point-and-click--family-14","lang":"en","title":"Dialogue interactions","summary":"The player chooses lines and topics to obtain information or change a conversation.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-14/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-14.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-14.md","aliases":[],"tags":["Point-and-click adventures","Information, reasoning and social interaction"],"endsAt":null},{"key":"mechanic/point-and-click--family-10","type":"mechanic","id":"point-and-click--family-10","lang":"en","title":"Knowledge as a progression condition","summary":"Progress depends on understanding a rule or fact alongside acquiring items.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-10/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-10.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-10.md","aliases":["Knowledge unlocks progress"],"tags":["Point-and-click adventures","Information, reasoning and social interaction"],"endsAt":null},{"key":"mechanic/point-and-click--family-11","type":"mechanic","id":"point-and-click--family-11","lang":"en","title":"Deduction, proof and hypothesis testing","summary":"The player forms a conclusion and checks whether the available evidence supports it.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-11/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-11.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-11.md","aliases":["Deduction and hypothesis testing"],"tags":["Point-and-click adventures","Information, reasoning and social interaction"],"endsAt":null},{"key":"mechanic/point-and-click--family-12","type":"mechanic","id":"point-and-click--family-12","lang":"en","title":"Reconstructing events and history","summary":"The player reconstructs event order and causes from the traces that remain.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-12/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-12.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-12.md","aliases":["Reconstructing events"],"tags":["Point-and-click adventures","Information, reasoning and social interaction"],"endsAt":null},{"key":"mechanic/point-and-click--family-15","type":"mechanic","id":"point-and-click--family-15","lang":"en","title":"Persuasion, deception and verbal conflict","summary":"The player uses arguments, deception or pressure while considering the other character's response.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-15/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-15.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-15.md","aliases":["Persuasion and verbal conflict"],"tags":["Point-and-click adventures","Information, reasoning and social interaction"],"endsAt":null},{"key":"mechanic/point-and-click--family-17","type":"mechanic","id":"point-and-click--family-17","lang":"en","title":"Exchanging services and task chains","summary":"Completing a task earns a service or item needed for the next dependency.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-17/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-17.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-17.md","aliases":["Favors and task chains"],"tags":["Point-and-click adventures","Information, reasoning and social interaction"],"endsAt":null},{"key":"mechanic/point-and-click--family-16","type":"mechanic","id":"point-and-click--family-16","lang":"en","title":"Relationships and social simulation","summary":"Relationships change after actions and shape characters' later responses.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-16/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-16.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-16.md","aliases":["Character relationships"],"tags":["Point-and-click adventures","Information, reasoning and social interaction"],"endsAt":null},{"key":"mechanic/point-and-click--family-13","type":"mechanic","id":"point-and-click--family-13","lang":"en","title":"Ciphers, languages and sign systems","summary":"The player infers symbol meanings and rules for transforming messages.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-13/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-13.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-13.md","aliases":["Ciphers, languages and symbols"],"tags":["Point-and-click adventures","Information, reasoning and social interaction"],"endsAt":null},{"key":"mechanic/point-and-click--family-18","type":"mechanic","id":"point-and-click--family-18","lang":"en","title":"Mechanisms, switches and tuning","summary":"The player changes controls and checks the resulting mechanism state.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-18/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-18.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-18.md","aliases":["Mechanisms and tuning"],"tags":["Point-and-click adventures","Devices and spatial puzzles"],"endsAt":null},{"key":"mechanic/point-and-click--family-23","type":"mechanic","id":"point-and-click--family-23","lang":"en","title":"Logic, mathematics and combinatorics","summary":"The player applies logical and quantitative constraints to rule out invalid combinations.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-23/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-23.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-23.md","aliases":["Logic and combinatorics"],"tags":["Point-and-click adventures","Devices and spatial puzzles"],"endsAt":null},{"key":"mechanic/point-and-click--family-21","type":"mechanic","id":"point-and-click--family-21","lang":"en","title":"Spatial, visual and optical puzzles","summary":"The player changes object placement, light or viewpoint to produce a required configuration.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-21/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-21.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-21.md","aliases":["Spatial and visual puzzles"],"tags":["Point-and-click adventures","Devices and spatial puzzles"],"endsAt":null},{"key":"mechanic/point-and-click--family-25","type":"mechanic","id":"point-and-click--family-25","lang":"en","title":"Sequences and staged actions","summary":"The player orders actions while accounting for dependencies and intermediate states.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-25/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-25.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-25.md","aliases":["Action sequences"],"tags":["Point-and-click adventures","Devices and spatial puzzles"],"endsAt":null},{"key":"mechanic/point-and-click--family-24","type":"mechanic","id":"point-and-click--family-24","lang":"en","title":"Maps, routes and mazes","summary":"The player uses maps and landmarks to select and verify a route through a space.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-24/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-24.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-24.md","aliases":[],"tags":["Point-and-click adventures","Devices and spatial puzzles"],"endsAt":null},{"key":"mechanic/point-and-click--family-20","type":"mechanic","id":"point-and-click--family-20","lang":"en","title":"Physics, environmental properties and experiment","summary":"The player experiments with material and environmental properties and observes the consequences.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-20/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-20.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-20.md","aliases":["Physics and experimentation"],"tags":["Point-and-click adventures","Devices and spatial puzzles"],"endsAt":null},{"key":"mechanic/point-and-click--family-19","type":"mechanic","id":"point-and-click--family-19","lang":"en","title":"Flows, networks and resource distribution","summary":"The player connects nodes and distributes flows while respecting network links and limits.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-19/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-19.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-19.md","aliases":["Flows and networks"],"tags":["Point-and-click adventures","Devices and spatial puzzles"],"endsAt":null},{"key":"mechanic/point-and-click--family-22","type":"mechanic","id":"point-and-click--family-22","lang":"en","title":"Sound, music and rhythm","summary":"The player distinguishes and reproduces sounds, melodies or rhythmic sequences.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-22/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-22.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-22.md","aliases":[],"tags":["Point-and-click adventures","Devices and spatial puzzles"],"endsAt":null},{"key":"mechanic/point-and-click--family-43","type":"mechanic","id":"point-and-click--family-43","lang":"en","title":"Input and action selection","summary":"The input method determines how the player expresses an intention and selects an action.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-43/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-43.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-43.md","aliases":[],"tags":["Point-and-click adventures","Interface and assistance"],"endsAt":null},{"key":"mechanic/point-and-click--family-44","type":"mechanic","id":"point-and-click--family-44","lang":"en","title":"Memory, hints and playthrough convenience","summary":"The game records information and offers hints to help recover context and choose a next step.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-44/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-44.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-44.md","aliases":["Memory aids and hints"],"tags":["Point-and-click adventures","Interface and assistance"],"endsAt":null},{"key":"mechanic/point-and-click--family-26","type":"mechanic","id":"point-and-click--family-26","lang":"en","title":"Time, schedules and waiting","summary":"An action becomes available according to a schedule, duration or chosen moment.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-26/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-26.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-26.md","aliases":["Timing, schedules and waiting"],"tags":["Point-and-click adventures","Extended adventure systems"],"endsAt":null},{"key":"mechanic/point-and-click--family-31","type":"mechanic","id":"point-and-click--family-31","lang":"en","title":"NPC, animal and living-system behavior","summary":"The player observes and influences creatures through their needs and responses.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-31/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-31.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-31.md","aliases":["Living-system behavior"],"tags":["Point-and-click adventures","Extended adventure systems"],"endsAt":null},{"key":"mechanic/point-and-click--family-29","type":"mechanic","id":"point-and-click--family-29","lang":"en","title":"Abilities, forms and controlled entities","summary":"The player changes form or controlled entity to gain a different set of actions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-29/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-29.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-29.md","aliases":["Abilities and controlled entities"],"tags":["Point-and-click adventures","Extended adventure systems"],"endsAt":null},{"key":"mechanic/point-and-click--family-30","type":"mechanic","id":"point-and-click--family-30","lang":"en","title":"Multiple protagonists and coordination","summary":"The player coordinates multiple protagonists by assigning actions to their different abilities.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-30/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-30.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-30.md","aliases":[],"tags":["Point-and-click adventures","Extended adventure systems"],"endsAt":null},{"key":"mechanic/point-and-click--family-28","type":"mechanic","id":"point-and-click--family-28","lang":"en","title":"Worlds, layers and state switching","summary":"Switching world layers changes available objects, rules and actions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-28/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-28.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-28.md","aliases":["Switching world layers"],"tags":["Point-and-click adventures","Extended adventure systems"],"endsAt":null},{"key":"mechanic/point-and-click--family-27","type":"mechanic","id":"point-and-click--family-27","lang":"en","title":"Rewinding, loops and changing history","summary":"The player rewinds or repeats events using knowledge from earlier attempts.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-27/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-27.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-27.md","aliases":["Rewinding and changing history"],"tags":["Point-and-click adventures","Extended adventure systems"],"endsAt":null},{"key":"mechanic/point-and-click--family-33","type":"mechanic","id":"point-and-click--family-33","lang":"en","title":"Computers, phones and media environments","summary":"The player explores devices and media through interfaces that belong to the game world.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-33/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-33.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-33.md","aliases":["Computers and in-world media"],"tags":["Point-and-click adventures","Extended adventure systems"],"endsAt":null},{"key":"mechanic/point-and-click--family-32","type":"mechanic","id":"point-and-click--family-32","lang":"en","title":"Stealth, disguise and trace concealment","summary":"The player manages visibility and traces to avoid detection or influence others' conclusions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-32/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-32.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-32.md","aliases":["Stealth and concealing traces"],"tags":["Point-and-click adventures","Extended adventure systems"],"endsAt":null},{"key":"mechanic/point-and-click--family-34","type":"mechanic","id":"point-and-click--family-34","lang":"en","title":"Content creation and narrative control","summary":"The player creates content or stages events that shape the unfolding narrative.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-34/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-34.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-34.md","aliases":["Creating content and stories"],"tags":["Point-and-click adventures","Extended adventure systems"],"endsAt":null},{"key":"mechanic/point-and-click--family-35","type":"mechanic","id":"point-and-click--family-35","lang":"en","title":"Motor and arcade sequences","summary":"A short challenge requires movement precision, reactions or maintaining a state.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-35/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-35.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-35.md","aliases":["Dexterity and arcade sequences"],"tags":["Point-and-click adventures","Hybrids and uncommon branches"],"endsAt":null},{"key":"mechanic/point-and-click--family-36","type":"mechanic","id":"point-and-click--family-36","lang":"en","title":"Board, card and game challenges","summary":"An in-game challenge uses a distinct set of board, card or other game rules.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-36/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-36.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-36.md","aliases":["Board and card challenges"],"tags":["Point-and-click adventures","Hybrids and uncommon branches"],"endsAt":null},{"key":"mechanic/point-and-click--family-37","type":"mechanic","id":"point-and-click--family-37","lang":"en","title":"RPG systems, economy, survival and management","summary":"The player allocates resources, develops abilities and keeps a system functioning.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-37/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-37.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-37.md","aliases":["RPG, resources and management"],"tags":["Point-and-click adventures","Hybrids and uncommon branches"],"endsAt":null},{"key":"mechanic/point-and-click--family-39","type":"mechanic","id":"point-and-click--family-39","lang":"en","title":"Cooperative play and device capabilities","summary":"A challenge uses coordination between participants or the device's available capabilities.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-39/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-39.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-39.md","aliases":["Cooperation and device features"],"tags":["Point-and-click adventures","Hybrids and uncommon branches"],"endsAt":null},{"key":"mechanic/point-and-click--family-38","type":"mechanic","id":"point-and-click--family-38","lang":"en","title":"Metagame and the fourth wall","summary":"The player uses knowledge of the interface and game conventions as part of a solution within or around its world.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/point-and-click--family-38/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/point-and-click--family-38.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/point-and-click--family-38.md","aliases":[],"tags":["Point-and-click adventures","Hybrids and uncommon branches"],"endsAt":null},{"key":"catalog/detective","type":"catalog","id":"detective","lang":"en","title":"Detective games","summary":"Evidence, testimony, alibis, event reconstruction, hypothesis testing and accusation. Game examples and prototype checks.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/detective/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/detective.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/detective.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/detective--family-01","type":"mechanic","id":"detective--family-01","lang":"en","title":"Crime-scene observation","summary":"The player selects significant environmental details and separates observed facts from possible explanations.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-01/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-01.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-01.md","aliases":[],"tags":["Detective games","Finding and examining evidence"],"endsAt":null},{"key":"mechanic/detective--family-03","type":"mechanic","id":"detective--family-03","lang":"en","title":"Evidence collection and provenance","summary":"The player preserves a finding with its location, time and collection method so its significance can be checked later.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-03/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-03.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-03.md","aliases":[],"tags":["Detective games","Finding and examining evidence"],"endsAt":null},{"key":"mechanic/detective--family-04","type":"mechanic","id":"detective--family-04","lang":"en","title":"Trace and sample comparison","summary":"The player checks similarities and differences between a trace and candidate samples. A matching property alone does not establish guilt.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-04/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-04.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-04.md","aliases":[],"tags":["Detective games","Finding and examining evidence"],"endsAt":null},{"key":"mechanic/detective--family-02","type":"mechanic","id":"detective--family-02","lang":"en","title":"Instrument-assisted inspection","summary":"A tool reveals a new property; the player decides what to inspect and how to interpret the result.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-02/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-02.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-02.md","aliases":[],"tags":["Detective games","Finding and examining evidence"],"endsAt":null},{"key":"mechanic/detective--family-05","type":"mechanic","id":"detective--family-05","lang":"en","title":"Documents, records and ciphers","summary":"The player extracts information from character-created records and checks their authorship, meaning and reliability.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-05/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-05.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-05.md","aliases":[],"tags":["Detective games","Finding and examining evidence"],"endsAt":null},{"key":"mechanic/detective--family-17","type":"mechanic","id":"detective--family-17","lang":"en","title":"Connecting clues and organizing a case","summary":"The player organizes scattered information while preserving the difference between a fact and a proposed connection.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-17/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-17.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-17.md","aliases":[],"tags":["Detective games","Hypotheses and reasoning tests"],"endsAt":null},{"key":"mechanic/detective--family-18","type":"mechanic","id":"detective--family-18","lang":"en","title":"Competing hypotheses","summary":"The player proposes several explanations and looks for an observation that can distinguish between them.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-18/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-18.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-18.md","aliases":[],"tags":["Detective games","Hypotheses and reasoning tests"],"endsAt":null},{"key":"mechanic/detective--family-20","type":"mechanic","id":"detective--family-20","lang":"en","title":"Experimental hypothesis testing","summary":"The player chooses a test capable of refuting an assumption and compares its result with a prediction.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-20/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-20.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-20.md","aliases":[],"tags":["Detective games","Hypotheses and reasoning tests"],"endsAt":null},{"key":"mechanic/detective--family-19","type":"mechanic","id":"detective--family-19","lang":"en","title":"Eliminating candidates","summary":"The player narrows possible answers through compatible constraints and keeps the reason for every elimination.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-19/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-19.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-19.md","aliases":[],"tags":["Detective games","Hypotheses and reasoning tests"],"endsAt":null},{"key":"mechanic/detective--family-21","type":"mechanic","id":"detective--family-21","lang":"en","title":"Motive, means and opportunity","summary":"The player checks different aspects of a suspect’s involvement. A motive or access to an item alone does not establish the connection.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-21/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-21.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-21.md","aliases":[],"tags":["Detective games","Hypotheses and reasoning tests"],"endsAt":null},{"key":"mechanic/detective--family-22","type":"mechanic","id":"detective--family-22","lang":"en","title":"Inferring hidden rules","summary":"In a speculative or systemic mystery, the player first discovers world rules and then uses them to explain an event.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-22/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-22.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-22.md","aliases":[],"tags":["Detective games","Hypotheses and reasoning tests"],"endsAt":null},{"key":"mechanic/detective--family-06","type":"mechanic","id":"detective--family-06","lang":"en","title":"Interviews and question selection","summary":"The player chooses conversation topics, asks for details and obtains new investigative leads.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-06/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-06.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-06.md","aliases":[],"tags":["Detective games","Witnesses and information sources"],"endsAt":null},{"key":"mechanic/detective--family-07","type":"mechanic","id":"detective--family-07","lang":"en","title":"Contradictions in testimony","summary":"The player compares a specific statement with an independent fact and explains why they cannot both hold.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-07/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-07.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-07.md","aliases":[],"tags":["Detective games","Witnesses and information sources"],"endsAt":null},{"key":"mechanic/detective--family-09","type":"mechanic","id":"detective--family-09","lang":"en","title":"Information-database search","summary":"A discovered word, name or identifier becomes a query that reveals previously unknown parts of the case.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-09/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-09.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-09.md","aliases":[],"tags":["Detective games","Witnesses and information sources"],"endsAt":null},{"key":"mechanic/detective--family-08","type":"mechanic","id":"detective--family-08","lang":"en","title":"Trust and social access","summary":"Relationships affect a character’s willingness to share information. Confident behavior alone does not prove truthfulness.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-08/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-08.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-08.md","aliases":[],"tags":["Detective games","Witnesses and information sources"],"endsAt":null},{"key":"mechanic/detective--family-10","type":"mechanic","id":"detective--family-10","lang":"en","title":"Surveillance and behavioral observation","summary":"The player observes a character’s actions in the world and compares them with the claimed routine.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-10/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-10.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-10.md","aliases":[],"tags":["Detective games","Witnesses and information sources"],"endsAt":null},{"key":"mechanic/detective--family-12","type":"mechanic","id":"detective--family-12","lang":"en","title":"Timelines and alibis","summary":"The player establishes event order and duration, then checks whether claimed actions can coexist.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-12/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-12.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-12.md","aliases":[],"tags":["Detective 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it.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-15/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-15.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-15.md","aliases":[],"tags":["Detective games","Reconstructing events"],"endsAt":null},{"key":"mechanic/detective--family-11","type":"mechanic","id":"detective--family-11","lang":"en","title":"Identity deduction","summary":"The player connects an unknown participant to a name or role using several independent clues.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-11/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-11.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-11.md","aliases":[],"tags":["Detective games","Reconstructing 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conversations.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-16/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-16.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-16.md","aliases":[],"tags":["Detective games","Reconstructing events"],"endsAt":null},{"key":"mechanic/detective--family-23","type":"mechanic","id":"detective--family-23","lang":"en","title":"Expressing a checkable conclusion","summary":"The player translates understanding into an answer the game can check. The answer format determines which reasoning can be expressed.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-23/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-23.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-23.md","aliases":["Formulating a testable conclusion"],"tags":["Detective games","Conclusions, argument and assistance"],"endsAt":null},{"key":"mechanic/detective--family-27","type":"mechanic","id":"detective--family-27","lang":"en","title":"Feedback and hints","summary":"These systems support reasoning. Their design affects whether players seek explanations or probe answers through interface feedback.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-27/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-27.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-27.md","aliases":[],"tags":["Detective games","Conclusions, argument and assistance"],"endsAt":null},{"key":"mechanic/detective--family-24","type":"mechanic","id":"detective--family-24","lang":"en","title":"Choosing an accusation","summary":"The player decides whom to accuse of what, weighing the completeness of an explanation against the risk of error.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-24/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-24.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-24.md","aliases":[],"tags":["Detective games","Conclusions, argument and assistance"],"endsAt":null},{"key":"mechanic/detective--family-26","type":"mechanic","id":"detective--family-26","lang":"en","title":"Reporting and explaining events","summary":"The player combines findings into a coherent account and separates established facts from likely and unknown claims.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-26/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-26.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-26.md","aliases":[],"tags":["Detective games","Conclusions, argument and assistance"],"endsAt":null},{"key":"mechanic/detective--family-25","type":"mechanic","id":"detective--family-25","lang":"en","title":"Defending a case in debate or trial","summary":"The player answers objections, presents relevant evidence and refines the argument supporting a case.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-25/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-25.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-25.md","aliases":["Defending a theory in debate or court"],"tags":["Detective games","Conclusions, argument and assistance"],"endsAt":null},{"key":"mechanic/detective--family-28","type":"mechanic","id":"detective--family-28","lang":"en","title":"Leads and investigation order","summary":"Case structure determines which questions and locations are currently available and how new information opens further actions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-28/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-28.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-28.md","aliases":[],"tags":["Detective games","Investigation structure"],"endsAt":null},{"key":"mechanic/detective--family-29","type":"mechanic","id":"detective--family-29","lang":"en","title":"Time, schedules and repetition","summary":"A changing world sets conditions for obtaining information. Observation and reading can have different costs in game time.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-29/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-29.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-29.md","aliases":[],"tags":["Detective games","Investigation structure"],"endsAt":null},{"key":"mechanic/detective--family-31","type":"mechanic","id":"detective--family-31","lang":"en","title":"Ethical decisions and consequences","summary":"After establishing facts, the player chooses an action. A hypothesis’s truth and a decision’s moral evaluation remain distinct.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-31/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-31.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-31.md","aliases":[],"tags":["Detective games","Investigation structure"],"endsAt":null},{"key":"mechanic/detective--family-30","type":"mechanic","id":"detective--family-30","lang":"en","title":"Limited resources and access risk","summary":"Action costs make players choose which uncertainty to reduce first. This additional layer is not necessary in every detective game.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-30/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-30.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-30.md","aliases":[],"tags":["Detective games","Investigation structure"],"endsAt":null},{"key":"mechanic/detective--family-32","type":"mechanic","id":"detective--family-32","lang":"en","title":"Procedural cases and a larger mystery","summary":"These are ways to organize multiple investigations. Each case needs a checkable causal structure as well as new names.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/detective--family-32/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/detective--family-32.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/detective--family-32.md","aliases":[],"tags":["Detective games","Investigation structure"],"endsAt":null},{"key":"catalog/puzzle","type":"catalog","id":"puzzle","lang":"en","title":"Puzzles","summary":"Pattern recognition, rearrangement, routes, logic, physics, ciphers and rule 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storage.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/puzzle--family-sorting/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/puzzle--family-sorting.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/puzzle--family-sorting.md","aliases":[],"tags":["Puzzles","Mechanics catalog"],"endsAt":null},{"key":"mechanic/puzzle--family-assembly","type":"mechanic","id":"puzzle--family-assembly","lang":"en","title":"Assembly, packing and fitting","summary":"The player assembles a whole or packs a space while accounting for shape, adjacency and free room.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/puzzle--family-assembly/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/puzzle--family-assembly.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/puzzle--family-assembly.md","aliases":["Assembly and 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The player sequences plays, keeps useful options or discards unwanted ones.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/deck-building--family-hand/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/deck-building--family-hand.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/deck-building--family-hand.md","aliases":["Managing a card hand"],"tags":["Deck building","Card operations"],"endsAt":null},{"key":"mechanic/deck-building--family-play","type":"mechanic","id":"deck-building--family-play","lang":"en","title":"Play costs and methods","summary":"Playing a card spends a limited turn resource. 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These conditions shape available strategies and vary repeated attempts.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-03/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-03.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-03.md","aliases":["Run starting conditions"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-04","type":"mechanic","id":"roguelike--family-04","lang":"en","title":"Procedural generation","summary":"The game generates areas, encounters and rewards under defined rules, varying each attempt within a recognisable structure.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-04/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-04.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-04.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-05","type":"mechanic","id":"roguelike--family-05","lang":"en","title":"Route and access to areas","summary":"At a fork, the player chooses the next node and gives up alternatives. Upcoming services, rewards and threats shape the run plan.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-05/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-05.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-05.md","aliases":["Choosing a run route"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-06","type":"mechanic","id":"roguelike--family-06","lang":"en","title":"Exploration and information","summary":"The player uncovers the world and the properties of its creatures. Records of discoveries help prepare for unfamiliar situations.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-06/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-06.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-06.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-07","type":"mechanic","id":"roguelike--family-07","lang":"en","title":"Time and turn order","summary":"Turns, action duration and continuous time determine when players and enemies can act.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-07/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-07.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-07.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-08","type":"mechanic","id":"roguelike--family-08","lang":"en","title":"Pressure and pacing","summary":"Timers, pursuit or escalating threats limit decision time and change the pace of a run.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-08/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-08.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-08.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-09","type":"mechanic","id":"roguelike--family-09","lang":"en","title":"Movement and spatial restrictions","summary":"Jumps, ladders and traversal tools determine reachable positions and the cost of moving through a level.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-09/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-09.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-09.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-10","type":"mechanic","id":"roguelike--family-10","lang":"en","title":"Melee","summary":"An attack reaches its target only at close range. The player chooses position and timing while preserving a response to the next threat.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-10/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-10.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-10.md","aliases":["Melee combat"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-11","type":"mechanic","id":"roguelike--family-11","lang":"en","title":"Ranged combat and projectiles","summary":"An attack reaches a distant target through a projectile or beam. Range, travel time and firing shape change positioning and response timing.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-11/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-11.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-11.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-12","type":"mechanic","id":"roguelike--family-12","lang":"en","title":"Defense and damage prevention","summary":"Defense reduces or prevents incoming damage. The player weighs the expected threat against its cost and other available actions.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-12/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-12.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-12.md","aliases":["Block and defense"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-13","type":"mechanic","id":"roguelike--family-13","lang":"en","title":"Damage, status effects and control","summary":"Damage and status effects change a target’s health, available actions and control over combat.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-13/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-13.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-13.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-14","type":"mechanic","id":"roguelike--family-14","lang":"en","title":"Enemies and bosses","summary":"Enemy behaviour and encounter design create threats that the player answers with their current build.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-14/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-14.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-14.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-15","type":"mechanic","id":"roguelike--family-15","lang":"en","title":"Environment and system interactions","summary":"Fire, liquids, electricity and destructible materials interact according to shared world rules.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-15/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-15.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-15.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-16","type":"mechanic","id":"roguelike--family-16","lang":"en","title":"Stealth and non-combat actions","summary":"Tools, trade and stealth allow exploration and ways around threats without direct combat.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-16/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-16.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-16.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-17","type":"mechanic","id":"roguelike--family-17","lang":"en","title":"Character development within the run","summary":"The player grows stronger during an attempt. Each upgrade changes immediate decisions but may be lost when the run ends.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-17/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-17.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-17.md","aliases":["Upgrades within a run"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-18","type":"mechanic","id":"roguelike--family-18","lang":"en","title":"Build construction and synergies","summary":"The player combines cards, items and upgrades that reinforce one another. A discovery’s value depends on the build already taking shape.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-18/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-18.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-18.md","aliases":["Builds and synergies"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-19","type":"mechanic","id":"roguelike--family-19","lang":"en","title":"Items, loot and equipment","summary":"New acquisitions expand the current run’s options. Players evaluate properties, build compatibility and the cost of rejecting alternatives.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-19/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-19.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-19.md","aliases":["Loot and new acquisitions"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-20","type":"mechanic","id":"roguelike--family-20","lang":"en","title":"Identification, blessings and curses","summary":"Hidden properties, blessings and curses change an item’s value. Players discover them through inspection, use and special tests.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-20/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-20.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-20.md","aliases":["Identification and curses"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-21","type":"mechanic","id":"roguelike--family-21","lang":"en","title":"Inventory and carrying capacity","summary":"Limited carrying capacity forces choices about supplies, loot to keep and items to leave behind.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-21/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-21.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-21.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-22","type":"mechanic","id":"roguelike--family-22","lang":"en","title":"Creating and Modifying Items","summary":"Recipes and materials turn loot into a desired tool. The player chooses a base and properties to change the current build’s capabilities.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-22/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-22.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-22.md","aliases":["Crafting and modifying items"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-23","type":"mechanic","id":"roguelike--family-23","lang":"en","title":"Constructing abilities and magic","summary":"Players choose and combine components to create abilities with the desired form, effect and trigger sequence.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-23/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-23.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-23.md","aliases":["Constructing abilities and spells"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-24","type":"mechanic","id":"roguelike--family-24","lang":"en","title":"Resources and survival","summary":"Health, energy and consumables limit an expedition. The player divides supplies between the immediate threat and future encounters.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-24/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-24.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-24.md","aliases":["Limited resources"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-25","type":"mechanic","id":"roguelike--family-25","lang":"en","title":"Healing and recovery","summary":"Recovery restores a depleted resource at a cost in time, items or another opportunity. The player chooses when to heal.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-25/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-25.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-25.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-26","type":"mechanic","id":"roguelike--family-26","lang":"en","title":"Economy and shops","summary":"The player trades currency for items or services. Limited funds create a choice between immediate power and later spending.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-26/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-26.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-26.md","aliases":["Shops and purchases"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-27","type":"mechanic","id":"roguelike--family-27","lang":"en","title":"Risk and reward","summary":"A more rewarding action adds danger or gives up a safety net. The player weighs the potential benefit against the cost of failure.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-27/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-27.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-27.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-28","type":"mechanic","id":"roguelike--family-28","lang":"en","title":"Randomness control","summary":"Players manage uncertainty through offer selection, rerolls, filtering and control over future outcomes.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-28/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-28.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-28.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-29","type":"mechanic","id":"roguelike--family-29","lang":"en","title":"Companions, summoning and squad","summary":"The player adds allies and assigns their positions or roles. The party’s survival depends on its composition and combined abilities.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-29/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-29.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-29.md","aliases":["Summons and party in a run"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-30","type":"mechanic","id":"roguelike--family-30","lang":"en","title":"Religion, factions and reputation","summary":"Relations with gods and factions connect the hero’s actions to patronage, obligations and rewards.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-30/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-30.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-30.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-31","type":"mechanic","id":"roguelike--family-31","lang":"en","title":"Metaprogression between runs","summary":"Some progress survives the end of a run. New options change future attempts, even when the current one ends in defeat.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-31/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-31.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-31.md","aliases":["Progress between runs"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-32","type":"mechanic","id":"roguelike--family-32","lang":"en","title":"Narrative and persistent world","summary":"Repeated attempts unlock conversations and change relationships, preserving a connected story across defeats.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-32/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-32.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-32.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-33","type":"mechanic","id":"roguelike--family-33","lang":"en","title":"Card roguelikes","summary":"The player progresses through battles while building a deck during the run. Random offers and limited resources require adapting to discoveries.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-33/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-33.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-33.md","aliases":["Deckbuilding roguelike"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-34","type":"mechanic","id":"roguelike--family-34","lang":"en","title":"Dice, combinations and scoring","summary":"Players assemble combinations and modify their value with effects to reach a target score.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-34/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-34.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-34.md","aliases":["Combinations and scoring"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-35","type":"mechanic","id":"roguelike--family-35","lang":"en","title":"Auto-battlers and wave survival games","summary":"Attacks happen automatically while the player chooses movement, upgrades and ways to survive escalating waves.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-35/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-35.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-35.md","aliases":["Auto-attacks and wave survival"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-36","type":"mechanic","id":"roguelike--family-36","lang":"en","title":"Managing a ship, base or settlement","summary":"Players allocate crew, power and equipment while responding to external threats within a run.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-36/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-36.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-36.md","aliases":["Ship, base and settlement"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-37","type":"mechanic","id":"roguelike--family-37","lang":"en","title":"Other genre hybrids","summary":"Rules from another genre change player actions and decisions within a repeatable run structure.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-37/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-37.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-37.md","aliases":[],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-38","type":"mechanic","id":"roguelike--family-38","lang":"en","title":"Cooperative and competitive systems","summary":"Participants share roles, resources and risks within a run or compare results under shared rules.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-38/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-38.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-38.md","aliases":["Cooperative and competitive runs"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-39","type":"mechanic","id":"roguelike--family-39","lang":"en","title":"Difficulty, challenges and results","summary":"Additional rules change the demands of a run. The player sees restrictions in advance and chooses an appropriate challenge.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/roguelike--family-39/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/roguelike--family-39.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/roguelike--family-39.md","aliases":["Run difficulty and challenges"],"tags":["Roguelikes and roguelites","Mechanics catalog"],"endsAt":null},{"key":"mechanic/roguelike--family-40","type":"mechanic","id":"roguelike--family-40","lang":"en","title":"Characteristic mechanics of classic roguelikes that are often overlooked","summary":"Food, pets, remains of earlier heroes and voluntary restrictions add interconnected challenges within a 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problem.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/metroidbrainia--family-12/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/metroidbrainia--family-12.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/metroidbrainia--family-12.md","aliases":["Reinterpreting interfaces and rules"],"tags":["Metroidbrainia","Mechanics catalog"],"endsAt":null},{"key":"catalog/rpg-grind","type":"catalog","id":"rpg-grind","lang":"en","title":"RPG grinding","summary":"Repeatable activities, progression, economy, companions and automation: 110 techniques and 330 variants with rewards and constraints.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/rpg-grind/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/rpg-grind.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/rpg-grind.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/rpg-grind--target-boss-farming","type":"mechanic","id":"rpg-grind--target-boss-farming","lang":"en","title":"Targeted boss farming","summary":"The player chooses an enemy with a known loot table and repeats the fight for a particular item.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--target-boss-farming/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--target-boss-farming.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--target-boss-farming.md","aliases":[],"tags":["RPG grinding","Combat and hunting"],"endsAt":null},{"key":"mechanic/rpg-grind--monster-ingredients","type":"mechanic","id":"rpg-grind--monster-ingredients","lang":"en","title":"Hunting for ingredients","summary":"A required material is tied to a creature, location or hunting condition, directing target selection.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--monster-ingredients/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--monster-ingredients.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--monster-ingredients.md","aliases":[],"tags":["RPG grinding","Combat and hunting"],"endsAt":null},{"key":"mechanic/rpg-grind--mob-pack-farming","type":"mechanic","id":"rpg-grind--mob-pack-farming","lang":"en","title":"Enemy-pack farming","summary":"The player gathers and defeats ordinary enemy packs, choosing density, routing and resource expenditure.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--mob-pack-farming/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--mob-pack-farming.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--mob-pack-farming.md","aliases":[],"tags":["RPG grinding","Combat and hunting"],"endsAt":null},{"key":"mechanic/rpg-grind--rare-elite-hunting","type":"mechanic","id":"rpg-grind--rare-elite-hunting","lang":"en","title":"Rare and elite hunting","summary":"An attempt's value depends on locating a special target rather than merely maximizing kills.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--rare-elite-hunting/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--rare-elite-hunting.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--rare-elite-hunting.md","aliases":[],"tags":["RPG grinding","Combat and hunting"],"endsAt":null},{"key":"mechanic/rpg-grind--part-breaks","type":"mechanic","id":"rpg-grind--part-breaks","lang":"en","title":"Part-break harvesting","summary":"The player changes combat tactics to damage a desired part and obtain its associated material.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--part-breaks/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--part-breaks.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--part-breaks.md","aliases":[],"tags":["RPG 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sequence.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--enemy-chains/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--enemy-chains.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--enemy-chains.md","aliases":[],"tags":["RPG grinding","Combat and hunting"],"endsAt":null},{"key":"mechanic/rpg-grind--zone-clear","type":"mechanic","id":"rpg-grind--zone-clear","lang":"en","title":"Recurring area clearing","summary":"The player clears a territory's locations in sequence, after which the world rules restore the loop.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--zone-clear/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--zone-clear.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--zone-clear.md","aliases":[],"tags":["RPG 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risk.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--endless-waves/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--endless-waves.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--endless-waves.md","aliases":[],"tags":["RPG grinding","Repeatable challenges"],"endsAt":null},{"key":"mechanic/rpg-grind--repeatable-contracts","type":"mechanic","id":"rpg-grind--repeatable-contracts","lang":"en","title":"Repeatable contracts and bounties","summary":"Short assignments refresh targets within a familiar action set. Rewards connect individual expeditions to a long-term goal.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--repeatable-contracts/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--repeatable-contracts.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--repeatable-contracts.md","aliases":[],"tags":["RPG grinding","Repeatable challenges"],"endsAt":null},{"key":"mechanic/rpg-grind--raid-cycle","type":"mechanic","id":"rpg-grind--raid-cycle","lang":"en","title":"Repeated raid clears","summary":"A group repeats a multi-stage challenge, allocating roles, loot and available attempts.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--raid-cycle/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--raid-cycle.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--raid-cycle.md","aliases":[],"tags":["RPG grinding","Repeatable challenges"],"endsAt":null},{"key":"mechanic/rpg-grind--world-event-cycles","type":"mechanic","id":"rpg-grind--world-event-cycles","lang":"en","title":"World-event cycles","summary":"Repeated events change local world state and unlock later objectives or rewards.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--world-event-cycles/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--world-event-cycles.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--world-event-cycles.md","aliases":[],"tags":["RPG grinding","Repeatable challenges"],"endsAt":null},{"key":"mechanic/rpg-grind--pvp-progression","type":"mechanic","id":"rpg-grind--pvp-progression","lang":"en","title":"Cumulative PvP progression","summary":"Matches award experience, currency or participation marks separately from competitive skill rating.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--pvp-progression/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--pvp-progression.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--pvp-progression.md","aliases":[],"tags":["RPG grinding","Repeatable challenges"],"endsAt":null},{"key":"mechanic/rpg-grind--repeatable-trials","type":"mechanic","id":"rpg-grind--repeatable-trials","lang":"en","title":"Repeatable skill trials","summary":"A repeatable challenge tests execution and grants rewards for meeting its conditions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--repeatable-trials/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--repeatable-trials.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--repeatable-trials.md","aliases":[],"tags":["RPG grinding","Repeatable challenges"],"endsAt":null},{"key":"mechanic/rpg-grind--procedural-expeditions","type":"mechanic","id":"rpg-grind--procedural-expeditions","lang":"en","title":"Procedural expeditions","summary":"The same objective repeats across changing routes, encounters and resources.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--procedural-expeditions/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--procedural-expeditions.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--procedural-expeditions.md","aliases":[],"tags":["RPG grinding","Repeatable challenges"],"endsAt":null},{"key":"mechanic/rpg-grind--gathering-routes","type":"mechanic","id":"rpg-grind--gathering-routes","lang":"en","title":"Gathering routes","summary":"The player repeats a route through gathering nodes and optimizes visit order, carrying capacity and return trips.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--gathering-routes/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--gathering-routes.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--gathering-routes.md","aliases":[],"tags":["RPG grinding","Gathering and production"],"endsAt":null},{"key":"mechanic/rpg-grind--loot-salvaging","type":"mechanic","id":"rpg-grind--loot-salvaging","lang":"en","title":"Loot salvaging","summary":"Unwanted loot becomes materials for another progression path. An item’s value also depends on its salvage yield.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--loot-salvaging/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--loot-salvaging.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--loot-salvaging.md","aliases":[],"tags":["RPG grinding","Gathering and production"],"endsAt":null},{"key":"mechanic/rpg-grind--production-chains","type":"mechanic","id":"rpg-grind--production-chains","lang":"en","title":"Production chains","summary":"One recipe’s output becomes the next recipe’s input. The player supplies raw materials, intermediate components and enough capacity at every stage.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--production-chains/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--production-chains.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--production-chains.md","aliases":[],"tags":["RPG grinding","Gathering and production"],"endsAt":null},{"key":"mechanic/rpg-grind--consumable-supply","type":"mechanic","id":"rpg-grind--consumable-supply","lang":"en","title":"Consumable supply","summary":"Supplies used on adventures run out regularly. Replenishing them connects preparation to repeated gathering.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--consumable-supply/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--consumable-supply.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--consumable-supply.md","aliases":[],"tags":["RPG grinding","Gathering and production"],"endsAt":null},{"key":"mechanic/rpg-grind--fishing","type":"mechanic","id":"rpg-grind--fishing","lang":"en","title":"Fishing and aquatic gathering","summary":"The player chooses a spot, casts a line and responds to a bite. The location and the retrieval challenge determine the catch.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--fishing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--fishing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--fishing.md","aliases":["Fishing"],"tags":["RPG grinding","Gathering and production"],"endsAt":null},{"key":"mechanic/rpg-grind--crop-cycles","type":"mechanic","id":"rpg-grind--crop-cycles","lang":"en","title":"Crop cultivation","summary":"Seeds, care and time become a harvest. The player plans plantings, tends the plots and chooses when to harvest within seasonal limits.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--crop-cycles/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--crop-cycles.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--crop-cycles.md","aliases":["Growing crops"],"tags":["RPG grinding","Gathering and production"],"endsAt":null},{"key":"mechanic/rpg-grind--animal-husbandry","type":"mechanic","id":"rpg-grind--animal-husbandry","lang":"en","title":"Livestock care","summary":"Repeated care sustains renewable animal products.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--animal-husbandry/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--animal-husbandry.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--animal-husbandry.md","aliases":[],"tags":["RPG grinding","Gathering and production"],"endsAt":null},{"key":"mechanic/rpg-grind--craft-quality","type":"mechanic","id":"rpg-grind--craft-quality","lang":"en","title":"Quality-focused crafting","summary":"Repeated crafting targets result quality determined by process or expenditure.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--craft-quality/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--craft-quality.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--craft-quality.md","aliases":[],"tags":["RPG grinding","Gathering and production"],"endsAt":null},{"key":"mechanic/rpg-grind--treasure-maps","type":"mechanic","id":"rpg-grind--treasure-maps","lang":"en","title":"Treasure-map hunting","summary":"A consumable map or clue set directs a repeatable expedition toward a cache.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--treasure-maps/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--treasure-maps.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--treasure-maps.md","aliases":[],"tags":["RPG grinding","Exploration and discovery"],"endsAt":null},{"key":"mechanic/rpg-grind--archaeology-surveys","type":"mechanic","id":"rpg-grind--archaeology-surveys","lang":"en","title":"Archaeology and excavation","summary":"Finding traces, locating sites and excavating yield materials or historical collection pieces.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--archaeology-surveys/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--archaeology-surveys.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--archaeology-surveys.md","aliases":[],"tags":["RPG grinding","Exploration and discovery"],"endsAt":null},{"key":"mechanic/rpg-grind--chest-circuits","type":"mechanic","id":"rpg-grind--chest-circuits","lang":"en","title":"Chest and cache circuits","summary":"The player repeats a circuit of replenishing caches, balancing access, risk and route speed.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--chest-circuits/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--chest-circuits.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--chest-circuits.md","aliases":[],"tags":["RPG grinding","Exploration and discovery"],"endsAt":null},{"key":"mechanic/rpg-grind--stealing-loops","type":"mechanic","id":"rpg-grind--stealing-loops","lang":"en","title":"Theft and smuggling","summary":"Theft links scouting, stealthy entry and resale. In Thief Simulator occupant information helps time a break-in, and stolen goods can be sold through BlackBay.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--stealing-loops/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--stealing-loops.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--stealing-loops.md","aliases":[],"tags":["RPG grinding","Exploration and discovery"],"endsAt":null},{"key":"mechanic/rpg-grind--puzzle-circuits","type":"mechanic","id":"rpg-grind--puzzle-circuits","lang":"en","title":"Repeatable puzzles and routes","summary":"A repeatable course tests navigation and execution. FFXIV’s Leap of Faith rewards platform traversal and trophy collection with MGP in separate event sessions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--puzzle-circuits/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--puzzle-circuits.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--puzzle-circuits.md","aliases":[],"tags":["RPG grinding","Exploration and discovery"],"endsAt":null},{"key":"mechanic/rpg-grind--environmental-windows","type":"mechanic","id":"rpg-grind--environmental-windows","lang":"en","title":"Condition-dependent gathering","summary":"A desired resource is available under particular weather, time or environmental conditions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--environmental-windows/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--environmental-windows.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--environmental-windows.md","aliases":[],"tags":["RPG grinding","Exploration and discovery"],"endsAt":null},{"key":"mechanic/rpg-grind--gold-farming","type":"mechanic","id":"rpg-grind--gold-farming","lang":"en","title":"Money farming","summary":"The player chooses repeatable activities by net currency income after expenses.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--gold-farming/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--gold-farming.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--gold-farming.md","aliases":[],"tags":["RPG grinding","Trade and economy"],"endsAt":null},{"key":"mechanic/rpg-grind--trade-routes","type":"mechanic","id":"rpg-grind--trade-routes","lang":"en","title":"Trade routes","summary":"The player links resource sources and trading locations into a repeatable route. Returns depend on goods, travel costs and buyers’ needs.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--trade-routes/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--trade-routes.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--trade-routes.md","aliases":[],"tags":["RPG grinding","Trade and economy"],"endsAt":null},{"key":"mechanic/rpg-grind--market-arbitrage","type":"mechanic","id":"rpg-grind--market-arbitrage","lang":"en","title":"Resale and arbitrage","summary":"Progress comes from price differences after fees, demand, risk and tied-up capital.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--market-arbitrage/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--market-arbitrage.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--market-arbitrage.md","aliases":[],"tags":["RPG grinding","Trade and economy"],"endsAt":null},{"key":"mechanic/rpg-grind--market-production","type":"mechanic","id":"rpg-grind--market-production","lang":"en","title":"Market-oriented production","summary":"The player repeats production for profit, choosing volume and assortment according to demand.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--market-production/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--market-production.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--market-production.md","aliases":[],"tags":["RPG grinding","Trade and economy"],"endsAt":null},{"key":"mechanic/rpg-grind--service-orders","type":"mechanic","id":"rpg-grind--service-orders","lang":"en","title":"Service orders","summary":"Repeated services for characters or players pay for skill, conditions fulfilled or delivery.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--service-orders/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--service-orders.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--service-orders.md","aliases":[],"tags":["RPG grinding","Trade and economy"],"endsAt":null},{"key":"mechanic/rpg-grind--currency-conversion","type":"mechanic","id":"rpg-grind--currency-conversion","lang":"en","title":"Currency and material conversion","summary":"An accumulated resource converts into another through a fixed rate, recipe or market.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--currency-conversion/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--currency-conversion.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--currency-conversion.md","aliases":[],"tags":["RPG grinding","Trade and economy"],"endsAt":null},{"key":"mechanic/rpg-grind--worker-assignment","type":"mechanic","id":"rpg-grind--worker-assignment","lang":"en","title":"Worker assignment","summary":"The player allocates workers to tasks while maintaining resources, efficiency and work queues.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--worker-assignment/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--worker-assignment.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--worker-assignment.md","aliases":[],"tags":["RPG grinding","Delegation and automation"],"endsAt":null},{"key":"mechanic/rpg-grind--dispatch-missions","type":"mechanic","id":"rpg-grind--dispatch-missions","lang":"en","title":"Dispatch missions","summary":"A prepared squad performs a task without direct control; the player chooses composition, investment and duration.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--dispatch-missions/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--dispatch-missions.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--dispatch-missions.md","aliases":[],"tags":["RPG grinding","Delegation and automation"],"endsAt":null},{"key":"mechanic/rpg-grind--passive-production","type":"mechanic","id":"rpg-grind--passive-production","lang":"en","title":"Passive production","summary":"A built system produces resources over time while inputs and storage remain available.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--passive-production/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--passive-production.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--passive-production.md","aliases":[],"tags":["RPG grinding","Delegation and automation"],"endsAt":null},{"key":"mechanic/rpg-grind--offline-accumulation","type":"mechanic","id":"rpg-grind--offline-accumulation","lang":"en","title":"Offline accumulation","summary":"The system awards bounded progress during absence, with explicit simulation rules and caps.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--offline-accumulation/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--offline-accumulation.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--offline-accumulation.md","aliases":[],"tags":["RPG grinding","Delegation and automation"],"endsAt":null},{"key":"mechanic/rpg-grind--production-logistics","type":"mechanic","id":"rpg-grind--production-logistics","lang":"en","title":"Production logistics","summary":"Repeated movement of resources between nodes determines production throughput.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--production-logistics/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--production-logistics.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--production-logistics.md","aliases":[],"tags":["RPG grinding","Delegation and automation"],"endsAt":null},{"key":"mechanic/rpg-grind--experience-leveling","type":"mechanic","id":"rpg-grind--experience-leveling","lang":"en","title":"Experience leveling","summary":"Actions award experience. Reaching a threshold grants an upgrade point or level, turning repeated activity into lasting progress.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--experience-leveling/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--experience-leveling.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--experience-leveling.md","aliases":["Experience and levels"],"tags":["RPG grinding","Character progression"],"endsAt":null},{"key":"mechanic/rpg-grind--skill-use","type":"mechanic","id":"rpg-grind--skill-use","lang":"en","title":"Learning by using skills","summary":"A skill develops through its associated action. Award rules determine which attempts count as useful practice.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--skill-use/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--skill-use.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--skill-use.md","aliases":[],"tags":["RPG grinding","Character progression"],"endsAt":null},{"key":"mechanic/rpg-grind--weapon-proficiency","type":"mechanic","id":"rpg-grind--weapon-proficiency","lang":"en","title":"Weapon proficiency","summary":"Using a chosen weapon type advances a separate proficiency track and unlocks related techniques.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--weapon-proficiency/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--weapon-proficiency.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--weapon-proficiency.md","aliases":[],"tags":["RPG grinding","Character progression"],"endsAt":null},{"key":"mechanic/rpg-grind--profession-leveling","type":"mechanic","id":"rpg-grind--profession-leveling","lang":"en","title":"Profession leveling","summary":"Gathering and crafting raise a profession rank and expand the available recipes or resources.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--profession-leveling/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--profession-leveling.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--profession-leveling.md","aliases":[],"tags":["RPG grinding","Character progression"],"endsAt":null},{"key":"mechanic/rpg-grind--breadth-mastery","type":"mechanic","id":"rpg-grind--breadth-mastery","lang":"en","title":"Mastery across classes and equipment","summary":"New equipment contributes to shared progress. In Warframe, initial ranks on different frames and weapons earn Mastery; ranking a duplicate does not repeat it.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--breadth-mastery/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--breadth-mastery.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--breadth-mastery.md","aliases":[],"tags":["RPG grinding","Character progression"],"endsAt":null},{"key":"mechanic/rpg-grind--post-cap-progress","type":"mechanic","id":"rpg-grind--post-cap-progress","lang":"en","title":"Post-cap progression","summary":"After the main level cap, experience feeds another system. Diablo IV’s Paragon boards extend character growth; the image is from the 2024 2.0 PTR.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--post-cap-progress/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--post-cap-progress.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--post-cap-progress.md","aliases":[],"tags":["RPG grinding","Character progression"],"endsAt":null},{"key":"mechanic/rpg-grind--class-unlocks","type":"mechanic","id":"rpg-grind--class-unlocks","lang":"en","title":"Unlocking new classes","summary":"Accumulated achievements or resources unlock new play styles rather than only raising current-class numbers.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--class-unlocks/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--class-unlocks.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--class-unlocks.md","aliases":[],"tags":["RPG grinding","Character progression"],"endsAt":null},{"key":"mechanic/rpg-grind--talent-branches","type":"mechanic","id":"rpg-grind--talent-branches","lang":"en","title":"Talent-track development","summary":"Earned points develop a chosen ability branch. A limited budget makes the player weigh specialization against access to other options.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--talent-branches/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--talent-branches.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--talent-branches.md","aliases":["Talent branches"],"tags":["RPG grinding","Character progression"],"endsAt":null},{"key":"mechanic/rpg-grind--rarity-hunting","type":"mechanic","id":"rpg-grind--rarity-hunting","lang":"en","title":"Rarity hunting","summary":"Repeated looting offers a chance to replace an item with a higher-quality or rarer version.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--rarity-hunting/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--rarity-hunting.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--rarity-hunting.md","aliases":[],"tags":["RPG grinding","Equipment acquisition"],"endsAt":null},{"key":"mechanic/rpg-grind--perfect-rolls","type":"mechanic","id":"rpg-grind--perfect-rolls","lang":"en","title":"Hunting perfect rolls","summary":"Copies of an item differ in their properties or values. The goal becomes a combination suited to a particular build.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--perfect-rolls/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--perfect-rolls.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--perfect-rolls.md","aliases":[],"tags":["RPG grinding","Equipment acquisition"],"endsAt":null},{"key":"mechanic/rpg-grind--equipment-sets","type":"mechanic","id":"rpg-grind--equipment-sets","lang":"en","title":"Equipment set collection","summary":"Individual set pieces grant additional effects when used together. Progress is measured by set completion.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--equipment-sets/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--equipment-sets.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--equipment-sets.md","aliases":[],"tags":["RPG grinding","Equipment acquisition"],"endsAt":null},{"key":"mechanic/rpg-grind--fragment-collection","type":"mechanic","id":"rpg-grind--fragment-collection","lang":"en","title":"Fragment collection","summary":"Fragments accumulate toward a specific unlock. In Clash Royale, six shards unlock a card’s Evolution; the image shows an already evolved Skeletons card.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--fragment-collection/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--fragment-collection.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--fragment-collection.md","aliases":[],"tags":["RPG grinding","Equipment acquisition"],"endsAt":null},{"key":"mechanic/rpg-grind--item-base-hunting","type":"mechanic","id":"rpg-grind--item-base-hunting","lang":"en","title":"Crafting-base hunting","summary":"The loot goal is a base with suitable inherent properties or crafting capacity.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--item-base-hunting/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--item-base-hunting.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--item-base-hunting.md","aliases":[],"tags":["RPG grinding","Equipment acquisition"],"endsAt":null},{"key":"mechanic/rpg-grind--enhancement-levels","type":"mechanic","id":"rpg-grind--enhancement-levels","lang":"en","title":"Equipment enhancement","summary":"The player spends materials on the next upgrade tier of an item. Cost, limits and risk determine which piece is worth improving now.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--enhancement-levels/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--enhancement-levels.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--enhancement-levels.md","aliases":["Item upgrade tiers"],"tags":["RPG grinding","Equipment upgrades"],"endsAt":null},{"key":"mechanic/rpg-grind--property-rerolls","type":"mechanic","id":"rpg-grind--property-rerolls","lang":"en","title":"Property rerolling","summary":"The player spends resources to replace properties on an acquired item and move it toward a desired configuration.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--property-rerolls/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--property-rerolls.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--property-rerolls.md","aliases":[],"tags":["RPG grinding","Equipment upgrades"],"endsAt":null},{"key":"mechanic/rpg-grind--gem-rune-upgrades","type":"mechanic","id":"rpg-grind--gem-rune-upgrades","lang":"en","title":"Gem and rune upgrading","summary":"A gem has its own progression rank. Diablo III’s Urshi upgrades Legendary Gems after Greater Rifts; the image is from the historical 2014 patch 2.1 preview.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--gem-rune-upgrades/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--gem-rune-upgrades.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--gem-rune-upgrades.md","aliases":[],"tags":["RPG grinding","Equipment upgrades"],"endsAt":null},{"key":"mechanic/rpg-grind--item-evolution","type":"mechanic","id":"rpg-grind--item-evolution","lang":"en","title":"Item evolution","summary":"An item changes form or capabilities after its usage conditions are fulfilled.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--item-evolution/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--item-evolution.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--item-evolution.md","aliases":[],"tags":["RPG grinding","Equipment upgrades"],"endsAt":null},{"key":"mechanic/rpg-grind--duplicate-fusion","type":"mechanic","id":"rpg-grind--duplicate-fusion","lang":"en","title":"Duplicate fusion","summary":"Matching copies are consumed to strengthen the result. In 2048, two 2 tiles merge into a 4; RPGs can apply this principle to duplicate items.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--duplicate-fusion/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--duplicate-fusion.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--duplicate-fusion.md","aliases":[],"tags":["RPG grinding","Equipment upgrades"],"endsAt":null},{"key":"mechanic/rpg-grind--affix-transfer","type":"mechanic","id":"rpg-grind--affix-transfer","lang":"en","title":"Affix transfer","summary":"One item donates a property to another; the player acquires the base and desired effect separately.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--affix-transfer/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--affix-transfer.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--affix-transfer.md","aliases":[],"tags":["RPG grinding","Equipment upgrades"],"endsAt":null},{"key":"mechanic/rpg-grind--crafting-potential","type":"mechanic","id":"rpg-grind--crafting-potential","lang":"en","title":"Crafting potential","summary":"An item has a finite crafting budget. Upgrades consume it, so the player chooses both an improvement sequence and a point at which to stop.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--crafting-potential/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--crafting-potential.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--crafting-potential.md","aliases":[],"tags":["RPG grinding","Equipment upgrades"],"endsAt":null},{"key":"mechanic/rpg-grind--companion-leveling","type":"mechanic","id":"rpg-grind--companion-leveling","lang":"en","title":"Companion leveling","summary":"A companion has separate power, ability or role progression tied to shared activities.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--companion-leveling/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--companion-leveling.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--companion-leveling.md","aliases":[],"tags":["RPG grinding","Companions, pets and mounts"],"endsAt":null},{"key":"mechanic/rpg-grind--companion-rapport","type":"mechanic","id":"rpg-grind--companion-rapport","lang":"en","title":"Individual NPC relationships","summary":"Repeated actions change an individual character's trust, unlocking reactions, services or quests.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--companion-rapport/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--companion-rapport.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--companion-rapport.md","aliases":[],"tags":["RPG grinding","Companions, pets and mounts"],"endsAt":null},{"key":"mechanic/rpg-grind--pet-training","type":"mechanic","id":"rpg-grind--pet-training","lang":"en","title":"Pet training","summary":"A pet develops commands, behavior or useful abilities through repeated practice.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--pet-training/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--pet-training.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--pet-training.md","aliases":[],"tags":["RPG grinding","Companions, pets and mounts"],"endsAt":null},{"key":"mechanic/rpg-grind--mount-training","type":"mechanic","id":"rpg-grind--mount-training","lang":"en","title":"Mount training","summary":"Riding, exercises or resources improve a particular mount's movement and capabilities.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--mount-training/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--mount-training.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--mount-training.md","aliases":[],"tags":["RPG grinding","Companions, pets and mounts"],"endsAt":null},{"key":"mechanic/rpg-grind--breeding-lines","type":"mechanic","id":"rpg-grind--breeding-lines","lang":"en","title":"Breeding and inheritance","summary":"The player repeats parent selection and offspring raising for desired inherited traits.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--breeding-lines/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--breeding-lines.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--breeding-lines.md","aliases":[],"tags":["RPG grinding","Companions, pets and mounts"],"endsAt":null},{"key":"mechanic/rpg-grind--hatching-growth","type":"mechanic","id":"rpg-grind--hatching-growth","lang":"en","title":"Hatching and raising creatures","summary":"Eggs or young creatures require conditions and care before becoming usable companions or collectibles.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--hatching-growth/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--hatching-growth.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--hatching-growth.md","aliases":[],"tags":["RPG grinding","Companions, pets and mounts"],"endsAt":null},{"key":"mechanic/rpg-grind--faction-reputation","type":"mechanic","id":"rpg-grind--faction-reputation","lang":"en","title":"Faction reputation","summary":"Repeated help raises a faction’s opinion and unlocks rewards. FFXIV daily quests for the sylphs and Amalj’aa build separate reputations.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--faction-reputation/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--faction-reputation.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--faction-reputation.md","aliases":[],"tags":["RPG grinding","Reputation, access and knowledge"],"endsAt":null},{"key":"mechanic/rpg-grind--token-currency","type":"mechanic","id":"rpg-grind--token-currency","lang":"en","title":"Token accumulation","summary":"Activities award a dedicated currency that can be exchanged for a chosen reward at a known price.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--token-currency/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--token-currency.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--token-currency.md","aliases":[],"tags":["RPG grinding","Reputation, access and knowledge"],"endsAt":null},{"key":"mechanic/rpg-grind--access-keys","type":"mechanic","id":"rpg-grind--access-keys","lang":"en","title":"Key and ticket collection","summary":"One repeatable activity awards consumable access to another. A key establishes the cost of attempting the next reward.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--access-keys/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--access-keys.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--access-keys.md","aliases":[],"tags":["RPG grinding","Reputation, access and knowledge"],"endsAt":null},{"key":"mechanic/rpg-grind--settlement-development","type":"mechanic","id":"rpg-grind--settlement-development","lang":"en","title":"Settlement development","summary":"Contributing materials and completing orders develop a shared base, unlocking buildings, services or upgrades.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--settlement-development/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--settlement-development.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--settlement-development.md","aliases":[],"tags":["RPG grinding","Reputation, access and knowledge"],"endsAt":null},{"key":"mechanic/rpg-grind--recipe-research","type":"mechanic","id":"rpg-grind--recipe-research","lang":"en","title":"Recipe research","summary":"Repeated work with samples gradually unlocks knowledge that expands available crafting options.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--recipe-research/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--recipe-research.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--recipe-research.md","aliases":[],"tags":["RPG grinding","Reputation, access and knowledge"],"endsAt":null},{"key":"mechanic/rpg-grind--map-completion","type":"mechanic","id":"rpg-grind--map-completion","lang":"en","title":"Map and region completion","summary":"The player gradually reveals locations and records discoveries. The map shows where tasks, resources or unexplored areas remain.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--map-completion/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--map-completion.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--map-completion.md","aliases":["Map completion"],"tags":["RPG grinding","World, community and account"],"endsAt":null},{"key":"mechanic/rpg-grind--regional-investment","type":"mechanic","id":"rpg-grind--regional-investment","lang":"en","title":"Regional node investment","summary":"Resources and accumulated contribution improve selected world locations or connect them into a 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stage.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--community-construction/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--community-construction.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--community-construction.md","aliases":[],"tags":["RPG grinding","World, community and account"],"endsAt":null},{"key":"mechanic/rpg-grind--account-unlocks","type":"mechanic","id":"rpg-grind--account-unlocks","lang":"en","title":"Account-wide unlocks","summary":"One character's achievement creates a lasting option for others, reducing repetition of an already mastered path.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--account-unlocks/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--account-unlocks.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--account-unlocks.md","aliases":[],"tags":["RPG grinding","World, community and account"],"endsAt":null},{"key":"mechanic/rpg-grind--collectibles","type":"mechanic","id":"rpg-grind--collectibles","lang":"en","title":"Collectible completion","summary":"Repeatable activities fill a collection that can award cosmetic distinctions, records or completion 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rewards.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--achievement-tiers/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--achievement-tiers.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--achievement-tiers.md","aliases":[],"tags":["RPG grinding","Collections and metaprogression"],"endsAt":null},{"key":"mechanic/rpg-grind--new-game-plus","type":"mechanic","id":"rpg-grind--new-game-plus","lang":"en","title":"New Game Plus","summary":"Replay preserves specified progress. FFXIV’s New Game+ variant replays unlocked story chapters without resetting the character or repeating quest rewards.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--new-game-plus/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--new-game-plus.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--new-game-plus.md","aliases":[],"tags":["RPG grinding","Collections and metaprogression"],"endsAt":null},{"key":"mechanic/rpg-grind--season-journey","type":"mechanic","id":"rpg-grind--season-journey","lang":"en","title":"Seasonal progression journey","summary":"Actions during a season advance a sequence of goals and rewards. The next milestone and the requirements for progress remain visible.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--season-journey/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--season-journey.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--season-journey.md","aliases":["Season progression track"],"tags":["RPG grinding","Collections and metaprogression"],"endsAt":null},{"key":"mechanic/rpg-grind--fixed-payout","type":"mechanic","id":"rpg-grind--fixed-payout","lang":"en","title":"Guaranteed payout","summary":"Completing a known requirement grants a stated reward, allowing the player to plan progress without depending on luck.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--fixed-payout/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--fixed-payout.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--fixed-payout.md","aliases":["Guaranteed reward"],"tags":["RPG grinding","Delivery and distribution"],"endsAt":null},{"key":"mechanic/rpg-grind--weighted-loot","type":"mechanic","id":"rpg-grind--weighted-loot","lang":"en","title":"Weighted random rewards","summary":"The result is drawn from a probability distribution; attempt frequency and table composition determine the path to a goal.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--weighted-loot/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--weighted-loot.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--weighted-loot.md","aliases":[],"tags":["RPG grinding","Delivery and distribution"],"endsAt":null},{"key":"mechanic/rpg-grind--loot-ownership","type":"mechanic","id":"rpg-grind--loot-ownership","lang":"en","title":"Personal and shared loot","summary":"The rule determines who owns a reward and how participants divide a shared outcome.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--loot-ownership/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--loot-ownership.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--loot-ownership.md","aliases":[],"tags":["RPG grinding","Delivery and distribution"],"endsAt":null},{"key":"mechanic/rpg-grind--choice-rewards","type":"mechanic","id":"rpg-grind--choice-rewards","lang":"en","title":"Reward choice offers","summary":"The player selects one reward from a small offer. This limited choice lets them guide progression while keeping discoveries uncertain.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--choice-rewards/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--choice-rewards.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--choice-rewards.md","aliases":["Choosing a reward"],"tags":["RPG grinding","Delivery and distribution"],"endsAt":null},{"key":"mechanic/rpg-grind--performance-rewards","type":"mechanic","id":"rpg-grind--performance-rewards","lang":"en","title":"Performance-based rewards","summary":"Reward amount or composition depends on observable performance rather than completion alone.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--performance-rewards/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--performance-rewards.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--performance-rewards.md","aliases":[],"tags":["RPG grinding","Delivery and distribution"],"endsAt":null},{"key":"mechanic/rpg-grind--hard-pity","type":"mechanic","id":"rpg-grind--hard-pity","lang":"en","title":"Hard pity threshold","summary":"After a defined number of qualifying failures, the next reward is guaranteed under explicit counter rules.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--hard-pity/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--hard-pity.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--hard-pity.md","aliases":[],"tags":["RPG grinding","Investment and outcome protection"],"endsAt":null},{"key":"mechanic/rpg-grind--duplicate-protection","type":"mechanic","id":"rpg-grind--duplicate-protection","lang":"en","title":"Duplicate protection","summary":"The system tracks acquired cards when awarding new ones. Hearthstone pack protection limits duplicates within a rarity until its collection requirement is met.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--duplicate-protection/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--duplicate-protection.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--duplicate-protection.md","aliases":[],"tags":["RPG grinding","Investment and outcome protection"],"endsAt":null},{"key":"mechanic/rpg-grind--soft-pity","type":"mechanic","id":"rpg-grind--soft-pity","lang":"en","title":"Increasing chance after failures","summary":"Probability changes with qualifying attempt history without necessarily providing a fixed guarantee.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--soft-pity/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--soft-pity.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--soft-pity.md","aliases":[],"tags":["RPG grinding","Investment and outcome protection"],"endsAt":null},{"key":"mechanic/rpg-grind--unwanted-reward-compensation","type":"mechanic","id":"rpg-grind--unwanted-reward-compensation","lang":"en","title":"Unwanted-reward compensation","summary":"A result unsuitable for the current goal retains value through replacement or alternative progress.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--unwanted-reward-compensation/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--unwanted-reward-compensation.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--unwanted-reward-compensation.md","aliases":[],"tags":["RPG grinding","Investment and outcome protection"],"endsAt":null},{"key":"mechanic/rpg-grind--upgrade-refunds","type":"mechanic","id":"rpg-grind--upgrade-refunds","lang":"en","title":"Upgrade refunds and protection","summary":"Rules preserve part of an investment when replacing an item, failing or changing progression direction.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--upgrade-refunds/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--upgrade-refunds.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--upgrade-refunds.md","aliases":[],"tags":["RPG grinding","Investment and outcome protection"],"endsAt":null},{"key":"mechanic/rpg-grind--risk-reward","type":"mechanic","id":"rpg-grind--risk-reward","lang":"en","title":"Risk-reward scaling","summary":"The player accepts extra threats or restrictions in exchange for changed rewards.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--risk-reward/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--risk-reward.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--risk-reward.md","aliases":[],"tags":["RPG 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goods.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rpg-grind--storage-pressure/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rpg-grind--storage-pressure.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rpg-grind--storage-pressure.md","aliases":[],"tags":["RPG grinding","Cost and risk"],"endsAt":null},{"key":"mechanic/rpg-grind--group-eligibility","type":"mechanic","id":"rpg-grind--group-eligibility","lang":"en","title":"Shared-reward eligibility","summary":"Contribution, party and access rules determine who receives the result of a shared 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result.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/children--care-routines/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/children--care-routines.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/children--care-routines.md","aliases":[],"tags":["Children’s games","Toys, imagination and everyday scenes"],"endsAt":null},{"key":"mechanic/children--dress-decorate","type":"mechanic","id":"children--dress-decorate","lang":"en","title":"Dress-up and space decoration","summary":"Players combine appearance and surroundings to suit their own idea, without a single required 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toys.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/children--sensory-materials/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/children--sensory-materials.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/children--sensory-materials.md","aliases":[],"tags":["Children’s games","Toys, imagination and everyday scenes"],"endsAt":null},{"key":"mechanic/children--comic-surprises","type":"mechanic","id":"children--comic-surprises","lang":"en","title":"Surprises, transformations and comic reactions","summary":"An unusual action combination produces an expressive result to repeat or 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The learner finds it and applies it to the current practical task.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--document-work/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--document-work.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--document-work.md","aliases":["Using documentation during a task"],"tags":["Educational games","Applied learning and evidence work"],"endsAt":null},{"key":"mechanic/education--peer-review","type":"mechanic","id":"education--peer-review","lang":"en","title":"Peer review and revision","summary":"A peer checks another solution against criteria, explains feedback and suggests a fix. The author revises the result and checks the change.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--peer-review/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--peer-review.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--peer-review.md","aliases":["Peer review"],"tags":["Educational games","Applied learning and evidence work"],"endsAt":null},{"key":"mechanic/education--procedure-simulation","type":"mechanic","id":"education--procedure-simulation","lang":"en","title":"Professional procedure simulation","summary":"The learner performs a work procedure in a model, checking conditions, selecting tools and evaluating each step.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--procedure-simulation/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--procedure-simulation.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--procedure-simulation.md","aliases":["Work-procedure simulation"],"tags":["Educational games","Applied learning and evidence work"],"endsAt":null},{"key":"mechanic/education--dialogue-training","type":"mechanic","id":"education--dialogue-training","lang":"en","title":"Dialogue practice and debrief","summary":"The learner solves a task through conversation, listening, replying and checking understanding, then reviewing the outcome.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--dialogue-training/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--dialogue-training.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--dialogue-training.md","aliases":["Dialogue practice"],"tags":["Educational games","Applied learning and evidence work"],"endsAt":null},{"key":"mechanic/education--lab-notebook","type":"mechanic","id":"education--lab-notebook","lang":"en","title":"Virtual laboratory and experiment log","summary":"The learner links a hypothesis, experiment settings, measurement and a recorded result so an experiment can be repeated and compared.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--lab-notebook/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--lab-notebook.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--lab-notebook.md","aliases":["Laboratory and experiment log"],"tags":["Educational games","Applied learning and evidence work"],"endsAt":null},{"key":"mechanic/education--distributed-expertise","type":"mechanic","id":"education--distributed-expertise","lang":"en","title":"Distributed expertise and reciprocal teaching","summary":"Participants have different information or tools and must explain their part and combine knowledge to complete a shared task.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--distributed-expertise/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--distributed-expertise.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--distributed-expertise.md","aliases":["Distributed expertise"],"tags":["Educational games","Applied learning and evidence work"],"endsAt":null},{"key":"mechanic/education--client-project","type":"mechanic","id":"education--client-project","lang":"en","title":"Projects responding to a client brief","summary":"The learner turns a client request into criteria, creates a result and verifies that it meets the requirements.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--client-project/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--client-project.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--client-project.md","aliases":["A project for a client"],"tags":["Educational games","Applied learning and evidence work"],"endsAt":null},{"key":"mechanic/education--family-01","type":"mechanic","id":"education--family-01","lang":"en","title":"Choice and response","summary":"The learner selects an answer from options, testing understanding of a meaning, rule or appropriate action.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-01/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-01.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-01.md","aliases":[],"tags":["Educational games","Perception, attention and information"],"endsAt":null},{"key":"mechanic/education--family-11","type":"mechanic","id":"education--family-11","lang":"en","title":"Logical inference and arguments","summary":"The learner derives an answer from constraints, checks consistency and rules out contradictory options.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-11/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-11.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-11.md","aliases":["Logical 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representation.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-16/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-16.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-16.md","aliases":["Codes and representations"],"tags":["Educational games","Structures, logic and space"],"endsAt":null},{"key":"mechanic/education--family-30","type":"mechanic","id":"education--family-30","lang":"en","title":"Algorithms, commands and programming","summary":"The learner builds an algorithm from commands, runs it and checks the executor’s behavior on input data.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-30/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-30.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-30.md","aliases":["Algorithms and programming"],"tags":["Educational games","Action, construction and control"],"endsAt":null},{"key":"mechanic/education--family-31","type":"mechanic","id":"education--family-31","lang":"en","title":"Diagnosis, correction and debugging","summary":"The learner finds a mismatch between expected and actual behavior, identifies its cause and tests a correction.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-31/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-31.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-31.md","aliases":["Diagnosis and debugging"],"tags":["Educational games","Action, construction and control"],"endsAt":null},{"key":"mechanic/education--family-17","type":"mechanic","id":"education--family-17","lang":"en","title":"Quantity and number relationships","summary":"The learner works with quantity, order and numerical relationships by counting, comparing and finding equivalent groups.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-17/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-17.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-17.md","aliases":[],"tags":["Educational games","Quantity, investigation and systems"],"endsAt":null},{"key":"mechanic/education--family-18","type":"mechanic","id":"education--family-18","lang":"en","title":"Arithmetic transformations","summary":"Numbers or object groups change according to an arithmetic rule. The learner predicts and checks the operation’s result.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-18/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-18.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-18.md","aliases":[],"tags":["Educational games","Quantity, investigation and systems"],"endsAt":null},{"key":"mechanic/education--family-23","type":"mechanic","id":"education--family-23","lang":"en","title":"Experiment and investigation","summary":"The learner asks a question, changes conditions and tests a hypothesis through observation, drawing conclusions from the result.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-23/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-23.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-23.md","aliases":["Experiment and inquiry"],"tags":["Educational games","Quantity, investigation and systems"],"endsAt":null},{"key":"mechanic/education--family-19","type":"mechanic","id":"education--family-19","lang":"en","title":"Measurement and estimation","summary":"The learner chooses a quantity, reads an instrument and compares the result with an estimate or acceptable range.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-19/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-19.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-19.md","aliases":[],"tags":["Educational games","Quantity, investigation and systems"],"endsAt":null},{"key":"mechanic/education--family-26","type":"mechanic","id":"education--family-26","lang":"en","title":"Planning, strategy and optimization","summary":"The learner plans several actions under constraints and compares ways to reach a goal using an explicit criterion.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-26/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-26.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-26.md","aliases":["Planning and optimization"],"tags":["Educational games","Quantity, investigation and systems"],"endsAt":null},{"key":"mechanic/education--family-24","type":"mechanic","id":"education--family-24","lang":"en","title":"Simulation and systems management","summary":"The learner manages interdependent model parameters. Changing one affects the system’s state and later decisions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-24/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-24.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-24.md","aliases":["Simulation and system management"],"tags":["Educational games","Quantity, investigation and systems"],"endsAt":null},{"key":"mechanic/education--family-20","type":"mechanic","id":"education--family-20","lang":"en","title":"Data, tables and graphs","summary":"The learner collects observations, represents them in a table or chart and uses differences, trends and relationships to solve a task.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-20/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-20.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-20.md","aliases":["Data, tables and charts"],"tags":["Educational games","Quantity, investigation and systems"],"endsAt":null},{"key":"mechanic/education--family-21","type":"mechanic","id":"education--family-21","lang":"en","title":"Randomness, probability and risk","summary":"The learner predicts random outcomes, compares risks and revises a decision after seeing the result.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-21/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-21.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-21.md","aliases":["Probability and risk"],"tags":["Educational games","Quantity, investigation and systems"],"endsAt":null},{"key":"mechanic/education--family-38","type":"mechanic","id":"education--family-38","lang":"en","title":"Vocabulary, meanings and semantic links","summary":"The learner links a word to a meaning, object or action and uses it in an appropriate context.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-38/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-38.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-38.md","aliases":["Vocabulary and meaning"],"tags":["Educational games","Language and subject applications"],"endsAt":null},{"key":"mechanic/education--family-41","type":"mechanic","id":"education--family-41","lang":"en","title":"Speaking, listening and dialogue","summary":"The learner listens, formulates a response and takes conversational turns, relying on understanding and expressing meaning.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-41/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-41.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-41.md","aliases":["Speech and dialogue"],"tags":["Educational games","Language and subject applications"],"endsAt":null},{"key":"mechanic/education--family-36","type":"mechanic","id":"education--family-36","lang":"en","title":"Speech sounds and phonological actions","summary":"The learner distinguishes speech sounds, compares pronunciations and identifies a sound in a word or sequence.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-36/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-36.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-36.md","aliases":["Speech sounds and phonology"],"tags":["Educational games","Language and subject applications"],"endsAt":null},{"key":"mechanic/education--family-37","type":"mechanic","id":"education--family-37","lang":"en","title":"Reading, writing and symbols","summary":"The learner recognizes written symbols, links them with sounds and reproduces them in reading or writing.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-37/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-37.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-37.md","aliases":[],"tags":["Educational games","Language and subject applications"],"endsAt":null},{"key":"mechanic/education--family-40","type":"mechanic","id":"education--family-40","lang":"en","title":"Text comprehension and information","summary":"The learner extracts information from text, relates its parts and selects a conclusion supported by the reading.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-40/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-40.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-40.md","aliases":["Reading comprehension"],"tags":["Educational games","Language and subject applications"],"endsAt":null},{"key":"mechanic/education--family-39","type":"mechanic","id":"education--family-39","lang":"en","title":"Grammar and sentence construction","summary":"The learner builds an utterance from words and checks order, agreement and the relationship between form and meaning.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-39/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-39.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-39.md","aliases":[],"tags":["Educational games","Language and subject applications"],"endsAt":null},{"key":"mechanic/education--family-43","type":"mechanic","id":"education--family-43","lang":"en","title":"Subject knowledge and rule application","summary":"The learner recognizes object features and applies a subject-specific rule to a concrete situation.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-43/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-43.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-43.md","aliases":["Subject knowledge and rules"],"tags":["Educational games","Language and subject applications"],"endsAt":null},{"key":"mechanic/education--family-42","type":"mechanic","id":"education--family-42","lang":"en","title":"Foreign languages and language switching","summary":"The learner links meaning, pronunciation and spelling in another language and applies them in a meaningful context.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-42/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-42.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-42.md","aliases":["Foreign-language learning"],"tags":["Educational games","Language and subject applications"],"endsAt":null},{"key":"mechanic/education--family-50","type":"mechanic","id":"education--family-50","lang":"en","title":"Explanation, discussion and teaching others","summary":"The learner explains a solution to another participant, identifying the rule and checking the listener’s understanding.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/education--family-50/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/education--family-50.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/education--family-50.md","aliases":["Explaining and teaching others"],"tags":["Educational games","Story, communication and creativity"],"endsAt":null},{"key":"catalog/drawing","type":"catalog","id":"drawing","lang":"en","title":"Drawing","summary":"Drawing as an object, route, spell or way to communicate. Precision, color, line physics and collaborative creation.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/drawing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/drawing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/drawing.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/drawing--family-g01","type":"mechanic","id":"drawing--family-g01","lang":"en","title":"Creativity and Personalization","summary":"The image becomes an independent result or appearance of the game object.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g01/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g01.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g01.md","aliases":[],"tags":["Drawing","Mechanics catalog"],"endsAt":null},{"key":"mechanic/drawing--family-g02","type":"mechanic","id":"drawing--family-g02","lang":"en","title":"Precision and reproduction","summary":"The game checks whether a stroke, shape or design matches a given pattern.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g02/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g02.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g02.md","aliases":[],"tags":["Drawing","Mechanics catalog"],"endsAt":null},{"key":"mechanic/drawing--family-g03","type":"mechanic","id":"drawing--family-g03","lang":"en","title":"Completion and restoration","summary":"The player complements, corrects or transforms an existing drawing.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g03/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g03.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g03.md","aliases":[],"tags":["Drawing","Mechanics catalog"],"endsAt":null},{"key":"mechanic/drawing--family-g04","type":"mechanic","id":"drawing--family-g04","lang":"en","title":"Paint color and behavior","summary":"The game takes into account the area, color, layers or physical behavior of the applied material.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g04/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g04.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g04.md","aliases":[],"tags":["Drawing","Mechanics catalog"],"endsAt":null},{"key":"mechanic/drawing--family-g05","type":"mechanic","id":"drawing--family-g05","lang":"en","title":"Line as a logical solution","summary":"The solution is the geometric or topological properties of the drawn line.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g05/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g05.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g05.md","aliases":[],"tags":["Drawing","Mechanics catalog"],"endsAt":null},{"key":"mechanic/drawing--family-g06","type":"mechanic","id":"drawing--family-g06","lang":"en","title":"Drawing as a physical object","summary":"The form turns into a body or structure that participates in the simulation.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g06/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g06.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g06.md","aliases":[],"tags":["Drawing","Mechanics catalog"],"endsAt":null},{"key":"mechanic/drawing--family-g07","type":"mechanic","id":"drawing--family-g07","lang":"en","title":"Drawing as a route or control input","summary":"The line defines the movement of a creature, vehicle, projectile or performer.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g07/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g07.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g07.md","aliases":["Drawing as a route and control"],"tags":["Drawing","Mechanics 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object.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g09/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g09.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g09.md","aliases":[],"tags":["Drawing","Mechanics catalog"],"endsAt":null},{"key":"mechanic/drawing--family-g10","type":"mechanic","id":"drawing--family-g10","lang":"en","title":"Claiming and dividing space","summary":"A drawn boundary changes the ownership, accessibility, or state of an area.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g10/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g10.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g10.md","aliases":["Capturing and dividing space"],"tags":["Drawing","Mechanics 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commands.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g12/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g12.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g12.md","aliases":[],"tags":["Drawing","Mechanics catalog"],"endsAt":null},{"key":"mechanic/drawing--family-g13","type":"mechanic","id":"drawing--family-g13","lang":"en","title":"Information, visibility and exploration","summary":"The stroke helps to see, record, or interpret information about the game world.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g13/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g13.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g13.md","aliases":[],"tags":["Drawing","Mechanics 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misleading.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g15/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g15.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g15.md","aliases":[],"tags":["Drawing","Mechanics catalog"],"endsAt":null},{"key":"mechanic/drawing--family-g16","type":"mechanic","id":"drawing--family-g16","lang":"en","title":"Collaborative and competitive creation","summary":"A drawing arises as a result of the interaction of several participants.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/drawing--family-g16/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/drawing--family-g16.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/drawing--family-g16.md","aliases":[],"tags":["Drawing","Mechanics 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Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/engagement-retention/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/engagement-retention.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/engagement-retention.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/engagement-retention--family-01","type":"mechanic","id":"engagement-retention--family-01","lang":"en","title":"Short gameplay loops and satisfying feedback","summary":"A short sequence of actions and clear feedback makes results easy to understand. Quick retries support continued play.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-01/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-01.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-01.md","aliases":["Short loops and feedback"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-02","type":"mechanic","id":"engagement-retention--family-02","lang":"en","title":"Mastery and challenge","summary":"A clear challenge and growing skill can sustain interest. Wanting to improve a result does not by itself imply addiction.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-02/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-02.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-02.md","aliases":["Mastery and overcoming challenges"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-03","type":"mechanic","id":"engagement-retention--family-03","lang":"en","title":"Progression and empowerment","summary":"Progression unlocks new actions and creates a sequence of attainable goals. The player can see what their effort changed.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-03/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-03.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-03.md","aliases":["Progression and new possibilities"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-04","type":"mechanic","id":"engagement-retention--family-04","lang":"en","title":"Goals, completion and visible remainder","summary":"A meter, list or collection shows completed and remaining progress. The visible remainder helps direct the next action.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-04/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-04.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-04.md","aliases":["Goals and visible remaining progress"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-05","type":"mechanic","id":"engagement-retention--family-05","lang":"en","title":"Reward schedules and structure","summary":"Rewards depend on time, action counts or reset periods. These rules shape expectations and the rhythm of returning.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-05/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-05.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-05.md","aliases":["Reward timing and schedules"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-06","type":"mechanic","id":"engagement-retention--family-06","lang":"en","title":"Randomness, anticipation and excitement","summary":"Uncertain outcomes change anticipation and risk choices. Attempt cost, probability transparency and loss limits matter.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-06/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-06.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-06.md","aliases":["Randomness and anticipation"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-07","type":"mechanic","id":"engagement-retention--family-07","lang":"en","title":"Loot and collecting","summary":"Loot fills a set of items and creates long-term goals. Rarity and an incomplete collection affect the value of the next find.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-07/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-07.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-07.md","aliases":[],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-08","type":"mechanic","id":"engagement-retention--family-08","lang":"en","title":"Accumulation and economic cycles","summary":"Repeated earning and spending links present activity to future opportunities. Accumulation changes the choices available.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-08/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-08.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-08.md","aliases":["Accumulation and economic loops"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-09","type":"mechanic","id":"engagement-retention--family-09","lang":"en","title":"Exploration and story curiosity","summary":"An unknown area, event or open story question motivates seeking more information. A discovery should deepen understanding of the world.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-09/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-09.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-09.md","aliases":["Exploration and narrative curiosity"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-10","type":"mechanic","id":"engagement-retention--family-10","lang":"en","title":"Creativity, identity and attachment","summary":"A personal drawing, character or construction makes the result meaningful. Expressing an idea can support interest.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-10/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-10.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-10.md","aliases":["Creativity and personal meaning"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-11","type":"mechanic","id":"engagement-retention--family-11","lang":"en","title":"Social belonging","summary":"A shared group, cooperation and lasting connections create reasons to return to other participants.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-11/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-11.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-11.md","aliases":[],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-12","type":"mechanic","id":"engagement-retention--family-12","lang":"en","title":"Competition and recognition","summary":"Results, records and recognition create additional goals. Players see progress relative to others or their earlier performance.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-12/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-12.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-12.md","aliases":[],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-13","type":"mechanic","id":"engagement-retention--family-13","lang":"en","title":"Social obligations and group pressure","summary":"Shared goals create group expectations. Missing play can feel obligatory when it affects others or becomes public.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-13/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-13.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-13.md","aliases":["Group obligations"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-14","type":"mechanic","id":"engagement-retention--family-14","lang":"en","title":"Habit and calendar-based return","summary":"Daily tasks, streaks and reminders connect returning with the calendar. Players may experience this as support or obligation.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-14/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-14.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-14.md","aliases":["Habits and calendar-based return"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-15","type":"mechanic","id":"engagement-retention--family-15","lang":"en","title":"Limited availability and FOMO","summary":"A reward or event is available for a limited period. Fear of missing out may prompt returning even without a current desire to play.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-15/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-15.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-15.md","aliases":[],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-16","type":"mechanic","id":"engagement-retention--family-16","lang":"en","title":"Losses, preserving progress and invested effort","summary":"Potential progress loss and past effort can influence continued play. Past investment does not automatically make future costs worthwhile.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-16/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-16.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-16.md","aliases":["Losses and invested effort"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-17","type":"mechanic","id":"engagement-retention--family-17","lang":"en","title":"Extending sessions and removing stopping points","summary":"Continuous events, new tasks and unclear pauses can make a session harder to end.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-17/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-17.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-17.md","aliases":["Extending a play session"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-18","type":"mechanic","id":"engagement-retention--family-18","lang":"en","title":"Selling relief from constraints and advantages","summary":"Paid access removes a limitation or provides an advantage. Evaluation depends on transparent terms and voluntary spending.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-18/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-18.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-18.md","aliases":["Selling relief from limitations"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-19","type":"mechanic","id":"engagement-retention--family-19","lang":"en","title":"Repeat spending patterns","summary":"Subscriptions, currency purchases or consumables create repeat spending. Players need clear prices, billing intervals and cancellation terms.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-19/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-19.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-19.md","aliases":["Recurring spending mechanics"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"mechanic/engagement-retention--family-20","type":"mechanic","id":"engagement-retention--family-20","lang":"en","title":"Interface incentives and personalized return prompts","summary":"Reminders and interface prompts invite a return. Their effect depends on timing, wording, controls and the ability to opt out.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/engagement-retention--family-20/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/engagement-retention--family-20.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/engagement-retention--family-20.md","aliases":["Reminders and returning to an app"],"tags":["Engagement, retention and addictive patterns","Mechanics catalog"],"endsAt":null},{"key":"catalog/electronic-devices","type":"catalog","id":"electronic-devices","lang":"en","title":"Electronic devices in games","summary":"Electronic devices in games: actions, options, applications and limitations. Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/electronic-devices/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/electronic-devices.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/electronic-devices.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/electronic-devices--family-g01","type":"mechanic","id":"electronic-devices--family-g01","lang":"en","title":"Handling the device","summary":"The player holds and aims a device at an object to act in the game world. The tool’s placement affects the information available.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g01/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g01.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g01.md","aliases":[],"tags":["Electronic devices in games","Device"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g02","type":"mechanic","id":"electronic-devices--family-g02","lang":"en","title":"Power and startup","summary":"The player controls power and startup, turns a device on, checks its state and diagnoses a failure to start.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g02/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g02.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g02.md","aliases":[],"tags":["Electronic devices in games","Device"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g03","type":"mechanic","id":"electronic-devices--family-g03","lang":"en","title":"Input and interface control","summary":"Buttons, switches and other screen elements turn player input into device commands.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g03/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g03.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g03.md","aliases":[],"tags":["Electronic devices in games","Device"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g04","type":"mechanic","id":"electronic-devices--family-g04","lang":"en","title":"Operating system and programs","summary":"An in-game device has a desktop, applications and windows. The player solves tasks by switching between programs.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g04/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g04.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g04.md","aliases":[],"tags":["Electronic devices in games","Device"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g05","type":"mechanic","id":"electronic-devices--family-g05","lang":"en","title":"Personal tools","summary":"A personal device extends the character’s abilities by storing information, scanning surroundings or supporting a specialized task.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g05/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g05.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g05.md","aliases":[],"tags":["Electronic devices in games","World"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g14","type":"mechanic","id":"electronic-devices--family-g14","lang":"en","title":"Shopping, money and services","summary":"A digital interface provides purchases, bills and services. Choices connect to prices, balances and obligations in the game economy.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g14/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g14.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g14.md","aliases":[],"tags":["Electronic devices in games","World"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g15","type":"mechanic","id":"electronic-devices--family-g15","lang":"en","title":"Work and administrative systems","summary":"A workplace system models a professional task such as recordkeeping, search, request processing or a decision based on a record.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g15/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g15.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g15.md","aliases":[],"tags":["Electronic devices in games","World"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g19","type":"mechanic","id":"electronic-devices--family-g19","lang":"en","title":"Navigation and augmented reality","summary":"Maps, coordinates and routes link digital information to locations, supporting navigation or checking whether travel was possible.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g19/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g19.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g19.md","aliases":[],"tags":["Electronic devices in games","World"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g20","type":"mechanic","id":"electronic-devices--family-g20","lang":"en","title":"Measurements and detection","summary":"An instrument turns an invisible property or signal into a reading. The player aims it, obtains a result and interprets the finding.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g20/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g20.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g20.md","aliases":[],"tags":["Electronic devices in games","World"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g21","type":"mechanic","id":"electronic-devices--family-g21","lang":"en","title":"Surveillance and security","summary":"Cameras and surveillance systems show remote locations. The player monitors changes and uses the observations to solve a task.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g21/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g21.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g21.md","aliases":[],"tags":["Electronic devices in games","World"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g22","type":"mechanic","id":"electronic-devices--family-g22","lang":"en","title":"Controlling external objects","summary":"A digital panel controls external objects by assigning a route, mode or command. The player checks the outcome in the world.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g22/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g22.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g22.md","aliases":[],"tags":["Electronic devices in games","World"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g29","type":"mechanic","id":"electronic-devices--family-g29","lang":"en","title":"Sabotage and use in the environment","summary":"The player disables, damages or reconfigures a device to change conditions in the environment.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g29/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g29.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g29.md","aliases":[],"tags":["Electronic devices in games","World"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g06","type":"mechanic","id":"electronic-devices--family-g06","lang":"en","title":"Access and authentication","summary":"Access to a device or data depends on identity, permissions, a password or a pass. A denial constrains actions and creates a new goal.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g06/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g06.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g06.md","aliases":[],"tags":["Electronic devices in games","Data"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g07","type":"mechanic","id":"electronic-devices--family-g07","lang":"en","title":"Finding and retrieving information","summary":"The player queries a digital store of records, using filters, keywords and comparison to find relevant information.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g07/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g07.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g07.md","aliases":[],"tags":["Electronic devices in games","Data"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g08","type":"mechanic","id":"electronic-devices--family-g08","lang":"en","title":"Files and storage","summary":"Files and folders become game objects that can be opened, searched, moved or deleted to solve a task.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g08/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g08.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g08.md","aliases":[],"tags":["Electronic devices in games","Data"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g09","type":"mechanic","id":"electronic-devices--family-g09","lang":"en","title":"Creating and editing content","summary":"The player creates or edits digital material with software tools. The result can be saved and influence later play.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g09/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g09.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g09.md","aliases":[],"tags":["Electronic devices in games","Data"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g12","type":"mechanic","id":"electronic-devices--family-g12","lang":"en","title":"Browser and Internet","summary":"An in-game browser opens websites, posts and links. The player explores the network as a connected information space.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g12/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g12.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g12.md","aliases":[],"tags":["Electronic devices in games","Data"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g16","type":"mechanic","id":"electronic-devices--family-g16","lang":"en","title":"Photography, recording and scanning","summary":"The player captures an image, recording or scan and uses it as an action result or a source of information.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g16/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g16.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g16.md","aliases":[],"tags":["Electronic devices in games","Data"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g17","type":"mechanic","id":"electronic-devices--family-g17","lang":"en","title":"Media playback and analysis","summary":"A device plays a recording that can be replayed and analyzed. A detail within the media becomes part of the solution.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g17/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g17.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g17.md","aliases":[],"tags":["Electronic devices in games","Data"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g18","type":"mechanic","id":"electronic-devices--family-g18","lang":"en","title":"Digital Investigation","summary":"The player reconstructs an event using digital records, timestamps, routes and connections between data.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g18/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g18.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g18.md","aliases":[],"tags":["Electronic devices in games","Data"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g24","type":"mechanic","id":"electronic-devices--family-g24","lang":"en","title":"Data transfer and synchronization","summary":"The player transfers a file or message between devices, selecting data, direction and transfer conditions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g24/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g24.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g24.md","aliases":[],"tags":["Electronic devices in games","Data"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g10","type":"mechanic","id":"electronic-devices--family-g10","lang":"en","title":"Calls and voice communication","summary":"A device connects speakers over a voice channel. The player starts a call, listens, responds and ends the connection.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g10/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g10.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g10.md","aliases":[],"tags":["Electronic devices in games","Connection"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g11","type":"mechanic","id":"electronic-devices--family-g11","lang":"en","title":"Messages and correspondence","summary":"Digital messages convey information and change relationships. Message content and sending time can have consequences.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g11/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g11.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g11.md","aliases":[],"tags":["Electronic devices in games","Connection"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g13","type":"mechanic","id":"electronic-devices--family-g13","lang":"en","title":"Social networks and public identity","summary":"A profile combines a participant’s name, appearance and public connections. The player manages how others see them.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g13/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g13.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g13.md","aliases":[],"tags":["Electronic devices in games","Connection"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g23","type":"mechanic","id":"electronic-devices--family-g23","lang":"en","title":"Networks and radio channels","summary":"A device receives or transmits over a network, frequency or radio channel. Channel selection determines the available information.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g23/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g23.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g23.md","aliases":[],"tags":["Electronic devices in games","Engineering"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g25","type":"mechanic","id":"electronic-devices--family-g25","lang":"en","title":"Programming and automation","summary":"The player writes commands or a program so a device performs repeatable work. Checking the result helps debug the algorithm.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g25/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g25.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g25.md","aliases":[],"tags":["Electronic devices in games","Engineering"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g26","type":"mechanic","id":"electronic-devices--family-g26","lang":"en","title":"Infiltration and hacking","summary":"The player overcomes digital security within the game’s model by inspecting a system, opening a vulnerable route and gaining access.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g26/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g26.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g26.md","aliases":[],"tags":["Electronic devices in games","Engineering"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g27","type":"mechanic","id":"electronic-devices--family-g27","lang":"en","title":"Security and digital footprints","summary":"Actions leave logs and other digital traces. The player protects data, detects intrusion or conceals activity.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g27/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g27.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g27.md","aliases":[],"tags":["Electronic devices in games","Engineering"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g28","type":"mechanic","id":"electronic-devices--family-g28","lang":"en","title":"Assembly, repair and improvement","summary":"The player assembles compatible components, diagnoses a fault or improves a device’s specifications.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g28/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g28.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g28.md","aliases":[],"tags":["Electronic devices in games","Engineering"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g30","type":"mechanic","id":"electronic-devices--family-g30","lang":"en","title":"Mini-games inside devices","summary":"A device’s screen or panel contains a self-contained challenge with local rules and success conditions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g30/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g30.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g30.md","aliases":[],"tags":["Electronic devices in games","Problem form"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g33","type":"mechanic","id":"electronic-devices--family-g33","lang":"en","title":"Screen Borders and Meta Interaction","summary":"Files, windows or a desktop connect the story to the boundary of the game screen. Interface actions become part of the narrative.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g33/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g33.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g33.md","aliases":[],"tags":["Electronic devices in games","Problem form"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g31","type":"mechanic","id":"electronic-devices--family-g31","lang":"en","title":"Resources, attention and danger","summary":"Using a device demands attention and may distract from threats. The player decides when information is worth the risk.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g31/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g31.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g31.md","aliases":[],"tags":["Electronic devices in games","Terms"],"endsAt":null},{"key":"mechanic/electronic-devices--family-g32","type":"mechanic","id":"electronic-devices--family-g32","lang":"en","title":"Cooperation and opposition","summary":"Participants use devices with different information or capabilities. Success depends on communication and coordination.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/electronic-devices--family-g32/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/electronic-devices--family-g32.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/electronic-devices--family-g32.md","aliases":[],"tags":["Electronic devices in games","Terms"],"endsAt":null},{"key":"catalog/voice-audio","type":"catalog","id":"voice-audio","lang":"en","title":"Voice and sound","summary":"Voice input, auditory perception, sound as material and communication between players.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/voice-audio/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/voice-audio.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/voice-audio.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/voice-audio--family-01","type":"mechanic","id":"voice-audio--family-01","lang":"en","title":"Direct voice commands","summary":"The player speaks a command specifying an action and target. The game recognizes the intent, executes the order and shows the result.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-01/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-01.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-01.md","aliases":[],"tags":["Voice and sound","Speech as meaning"],"endsAt":null},{"key":"mechanic/voice-audio--family-03","type":"mechanic","id":"voice-audio--family-03","lang":"en","title":"Dialogue with game characters","summary":"The player speaks a line or question, listens to a character’s response and receives information or consequences.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-03/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-03.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-03.md","aliases":[],"tags":["Voice and sound","Speech as meaning"],"endsAt":null},{"key":"mechanic/voice-audio--family-02","type":"mechanic","id":"voice-audio--family-02","lang":"en","title":"Command and delegation","summary":"A spoken order assigns a goal to other characters or agents. The player allocates tasks, selects executors and coordinates timing.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-02/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-02.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-02.md","aliases":["Commanding and delegation"],"tags":["Voice and sound","Speech as meaning"],"endsAt":null},{"key":"mechanic/voice-audio--family-05","type":"mechanic","id":"voice-audio--family-05","lang":"en","title":"Verbal and language puzzles","summary":"The player produces an utterance satisfying a linguistic, semantic or logical constraint.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-05/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-05.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-05.md","aliases":["Verbal and language challenges"],"tags":["Voice and sound","Speech as meaning"],"endsAt":null},{"key":"mechanic/voice-audio--family-04","type":"mechanic","id":"voice-audio--family-04","lang":"en","title":"Negotiation, persuasion and deception","summary":"A spoken line’s content is used to influence another speaker. The player considers their knowledge, goals and possible response.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-04/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-04.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-04.md","aliases":[],"tags":["Voice and sound","Speech as meaning"],"endsAt":null},{"key":"mechanic/voice-audio--family-12","type":"mechanic","id":"voice-audio--family-12","lang":"en","title":"Sound-source localization and tracking","summary":"The player locates a source and its movement through spatial sound. Estimating its position helps select an action.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-12/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-12.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-12.md","aliases":["Sound-source localization"],"tags":["Voice and sound","Hearing as perception"],"endsAt":null},{"key":"mechanic/voice-audio--family-13","type":"mechanic","id":"voice-audio--family-13","lang":"en","title":"Navigation and spatial memory","summary":"Audio landmarks help build a spatial model, remember a route and guide a character or another participant to a goal.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-13/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-13.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-13.md","aliases":[],"tags":["Voice and sound","Hearing as perception"],"endsAt":null},{"key":"mechanic/voice-audio--family-15","type":"mechanic","id":"voice-audio--family-15","lang":"en","title":"Recognizing objects and states","summary":"The player identifies an object, word, action or state through sound features and selects a matching response.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-15/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-15.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-15.md","aliases":["Recognizing by sound"],"tags":["Voice and sound","Hearing as perception"],"endsAt":null},{"key":"mechanic/voice-audio--family-14","type":"mechanic","id":"voice-audio--family-14","lang":"en","title":"Reaction, timing and prediction","summary":"The player recognizes a sound cue and acts at the right moment. Repeating patterns allow anticipation of the next cue.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-14/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-14.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-14.md","aliases":[],"tags":["Voice and sound","Hearing as perception"],"endsAt":null},{"key":"mechanic/voice-audio--family-16","type":"mechanic","id":"voice-audio--family-16","lang":"en","title":"Selective attention and stream separation","summary":"The player picks out a relevant stream among competing sounds, such as a threat, speech or task cue, to choose the next action.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-16/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-16.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-16.md","aliases":["Selective auditory attention"],"tags":["Voice and sound","Hearing as perception"],"endsAt":null},{"key":"mechanic/voice-audio--family-17","type":"mechanic","id":"voice-audio--family-17","lang":"en","title":"Auditory memory and sequence transformation","summary":"The player remembers heard material and reproduces or transforms its sequence according to a rule.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-17/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-17.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-17.md","aliases":["Auditory memory"],"tags":["Voice and sound","Hearing as perception"],"endsAt":null},{"key":"mechanic/voice-audio--family-06","type":"mechanic","id":"voice-audio--family-06","lang":"en","title":"Loudness and sound intensity","summary":"Sound level controls an action. Quiet and loud voices can select different modes, speeds or movement magnitudes.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-06/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-06.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-06.md","aliases":[],"tags":["Voice and sound","Voice as physical action"],"endsAt":null},{"key":"mechanic/voice-audio--family-08","type":"mechanic","id":"voice-audio--family-08","lang":"en","title":"Duration, tempo and pauses","summary":"Rules consider sound onset, duration and gaps. Performance must match the required timing pattern.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-08/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-08.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-08.md","aliases":[],"tags":["Voice and sound","Voice as physical action"],"endsAt":null},{"key":"mechanic/voice-audio--family-07","type":"mechanic","id":"voice-audio--family-07","lang":"en","title":"Pitch and melodic contour","summary":"The player produces a target pitch or follows a pitch contour. The interface shows deviation from the target.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-07/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-07.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-07.md","aliases":[],"tags":["Voice and sound","Voice as physical action"],"endsAt":null},{"key":"mechanic/voice-audio--family-10","type":"mechanic","id":"voice-audio--family-10","lang":"en","title":"Nonverbal sounds and microphone actions","summary":"A microphone can receive a clap, hum, click or another nonverbal sound. Rules map its features to an action.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-10/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-10.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-10.md","aliases":["Nonverbal microphone sounds"],"tags":["Voice and sound","Voice as physical action"],"endsAt":null},{"key":"mechanic/voice-audio--family-09","type":"mechanic","id":"voice-audio--family-09","lang":"en","title":"Timbre, articulation and imitation","summary":"Sound shape matters: spectral content, articulation or a recognizable acoustic pattern. Loudness or pitch alone is not enough.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-09/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-09.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-09.md","aliases":[],"tags":["Voice and sound","Voice as physical action"],"endsAt":null},{"key":"mechanic/voice-audio--family-11","type":"mechanic","id":"voice-audio--family-11","lang":"en","title":"Singing and musical performance","summary":"The player performs music by matching pitch, duration and rhythm to a model or an assigned part.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-11/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-11.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-11.md","aliases":[],"tags":["Voice and sound","Voice as physical action"],"endsAt":null},{"key":"mechanic/voice-audio--family-20","type":"mechanic","id":"voice-audio--family-20","lang":"en","title":"Recording, editing and playback","summary":"The player records, selects or transforms sound. The result serves as a message, evidence or part of a creative task.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-20/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-20.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-20.md","aliases":[],"tags":["Voice and sound","Sound as information and material"],"endsAt":null},{"key":"mechanic/voice-audio--family-22","type":"mechanic","id":"voice-audio--family-22","lang":"en","title":"Stealth, lures and noise control","summary":"The player changes action audibility, creates distracting noise or uses silence. Enemies respond to the sound cues available to them.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-22/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-22.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-22.md","aliases":["Controlling audibility"],"tags":["Voice and sound","Sound as information and material"],"endsAt":null},{"key":"mechanic/voice-audio--family-21","type":"mechanic","id":"voice-audio--family-21","lang":"en","title":"Echolocation and world acoustics","summary":"An app emits sound and analyzes reflections. Signal delay and shape help estimate distance or properties of the environment.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-21/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-21.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-21.md","aliases":["Sound emission and echolocation"],"tags":["Voice and sound","Sound as information and material"],"endsAt":null},{"key":"mechanic/voice-audio--family-18","type":"mechanic","id":"voice-audio--family-18","lang":"en","title":"Investigation and event reconstruction","summary":"The player compares spoken testimony and background sounds to reconstruct an event or test a hypothesis.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-18/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-18.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-18.md","aliases":["Investigation through recordings"],"tags":["Voice and sound","Sound as information and material"],"endsAt":null},{"key":"mechanic/voice-audio--family-19","type":"mechanic","id":"voice-audio--family-19","lang":"en","title":"Codes, ciphers and hidden messages","summary":"The player discovers a coding rule and translates a sound sequence into a message, command or device setting.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-19/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-19.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-19.md","aliases":["Audio codes and hidden messages"],"tags":["Voice and sound","Sound as information and material"],"endsAt":null},{"key":"mechanic/voice-audio--family-23","type":"mechanic","id":"voice-audio--family-23","lang":"en","title":"Music as world rules","summary":"Musical relationships or performance change the environment by creating a route, activating an object or transforming an obstacle.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-23/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-23.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-23.md","aliases":["Music changes the game world"],"tags":["Voice and sound","Sound as information and material"],"endsAt":null},{"key":"mechanic/voice-audio--family-24","type":"mechanic","id":"voice-audio--family-24","lang":"en","title":"Cooperation with divided information","summary":"Participants verbally share different information. The task requires clear explanation and checking understanding.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-24/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-24.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-24.md","aliases":["Cooperative spoken problem-solving"],"tags":["Voice and sound","Communication between players"],"endsAt":null},{"key":"mechanic/voice-audio--family-25","type":"mechanic","id":"voice-audio--family-25","lang":"en","title":"Restricted communication channels","summary":"A rule limits audibility, vocabulary, time or message count. Players must still communicate enough information to act.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-25/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-25.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-25.md","aliases":["Communication under channel limits"],"tags":["Voice and sound","Communication between players"],"endsAt":null},{"key":"mechanic/voice-audio--family-26","type":"mechanic","id":"voice-audio--family-26","lang":"en","title":"Social deduction, roles and performance","summary":"Participants discuss evidence, interpret statements and influence others’ decisions within assigned game roles.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-26/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-26.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-26.md","aliases":["Player roles, persuasion and deception"],"tags":["Voice and sound","Communication between players"],"endsAt":null},{"key":"mechanic/voice-audio--family-27","type":"mechanic","id":"voice-audio--family-27","lang":"en","title":"Competition and collective synchronization","summary":"Players coordinate parts or compare performances. The system considers individual contributions and shared musical relationships.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/voice-audio--family-27/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/voice-audio--family-27.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/voice-audio--family-27.md","aliases":["Cooperative and competitive singing"],"tags":["Voice and sound","Communication between players"],"endsAt":null},{"key":"catalog/phone-touch","type":"catalog","id":"phone-touch","lang":"en","title":"Phone touchscreen interactions","summary":"Phone touch screen: actions, options, applications and limitations. Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/phone-touch/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/phone-touch.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/phone-touch.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/phone-touch--family-01","type":"mechanic","id":"phone-touch--family-01","lang":"en","title":"Taps and selection","summary":"A short tap selects an object or starts a command. Pokémon Smile uses a large start button and separate icons for other sections.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-01/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-01.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-01.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-02","type":"mechanic","id":"phone-touch--family-02","lang":"en","title":"Hold and release","summary":"Holding after movement activates another mode. In Procreate Pocket a drawn outline snaps into a clean shape when the finger stays on the canvas.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-02/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-02.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-02.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-03","type":"mechanic","id":"phone-touch--family-03","lang":"en","title":"Tempo, rhythm and sequences","summary":"Taps set a sequence’s rhythm and tempo. In Magic Piano illuminated notes guide the player through a musical phrase.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-03/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-03.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-03.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-04","type":"mechanic","id":"phone-touch--family-04","lang":"en","title":"Dragging and placement","summary":"Touch grabs an element, movement drags it and release places it. Procreate Pocket uses dragging to reorder layers.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-04/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-04.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-04.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-05","type":"mechanic","id":"phone-touch--family-05","lang":"en","title":"Swipes, jerks and throws","summary":"A quick directional stroke defines an action. In Fruit Ninja the finger path becomes a cut that can hit several fruit in one swipe.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-05/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-05.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-05.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-06","type":"mechanic","id":"phone-touch--family-06","lang":"en","title":"Drawing and Path Geometry","summary":"A drawn path becomes a motion rule. In Blek the line repeats its pattern, collecting coloured circles while avoiding black obstacles.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-06/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-06.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-06.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-07","type":"mechanic","id":"phone-touch--family-07","lang":"en","title":"Surface interactions","summary":"Moving across a region changes its contents. In Procreate Pocket the same gesture paints, smudges or erases according to the selected tool.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-07/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-07.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-07.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-08","type":"mechanic","id":"phone-touch--family-08","lang":"en","title":"Continuous Control","summary":"Finger position continuously sets a value. Procreate Pocket’s vertical slider changes brush size; moving sideways increases adjustment precision.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-08/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-08.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-08.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-09","type":"mechanic","id":"phone-touch--family-09","lang":"en","title":"Multi-touch geometry","summary":"Two contacts set scale and rotation. In Procreate Pocket fingers zoom the canvas and rotate it to a comfortable drawing angle.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-09/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-09.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-09.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-10","type":"mechanic","id":"phone-touch--family-10","lang":"en","title":"Multi-touch coordination","summary":"Contacts independently control parts of an object. Touchgrind Skate 2 uses two fingers on a virtual board much like a physical fingerboard.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-10/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-10.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-10.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-11","type":"mechanic","id":"phone-touch--family-11","lang":"en","title":"Contact restrictions","summary":"The rule requires contacts to stay in specific places. In Bounden two players keep thumbs at opposite screen ends while following the device’s path.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-11/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-11.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-11.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-12","type":"mechanic","id":"phone-touch--family-12","lang":"en","title":"Context, space and cooperative play","summary":"One screen distributes roles between participants. In Bounden each holds one end of a phone and rotating it together becomes a dance.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-12/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-12.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-12.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-13","type":"mechanic","id":"phone-touch--family-13","lang":"en","title":"Pressure, contact geometry and stylus","summary":"Hardware pressure input requires a compatible sensor. On devices without 3D Touch, Procreate Pocket substitutes an on-screen brush-pressure slider.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-13/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-13.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-13.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-14","type":"mechanic","id":"phone-touch--family-14","lang":"en","title":"Tactile feedback","summary":"A brief tactile cue confirms a state change. In Procreate Pocket holding the lower slider switches its mode and produces haptic feedback.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-14/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-14.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-14.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-touch--family-15","type":"mechanic","id":"phone-touch--family-15","lang":"en","title":"Combinations with phone functions","summary":"Touch works with another phone input channel. In One Hand Clapping character movement combines with a voice that changes the musical environment.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-touch--family-15/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-touch--family-15.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-touch--family-15.md","aliases":[],"tags":["Phone touchscreen interactions","Mechanics catalog"],"endsAt":null},{"key":"catalog/mouse","type":"catalog","id":"mouse","lang":"en","title":"Mouse interactions","summary":"Mouse interaction: actions, options, applications and limitations. Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/mouse/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/mouse.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/mouse.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/mouse--family-hover","type":"mechanic","id":"mouse--family-hover","lang":"en","title":"Hovering and pointer presence","summary":"The pointer triggers a response without clicking: a highlight, tooltip or dwell action. Into the Breach explains a tile when hovered.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-hover/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-hover.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-hover.md","aliases":[],"tags":["Mouse interactions","Input and gestures"],"endsAt":null},{"key":"mechanic/mouse--family-click","type":"mechanic","id":"mouse--family-click","lang":"en","title":"Clicks and Sequences","summary":"A mouse-button press triggers a command. Rules can consider the target, click count, order and interval between clicks.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-click/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-click.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-click.md","aliases":["Clicks and button sequences"],"tags":["Mouse interactions","Input and gestures"],"endsAt":null},{"key":"mechanic/mouse--family-hold","type":"mechanic","id":"mouse--family-hold","lang":"en","title":"Hold and release","summary":"Pressing starts an action, holding changes its parameter and releasing completes it. Mini-golf uses this for preparing and taking a shot.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-hold/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-hold.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-hold.md","aliases":[],"tags":["Mouse interactions","Input and gestures"],"endsAt":null},{"key":"mechanic/mouse--family-wheel","type":"mechanic","id":"mouse--family-wheel","lang":"en","title":"Wheel and scrolling","summary":"The wheel scrolls or changes a parameter. In Preview scrolling moves the visible document region and helps navigate a long PDF.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-wheel/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-wheel.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-wheel.md","aliases":[],"tags":["Mouse interactions","Input and gestures"],"endsAt":null},{"key":"mechanic/mouse--family-chords","type":"mechanic","id":"mouse--family-chords","lang":"en","title":"Combinations and modes","summary":"A button combination or selected mode changes the next click’s meaning. Day of the Tentacle applies an item through a selected verb.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-chords/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-chords.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-chords.md","aliases":[],"tags":["Mouse interactions","Input and gestures"],"endsAt":null},{"key":"mechanic/mouse--family-select","type":"mechanic","id":"mouse--family-select","lang":"en","title":"Selection, addressing and commands","summary":"The cursor identifies the object an action applies to. A game may check one target, a group or a sequence.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-select/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-select.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-select.md","aliases":["Pointing and target selection"],"tags":["Mouse interactions","Applied Mechanics"],"endsAt":null},{"key":"mechanic/mouse--family-drag","type":"mechanic","id":"mouse--family-drag","lang":"en","title":"Dragging and placement","summary":"Pressing grabs an object or connection, movement sets its new position and release completes the move or change.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-drag/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-drag.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-drag.md","aliases":["Grabbing and dragging"],"tags":["Mouse interactions","Applied Mechanics"],"endsAt":null},{"key":"mechanic/mouse--family-transform","type":"mechanic","id":"mouse--family-transform","lang":"en","title":"Parameters and geometry","summary":"Pointer displacement becomes an angle, size or another value. In The Room movement sets the position of a combination mechanism’s parts.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-transform/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-transform.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-transform.md","aliases":[],"tags":["Mouse interactions","Applied Mechanics"],"endsAt":null},{"key":"mechanic/mouse--family-paths","type":"mechanic","id":"mouse--family-paths","lang":"en","title":"Drawing and Path Shaping","summary":"Rules consider the cursor’s path, shape, direction and sequence. Identical endpoints may lead to different results.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-paths/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-paths.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-paths.md","aliases":["Mouse paths and gestures"],"tags":["Mouse interactions","Applied Mechanics"],"endsAt":null},{"key":"mechanic/mouse--family-precision","type":"mechanic","id":"mouse--family-precision","lang":"en","title":"Precision and spatial challenges","summary":"The player aligns the pointer with a target or acts within defined boundaries. Target size and sensitivity affect difficulty.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-precision/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-precision.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-precision.md","aliases":["Pointing precision"],"tags":["Mouse interactions","Applied Mechanics"],"endsAt":null},{"key":"mechanic/mouse--family-timing","type":"mechanic","id":"mouse--family-timing","lang":"en","title":"Timing, rhythm and reaction","summary":"A click’s result depends on its timing. Human Benchmark asks the player to wait for green and respond as quickly as possible.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-timing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-timing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-timing.md","aliases":[],"tags":["Mouse interactions","Applied Mechanics"],"endsAt":null},{"key":"mechanic/mouse--family-combat","type":"mechanic","id":"mouse--family-combat","lang":"en","title":"Aiming and Combat","summary":"Mouse movement sets the view or aim direction while a button triggers an attack. The player combines aiming, movement and shot timing.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-combat/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-combat.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-combat.md","aliases":[],"tags":["Mouse interactions","Applied Mechanics"],"endsAt":null},{"key":"mechanic/mouse--family-movement","type":"mechanic","id":"mouse--family-movement","lang":"en","title":"Moving and Camera","summary":"The pointer selects a destination or moves the camera. In Machinarium clicking an accessible part of the scene directs the character there.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-movement/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-movement.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-movement.md","aliases":[],"tags":["Mouse interactions","Applied Mechanics"],"endsAt":null},{"key":"mechanic/mouse--family-physical","type":"mechanic","id":"mouse--family-physical","lang":"en","title":"Physical objects and tools","summary":"Mouse movement represents a hand or tool. In The Room the player directly moves and turns an object’s parts.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/mouse--family-physical/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/mouse--family-physical.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/mouse--family-physical.md","aliases":[],"tags":["Mouse interactions","Applied Mechanics"],"endsAt":null},{"key":"catalog/keyboard","type":"catalog","id":"keyboard","lang":"en","title":"Physical keyboard interactions","summary":"Physical keyboard: actions, options, applications and limitations. Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/keyboard/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/keyboard.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/keyboard.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/keyboard--family-key-events","type":"mechanic","id":"keyboard--family-key-events","lang":"en","title":"Single key events","summary":"Pressing, holding and releasing a key have different roles. A jump key, for example, starts movement and can affect its height.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-key-events/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-key-events.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-key-events.md","aliases":[],"tags":["Physical keyboard interactions","Signals and timing"],"endsAt":null},{"key":"mechanic/keyboard--family-repetition","type":"mechanic","id":"keyboard--family-repetition","lang":"en","title":"Repetition and input rate","summary":"A series of separate key presses produces repeated actions. In Crypt of the NecroDancer every new step must be timed to another musical beat.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-repetition/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-repetition.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-repetition.md","aliases":[],"tags":["Physical keyboard interactions","Signals and timing"],"endsAt":null},{"key":"mechanic/keyboard--family-timing","type":"mechanic","id":"keyboard--family-timing","lang":"en","title":"Time and rhythm","summary":"A key press is compared with a timing window. Crypt of the NecroDancer requires movement and attacks to follow the musical beat.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-timing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-timing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-timing.md","aliases":[],"tags":["Physical keyboard interactions","Signals and timing"],"endsAt":null},{"key":"mechanic/keyboard--family-chords","type":"mechanic","id":"keyboard--family-chords","lang":"en","title":"Simultaneous presses","summary":"Several keys held together form one command. PowerToys can replace one shortcut with another while preserving the intended action.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-chords/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-chords.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-chords.md","aliases":[],"tags":["Physical keyboard interactions","Signals and timing"],"endsAt":null},{"key":"mechanic/keyboard--family-sequences","type":"mechanic","id":"keyboard--family-sequences","lang":"en","title":"Sequences and grammars","summary":"Ordered key presses form a command with its own grammar. In Hacknet a terminal line is typed first and then submitted for execution.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-sequences/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-sequences.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-sequences.md","aliases":[],"tags":["Physical keyboard interactions","Signals and timing"],"endsAt":null},{"key":"mechanic/keyboard--family-movement","type":"mechanic","id":"keyboard--family-movement","lang":"en","title":"Directions and continuous control","summary":"Directional keys maintain movement while held. The game defines speed, acceleration and how opposing directions interact.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-movement/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-movement.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-movement.md","aliases":[],"tags":["Physical keyboard interactions","Mapping signals to actions"],"endsAt":null},{"key":"mechanic/keyboard--family-modes","type":"mechanic","id":"keyboard--family-modes","lang":"en","title":"Modes and assignment of keys","summary":"A key’s assignment changes through settings or context. PowerToys can swap A and B without changing the keyboard’s physical labels.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-modes/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-modes.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-modes.md","aliases":[],"tags":["Physical keyboard interactions","Mapping signals to actions"],"endsAt":null},{"key":"mechanic/keyboard--family-space","type":"mechanic","id":"keyboard--family-space","lang":"en","title":"Keyboard as a spatial surface","summary":"Key positions become a map of actions. The announced Keyboard Sports builds its game space around the whole keyboard.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-space/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-space.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-space.md","aliases":[],"tags":["Physical keyboard interactions","Space"],"endsAt":null},{"key":"mechanic/keyboard--family-coordination","type":"mechanic","id":"keyboard--family-coordination","lang":"en","title":"Hand-finger coordination","summary":"Different keys independently control parts of a system. QWOP maps Q/W and O/P to thighs and calves, requiring the player to coordinate movement.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-coordination/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-coordination.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-coordination.md","aliases":[],"tags":["Physical keyboard interactions","Physical constraints"],"endsAt":null},{"key":"mechanic/keyboard--family-object","type":"mechanic","id":"keyboard--family-object","lang":"en","title":"Keyboard as a physical object","summary":"Physical key shapes and labels become puzzle material. The announced Keyboard Sports connects a request to sit down with the long Space key.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-object/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-object.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-object.md","aliases":[],"tags":["Physical keyboard interactions","Physical constraints"],"endsAt":null},{"key":"mechanic/keyboard--family-typing","type":"mechanic","id":"keyboard--family-typing","lang":"en","title":"Typed text as an action","summary":"A game uses entered text such as a word, command or message, accounting for keyboard layout and the text-input method.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-typing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-typing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-typing.md","aliases":[],"tags":["Physical keyboard interactions","Characters and meaning"],"endsAt":null},{"key":"mechanic/keyboard--family-text-rules","type":"mechanic","id":"keyboard--family-text-rules","lang":"en","title":"Text restrictions and transformations","summary":"Entered text must satisfy constraints such as allowed words, command syntax, a transformation or the meaning of a response.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-text-rules/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-text-rules.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-text-rules.md","aliases":["Text constraints and rules"],"tags":["Physical keyboard interactions","Rule"],"endsAt":null},{"key":"mechanic/keyboard--family-absence","type":"mechanic","id":"keyboard--family-absence","lang":"en","title":"Inactivity, forbidden input and input costs","summary":"The absence of a key press also has consequences. In Crypt of the NecroDancer missing a musical beat does not stop enemy movement.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-absence/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-absence.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-absence.md","aliases":["Inactivity and input constraints"],"tags":["Physical keyboard interactions","Rule"],"endsAt":null},{"key":"mechanic/keyboard--family-navigation","type":"mechanic","id":"keyboard--family-navigation","lang":"en","title":"Navigation and selection","summary":"Keys move focus or select an item directly. In NetHack item letters let keyboard commands address particular inventory entries.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-navigation/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-navigation.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-navigation.md","aliases":[],"tags":["Physical keyboard interactions","Interface"],"endsAt":null},{"key":"mechanic/keyboard--family-editing","type":"mechanic","id":"keyboard--family-editing","lang":"en","title":"Editing, commands and automation","summary":"The keyboard edits a document or program, invokes commands and combines actions into repeatable sequences.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-editing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-editing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-editing.md","aliases":["Editing and commands"],"tags":["Physical keyboard interactions","Interface"],"endsAt":null},{"key":"mechanic/keyboard--family-multiplayer","type":"mechanic","id":"keyboard--family-multiplayer","lang":"en","title":"Cooperative and competitive play","summary":"Players receive separate areas of one keyboard. Overcooked! 2 supports splitting a computer keyboard between two local players.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-multiplayer/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-multiplayer.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-multiplayer.md","aliases":[],"tags":["Physical keyboard interactions","Social rule"],"endsAt":null},{"key":"mechanic/keyboard--family-sensors","type":"mechanic","id":"keyboard--family-sensors","lang":"en","title":"Analog Keys and Sensors","summary":"A specialised keyboard reports key travel as an analog value. Wootility maps millimetres of travel to controller output through a response curve.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-sensors/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-sensors.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-sensors.md","aliases":[],"tags":["Physical keyboard interactions","Special signal"],"endsAt":null},{"key":"mechanic/keyboard--family-feedback","type":"mechanic","id":"keyboard--family-feedback","lang":"en","title":"Light and physical feedback","summary":"Lighting becomes an output channel. Wootility’s demo shows a colour map; game cues additionally require a link to the game state.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-feedback/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-feedback.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-feedback.md","aliases":[],"tags":["Physical keyboard interactions","Device output"],"endsAt":null},{"key":"mechanic/keyboard--family-hybrids","type":"mechanic","id":"keyboard--family-hybrids","lang":"en","title":"Hybrids and embedded controllers","summary":"Keys combine with another controller. In AudioSwift the keyboard triggers notes while the trackpad changes synthesizer parameters.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-hybrids/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-hybrids.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-hybrids.md","aliases":[],"tags":["Physical keyboard interactions","Channel combination"],"endsAt":null},{"key":"mechanic/keyboard--family-accessibility","type":"mechanic","id":"keyboard--family-accessibility","lang":"en","title":"Accessible control schemes","summary":"Remapping preserves an action under a different motor input scheme. PowerToys lets the user choose a more convenient key in place of the original.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-accessibility/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-accessibility.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-accessibility.md","aliases":[],"tags":["Physical keyboard interactions","Adaptation"],"endsAt":null},{"key":"mechanic/keyboard--family-cognition","type":"mechanic","id":"keyboard--family-cognition","lang":"en","title":"Memory, attention and learning","summary":"Typing becomes a task involving memory, attention or command comprehension. In Hacknet the player applies terminal syntax to the current problem.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/keyboard--family-cognition/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/keyboard--family-cognition.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/keyboard--family-cognition.md","aliases":[],"tags":["Physical keyboard interactions","Task constraints"],"endsAt":null},{"key":"catalog/trackpad","type":"catalog","id":"trackpad","lang":"en","title":"Trackpad interactions","summary":"Trackpad Interaction: Actions, Options, Applications and Limitations. Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/trackpad/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/trackpad.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/trackpad.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/trackpad--family-01","type":"mechanic","id":"trackpad--family-01","lang":"en","title":"Pointing and control","summary":"Finger motion becomes pointer motion. macOS configures tracking speed separately from click force and multi-finger gestures.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-01/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-01.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-01.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/trackpad--family-02","type":"mechanic","id":"trackpad--family-02","lang":"en","title":"Touches and clicks","summary":"A tap or physical press triggers a command. macOS separately enables tap-to-click and configures a two-finger secondary click.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-02/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-02.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-02.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/trackpad--family-03","type":"mechanic","id":"trackpad--family-03","lang":"en","title":"Hold and release","summary":"Touch starts a note and release can end it. AudioSwift’s separate sustain mode can retain the sound after finger contact ends.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-03/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-03.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-03.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/trackpad--family-04","type":"mechanic","id":"trackpad--family-04","lang":"en","title":"Dragging and grabbing","summary":"Grabbing links the pointer to an object and release completes the drag. In Mini Metro dragging builds a line between stations.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-04/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-04.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-04.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/trackpad--family-05","type":"mechanic","id":"trackpad--family-05","lang":"en","title":"Scrolling and timelines","summary":"Two-finger scrolling moves through a document without changing its scale. Preview uses this to navigate PDF pages and thumbnails.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-05/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-05.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-05.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/trackpad--family-06","type":"mechanic","id":"trackpad--family-06","lang":"en","title":"Directions and trajectories","summary":"A motion trace defines path geometry. Pointer dragging lets a trackpad draw the lines that form a course in Line Rider.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-06/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-06.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-06.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/trackpad--family-07","type":"mechanic","id":"trackpad--family-07","lang":"en","title":"Multiple Contact Geometry","summary":"Finger separation changes scale. Pinching zooms a document in Preview; the app may receive a recognised gesture instead of two contact coordinates.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-07/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-07.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-07.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/trackpad--family-08","type":"mechanic","id":"trackpad--family-08","lang":"en","title":"Chords, roles and sequences","summary":"Multiple contacts receive independent roles. AudioSwift maps trackpad zones to notes, letting contacts combine into musical actions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-08/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-08.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-08.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/trackpad--family-09","type":"mechanic","id":"trackpad--family-09","lang":"en","title":"Zones and virtual controls","summary":"The surface is divided into virtual controls. In AudioSwift separate vertical zones change Expression, Dynamics, Reverb and Release.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-09/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-09.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-09.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/trackpad--family-10","type":"mechanic","id":"trackpad--family-10","lang":"en","title":"Pressure and force","summary":"Force Touch measures force and distinguishes a click from a firmer press. macOS exposes click-force settings only for compatible trackpads.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-10/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-10.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-10.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/trackpad--family-11","type":"mechanic","id":"trackpad--family-11","lang":"en","title":"Composite control schemes","summary":"Channels receive distinct roles in one task. AudioSwift’s demo plays notes on a keyboard while a trackpad controls a two-dimensional synth parameter.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/trackpad--family-11/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/trackpad--family-11.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/trackpad--family-11.md","aliases":[],"tags":["Trackpad interactions","Mechanics catalog"],"endsAt":null},{"key":"catalog/phone-motion","type":"catalog","id":"phone-motion","lang":"en","title":"Phone motion interactions","summary":"Phone motion sensors: actions, options, applications and limitations. Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/phone-motion/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/phone-motion.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/phone-motion.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/phone-motion--family-tilt","type":"mechanic","id":"phone-motion--family-tilt","lang":"en","title":"Tilt and continuous control","summary":"Phone tilt produces continuous movement. In Tilt to Live the player steers a white arrow between dangerous dots and useful pickups.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-tilt/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-tilt.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-tilt.md","aliases":[],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-motion--family-pose","type":"mechanic","id":"phone-motion--family-pose","lang":"en","title":"Positions and discrete commands","summary":"Moving into a defined orientation triggers a discrete command. In Heads Up! tilting down marks a correct answer and tilting up passes the word.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-pose/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-pose.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-pose.md","aliases":[],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-motion--family-impulse","type":"mechanic","id":"phone-motion--family-impulse","lang":"en","title":"Thrusts, swings and stops","summary":"A jerk is detected through an acceleration peak and event duration. phyphox shows the raw signal; the game defines its recognition rule separately.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-impulse/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-impulse.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-impulse.md","aliases":[],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-motion--family-rhythm","type":"mechanic","id":"phone-motion--family-rhythm","lang":"en","title":"Shaking, repetition and rhythm","summary":"Phone movements become rhythmic input. Just Dance Controller’s handheld mode uses a smartphone held in the dancer’s right hand.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-rhythm/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-rhythm.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-rhythm.md","aliases":[],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-motion--family-steady","type":"mechanic","id":"phone-motion--family-steady","lang":"en","title":"Stillness, balance and precision","summary":"The player reduces deviation from a target orientation. RIDGID Level’s central indicator shows how closely the phone is levelled.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-steady/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-steady.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-steady.md","aliases":[],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-motion--family-physics","type":"mechanic","id":"phone-motion--family-physics","lang":"en","title":"Physical models and materials","summary":"Tilt gains a physical meaning: a ball rolls over a virtual surface. Labyrinth 2 adds walls, holes and other obstacles to the route.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-physics/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-physics.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-physics.md","aliases":[],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-motion--family-tools","type":"mechanic","id":"phone-motion--family-tools","lang":"en","title":"Phone as a tool or prop","summary":"The phone becomes a prop with a familiar physical gesture. In iBeer it is tilted like a glass and the virtual liquid responds to movement.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-tools/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-tools.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-tools.md","aliases":[],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-motion--family-spatial","type":"mechanic","id":"phone-motion--family-spatial","lang":"en","title":"Rotation and spatial interactions","summary":"Phone rotation controls a direction in virtual space. In Bounden players move a shared device to guide a marker through a sequence of rings.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-spatial/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-spatial.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-spatial.md","aliases":[],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-motion--family-activity","type":"mechanic","id":"phone-motion--family-activity","lang":"en","title":"Body movement and device context","summary":"A system estimate of movement becomes an activity counter. Pedometer++ displays estimated steps and how they vary across days.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-activity/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-activity.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-activity.md","aliases":[],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-motion--family-combined","type":"mechanic","id":"phone-motion--family-combined","lang":"en","title":"Compound gestures and other input channels","summary":"Touch establishes intent while movement changes a game parameter. In Bounden both players retain screen contact while rotating the phone together.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-combined/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-combined.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-combined.md","aliases":["Combined gestures and input channels"],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-motion--family-social","type":"mechanic","id":"phone-motion--family-social","lang":"en","title":"Co-op play and multiple devices","summary":"Players take different roles: one holds the phone and others give clues. Heads Up! hides the word from its holder and accepts a tilt to confirm it.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-social/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-social.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-social.md","aliases":[],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-motion--family-applied","type":"mechanic","id":"phone-motion--family-applied","lang":"en","title":"Interfaces, creativity and learning","summary":"Orientation data supports a practical task. RIDGID Level overlays a virtual level on the camera image for comparison with the real scene.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-motion--family-applied/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-motion--family-applied.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-motion--family-applied.md","aliases":[],"tags":["Phone motion interactions","Mechanics catalog"],"endsAt":null},{"key":"catalog/phone-camera","type":"catalog","id":"phone-camera","lang":"en","title":"Phone camera interactions","summary":"Phone camera: actions, options, applications and limitations. Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/phone-camera/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/phone-camera.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/phone-camera.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/phone-camera--family-framing","type":"mechanic","id":"phone-camera--family-framing","lang":"en","title":"Framing and visual attention","summary":"The player aims the camera and frames a target. Seeing AI helps align a document for reading; image position does not establish room coordinates.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-framing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-framing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-framing.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-capture-time","type":"mechanic","id":"phone-camera--family-capture-time","lang":"en","title":"Capture timing and recording modes","summary":"Pressing the shutter or starting recording creates an event. Stop Motion Studio builds motion from a sequence of individually captured frames.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-capture-time/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-capture-time.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-capture-time.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-camera-controls","type":"mechanic","id":"phone-camera--family-camera-controls","lang":"en","title":"Optics and camera settings","summary":"Camera settings change image capture. In the Halide Mark II interface, manual focus sets the distance; available controls depend on the camera.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-camera-controls/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-camera-controls.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-camera-controls.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-light-color","type":"mechanic","id":"phone-camera--family-light-color","lang":"en","title":"Light, color and shadows","summary":"A game extracts brightness or color from the image. phyphox shows a camera preview and brightness estimate; autoexposure complicates uncalibrated comparisons.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-light-color/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-light-color.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-light-color.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-physical-optics","type":"mechanic","id":"phone-camera--family-physical-optics","lang":"en","title":"Physical manipulation of the image","summary":"A mirror or filter changes the light path into the lens. Osmo’s red reflector directs the camera toward the table, using compatible base hardware and pieces.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-physical-optics/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-physical-optics.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-physical-optics.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-motion-2d","type":"mechanic","id":"phone-camera--family-motion-2d","lang":"en","title":"Motion in the image plane","summary":"Frames become movement directions and paths. Active Arcade reads player motion through the camera; the phone needs a stable position and a clear body view.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-motion-2d/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-motion-2d.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-motion-2d.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-objects","type":"mechanic","id":"phone-camera--family-objects","lang":"en","title":"Objects, signs and relationships","summary":"The camera recognizes supported object classes. Seeing AI has a dedicated currency mode; it does not identify every object or material.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-objects/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-objects.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-objects.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-text-codes","type":"mechanic","id":"phone-camera--family-text-codes","lang":"en","title":"Text, pictures and machine codes","summary":"The camera turns visible symbols into data. Seeing AI’s Product mode uses audio guidance to help aim the camera at a product barcode.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-text-codes/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-text-codes.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-text-codes.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-paper-table","type":"mechanic","id":"phone-camera--family-paper-table","lang":"en","title":"Paper, cards and tabletop objects","summary":"The player rearranges physical pieces and the camera reads them. Osmo Tangram matches tabletop shapes to onscreen puzzles, using its base and compatible pieces.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-paper-table/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-paper-table.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-paper-table.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-face-head","type":"mechanic","id":"phone-camera--family-face-head","lang":"en","title":"Face and head position","summary":"Head position controls a pointer. iOS Head Tracking uses the camera for pointer motion and dwell for actions; it does not establish identity.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-face-head/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-face-head.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-face-head.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-face-actions","type":"mechanic","id":"phone-camera--family-face-actions","lang":"en","title":"Eyes, mouth and facial actions","summary":"A visible facial action becomes a command. iOS Head Tracking can map eyebrow raises or an open mouth to actions; facial shape does not prove emotion.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-face-actions/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-face-actions.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-face-actions.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-hands","type":"mechanic","id":"phone-camera--family-hands","lang":"en","title":"Hands, fingers and hand gestures","summary":"The camera estimates hand and finger positions. MediaPipe provides hand landmarks; gesture rules must handle occlusion and tracking loss.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-hands/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-hands.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-hands.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-body","type":"mechanic","id":"phone-camera--family-body","lang":"en","title":"Posture, body movement and active play","summary":"Body pose and motion replace buttons. In Active Arcade the player moves in front of the phone camera to interact with onscreen targets.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-body/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-body.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-body.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-silhouette","type":"mechanic","id":"phone-camera--family-silhouette","lang":"en","title":"Silhouette, masks and segmentation","summary":"Segmentation separates a person’s image area from the background. MediaPipe shows a portrait and its mask; image overlap does not establish 3D contact.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-silhouette/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-silhouette.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-silhouette.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-ar-geometry","type":"mechanic","id":"phone-camera--family-ar-geometry","lang":"en","title":"AR: surfaces and spatial geometry","summary":"Scanning links images to spatial geometry. Polycam builds room models; the method, hardware requirements and accuracy depend on mode and device.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-ar-geometry/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-ar-geometry.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-ar-geometry.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-ar-rules","type":"mechanic","id":"phone-camera--family-ar-rules","lang":"en","title":"AR: viewpoint and observation rules","summary":"The player changes viewpoint and aims at spatial targets. Measure requires aligning the pointer with object points; its measurements are approximate.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-ar-rules/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-ar-rules.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-ar-rules.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-content","type":"mechanic","id":"phone-camera--family-content","lang":"en","title":"Filming as game content creation","summary":"Captured images become creative material. Stop Motion Studio turns individual frames into an editable animation sequence.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-content/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-content.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-content.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-memory","type":"mechanic","id":"phone-camera--family-memory","lang":"en","title":"Time, video memory and state comparison","summary":"A frame sequence preserves a scene’s history. Stop Motion Studio’s timeline lets the creator compare motion stages and revisit individual captures.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-memory/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-memory.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-memory.md","aliases":[],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-multiplayer","type":"mechanic","id":"phone-camera--family-multiplayer","lang":"en","title":"Multiple cameras, participants and video calling","summary":"Cameras connect participants in a video session. Google Meet shows multiple callers; video calling alone does not synchronize an AR scene’s coordinates.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-multiplayer/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-multiplayer.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-multiplayer.md","aliases":["Multiple cameras and video calling"],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-world-quests","type":"mechanic","id":"phone-camera--family-world-quests","lang":"en","title":"Real world search and visual tasks","summary":"Search, capture and recognition form a task. Seek offers wildlife challenges and badges; this screenshot shows a historical challenge from 2020.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-world-quests/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-world-quests.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-world-quests.md","aliases":["World search and visual tasks"],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-camera--family-hybrid","type":"mechanic","id":"phone-camera--family-hybrid","lang":"en","title":"Hybrid and experimental methods","summary":"Camera input combines with other channels. RIDGID Level overlays a tilt indicator on the camera view.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-camera--family-hybrid/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-camera--family-hybrid.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-camera--family-hybrid.md","aliases":["Combining camera input"],"tags":["Phone camera interactions","Mechanics catalog"],"endsAt":null},{"key":"catalog/phone-microphone","type":"catalog","id":"phone-microphone","lang":"en","title":"Phone microphone interactions","summary":"Phone microphone: actions, options, applications and limitations. Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/phone-microphone/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/phone-microphone.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/phone-microphone.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/phone-microphone--family-level","type":"mechanic","id":"phone-microphone--family-level","lang":"en","title":"Loudness and dynamics","summary":"Input sound level selects an action or its magnitude. After sensitivity calibration, the app distinguishes silence, quiet sound and a stronger signal.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-level/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-level.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-level.md","aliases":[],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-time","type":"mechanic","id":"phone-microphone--family-time","lang":"en","title":"Time, rhythm and pauses","summary":"An app uses sound onset, duration and gaps. The player sustains a voice input or reproduces a required event sequence.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-time/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-time.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-time.md","aliases":["Timing, rhythm and pauses"],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-pitch","type":"mechanic","id":"phone-microphone--family-pitch","lang":"en","title":"Pitch","summary":"The microphone captures sound and the app estimates its fundamental frequency. The player adjusts a voice or instrument to a note or contour.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-pitch/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-pitch.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-pitch.md","aliases":[],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-timbre","type":"mechanic","id":"phone-microphone--family-timbre","lang":"en","title":"Timbre, articulation and manner","summary":"Spectral structure, onset and articulation can distinguish sound forms. The shown spectrum makes input-signal features observable.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-timbre/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-timbre.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-timbre.md","aliases":["Timbre and articulation"],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-breath","type":"mechanic","id":"phone-microphone--family-breath","lang":"en","title":"Blowing and breathing","summary":"Blowing creates noise at the microphone and changes the app’s state. A virtual candle can be extinguished or lit by blowing.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-breath/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-breath.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-breath.md","aliases":[],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-commands","type":"mechanic","id":"phone-microphone--family-commands","lang":"en","title":"Verbal commands","summary":"The microphone receives a spoken command. The app recognizes its action and parameters, then confirms execution so the result can be checked.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-commands/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-commands.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-commands.md","aliases":["Spoken commands"],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-language","type":"mechanic","id":"phone-microphone--family-language","lang":"en","title":"The meaning of speech and language rules","summary":"An app accepts a spoken response and checks meaning or language form. The content matters rather than the mere presence of sound.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-language/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-language.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-language.md","aliases":["Speech meaning and language rules"],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-music","type":"mechanic","id":"phone-microphone--family-music","lang":"en","title":"Musical performance","summary":"The phone receives singing or instrument sound and compares the performance with notes, rhythm or another participant’s part.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-music/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-music.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-music.md","aliases":[],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-body-objects","type":"mechanic","id":"phone-microphone--family-body-objects","lang":"en","title":"Sounds of the body and objects","summary":"Claps, clicks or taps can become game input. Event recognition uses temporal and spectral sound features.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-body-objects/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-body-objects.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-body-objects.md","aliases":["Body and object sounds"],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-device","type":"mechanic","id":"phone-microphone--family-device","lang":"en","title":"Contact with the phone and microphone","summary":"In a design scenario, tapping or touching the case creates a microphone impulse. A rule maps that signal to an action.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-device/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-device.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-device.md","aliases":[],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-events","type":"mechanic","id":"phone-microphone--family-events","lang":"en","title":"External Event Recognition","summary":"An app identifies an external acoustic event or recording through signal features. The result informs the next action.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-events/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-events.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-events.md","aliases":["Recognizing external sound"],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-ambience","type":"mechanic","id":"phone-microphone--family-ambience","lang":"en","title":"Background and acoustic environment","summary":"An app accounts for background noise and isolates useful sound. A scenario can use the environment to adjust thresholds, audibility or processing.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-ambience/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-ambience.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-ambience.md","aliases":[],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-space","type":"mechanic","id":"phone-microphone--family-space","lang":"en","title":"Position and multiple microphones","summary":"Acoustic signals can help locate a source or obstacle. Phone movement and additional channels can expand the observations.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-space/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-space.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-space.md","aliases":[],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-sonar","type":"mechanic","id":"phone-microphone--family-sonar","lang":"en","title":"Speaker and microphone as an acoustic probe","summary":"The phone emits a sound pulse and records its reflection. Return-signal delay is used to estimate obstacle distance.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-sonar/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-sonar.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-sonar.md","aliases":["Speaker and microphone as a probe"],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-recording","type":"mechanic","id":"phone-microphone--family-recording","lang":"en","title":"Recording as game material","summary":"Microphone audio is saved, edited or replayed. A game rule uses the recording as a task object.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-recording/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-recording.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-recording.md","aliases":["Recordings as game material"],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-codes","type":"mechanic","id":"phone-microphone--family-codes","lang":"en","title":"Acoustic codes and data exchange","summary":"A sound sequence carries an encoded message. The microphone receives it, and a decoder translates temporal or frequency patterns into data.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-codes/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-codes.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-codes.md","aliases":[],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-social","type":"mechanic","id":"phone-microphone--family-social","lang":"en","title":"Multiple players and communication","summary":"The microphone captures a participant’s voice for shared performance or communication. Roles, turn-taking and coordination shape the result.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-social/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-social.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-social.md","aliases":[],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-microphone--family-hybrid","type":"mechanic","id":"phone-microphone--family-hybrid","lang":"en","title":"Combination with other inputs","summary":"Voice or other sound combines with touch, motion or a button. Each channel has a distinct role in the combined action.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-microphone--family-hybrid/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-microphone--family-hybrid.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-microphone--family-hybrid.md","aliases":["Combining input methods"],"tags":["Phone microphone interactions","Mechanics catalog"],"endsAt":null},{"key":"catalog/phone-haptics","type":"catalog","id":"phone-haptics","lang":"en","title":"Phone haptics","summary":"Phone vibration and tactile feedback: actions, options, applications and limitations. Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/phone-haptics/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/phone-haptics.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/phone-haptics.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/phone-haptics--family-ui","type":"mechanic","id":"phone-haptics--family-ui","lang":"en","title":"Buttons, gestures and interface","summary":"A brief tactile cue confirms an interface action. In Procreate Pocket holding a slider switches its mode and produces haptic feedback.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-ui/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-ui.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-ui.md","aliases":["Buttons, gestures and interfaces"],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-space","type":"mechanic","id":"phone-haptics--family-space","lang":"en","title":"Search, space and direction","summary":"Position in a virtual field changes tactile output. In HapticPalette the Y axis sets intensity and the X axis sets pattern sharpness.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-space/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-space.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-space.md","aliases":[],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-timing","type":"mechanic","id":"phone-haptics--family-timing","lang":"en","title":"Timing, rhythm and reaction","summary":"Pulse times and pauses define rhythm. Haptrix places individual haptic events on a timeline to create a distinguishable sequence.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-timing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-timing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-timing.md","aliases":[],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-control","type":"mechanic","id":"phone-haptics--family-control","lang":"en","title":"Precision and feedback control","summary":"Continuous tactile feedback makes input states distinguishable. In HapticPalette finger movement immediately changes vibration intensity and sharpness.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-control/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-control.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-control.md","aliases":["Precision through haptic feedback"],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-combat","type":"mechanic","id":"phone-haptics--family-combat","lang":"en","title":"Combat, action and sports","summary":"An impact can be confirmed with a brief pulse. The HapticBounce sample links haptic strength to the ball’s collision speed at a boundary.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-combat/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-combat.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-combat.md","aliases":[],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-simulation","type":"mechanic","id":"phone-haptics--family-simulation","lang":"en","title":"Transport, machines and physical processes","summary":"The tactile signal follows a physics model. HapticBounce produces stronger feedback when the ball hits the screen edge faster.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-simulation/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-simulation.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-simulation.md","aliases":["Vehicles, machines and physics"],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-materials","type":"mechanic","id":"phone-haptics--family-materials","lang":"en","title":"Materials, tools and virtual items","summary":"Vibration character suggests an object or material. HapticPalette lets users compare dull and crisp feedback under different parameters.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-materials/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-materials.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-materials.md","aliases":["Materials, tools and objects"],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-puzzles","type":"mechanic","id":"phone-haptics--family-puzzles","lang":"en","title":"Puzzles, codes and training","summary":"Design scenario: a vibration sequence becomes a code to remember and repeat. Haptrix shows separate pulses on a timeline.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-puzzles/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-puzzles.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-puzzles.md","aliases":["Puzzles, codes and learning"],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-stealth","type":"mechanic","id":"phone-haptics--family-stealth","lang":"en","title":"Stealth, danger and horror","summary":"Design scenario: a growing tactile pattern signals increasing danger. Haptrix provides intensity and envelope controls for such a cue.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-stealth/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-stealth.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-stealth.md","aliases":[],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-story","type":"mechanic","id":"phone-haptics--family-story","lang":"en","title":"Narrative, emotion and presence","summary":"Design scenario: a recognisable tactile motif accompanies a scene. Haptrix lets a designer set the duration and build-up of that signal.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-story/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-story.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-story.md","aliases":["Narrative and presence"],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-multi","type":"mechanic","id":"phone-haptics--family-multi","lang":"en","title":"Multiplayer and social interaction","summary":"In the VibeComm prototype vibrations carry a command through a shared surface. Phones receive it through accelerometers and change their screens together.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-multi/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-multi.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-multi.md","aliases":["Shared cues and commands"],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-sensors","type":"mechanic","id":"phone-haptics--family-sensors","lang":"en","title":"Phone movement, sensors and AR","summary":"A sensor supplies input and the motor reports the result. In HapticBounce tilt moves a ball and its collisions produce haptic feedback.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-sensors/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-sensors.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-sensors.md","aliases":["Movement, sensors and AR"],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-accessibility","type":"mechanic","id":"phone-haptics--family-accessibility","lang":"en","title":"Accessibility and interaction without looking","summary":"Tactile confirmation supports control without looking. Blind Drive relies on sound and includes haptic effects designed for its mobile version.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-accessibility/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-accessibility.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-accessibility.md","aliases":["Accessibility without looking"],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-utility","type":"mechanic","id":"phone-haptics--family-utility","lang":"en","title":"Daily tasks and productivity","summary":"A short cue makes state changes noticeable without constant visual checking. Procreate Pocket uses it to confirm a slider’s mode change.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-utility/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-utility.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-utility.md","aliases":["Everyday tasks"],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-creative","type":"mechanic","id":"phone-haptics--family-creative","lang":"en","title":"Creativity, learning rhythm and relaxation","summary":"A musical phrase becomes a basis for a tactile pattern. Haptrix can add pulses at detected beats while importing audio.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-creative/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-creative.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-creative.md","aliases":["Creativity and rhythm"],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-haptics--family-experimental","type":"mechanic","id":"phone-haptics--family-experimental","lang":"en","title":"Research and hardware extensions","summary":"GripSense uses a motor and gyroscope to estimate pressure indirectly. This calibrated research method is not a standard phone force sensor.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-haptics--family-experimental/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-haptics--family-experimental.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-haptics--family-experimental.md","aliases":[],"tags":["Phone haptics","Mechanics catalog"],"endsAt":null},{"key":"catalog/phone-flashlight","type":"catalog","id":"phone-flashlight","lang":"en","title":"Phone flashlight interactions","summary":"Phone flashlight: actions, options, applications and limitations. Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/phone-flashlight/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/phone-flashlight.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/phone-flashlight.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/phone-flashlight--family-control","type":"mechanic","id":"phone-flashlight--family-control","lang":"en","title":"Light control","summary":"The app switches the LED and adjusts supported light controls. phyphox sets brightness, frequency and duty cycle; limits depend on the phone.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-control/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-control.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-control.md","aliases":[],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-flashlight--family-timing","type":"mechanic","id":"phone-flashlight--family-timing","lang":"en","title":"Rhythm, time and light codes","summary":"Flashes and pauses encode a sequence. Morse-It sends text as Morse code using the screen, sound and the device flashlight where supported.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-timing/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-timing.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-timing.md","aliases":[],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-flashlight--family-movement","type":"mechanic","id":"phone-flashlight--family-movement","lang":"en","title":"Direction and movement of the phone","summary":"Moving the phone changes object lighting. The WildLight research prototype uses images with a moving LED to recover shape and reflectance.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-movement/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-movement.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-movement.md","aliases":[],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-flashlight--family-shadows","type":"mechanic","id":"phone-flashlight--family-shadows","lang":"en","title":"Occlusion and shadows","summary":"Occluding light changes shadows and visible form. WildLight reconstructs scenes from lit images; a hand-shadow game needs its own recognition rules.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-shadows/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-shadows.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-shadows.md","aliases":[],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-flashlight--family-optics","type":"mechanic","id":"phone-flashlight--family-optics","lang":"en","title":"Reflection, transmission and materials","summary":"Materials change LED reflections. WildLight estimates shape and reflectance from multiple images; it is a research method, not a material sensor.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-optics/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-optics.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-optics.md","aliases":[],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-flashlight--family-camera","type":"mechanic","id":"phone-flashlight--family-camera","lang":"en","title":"Search, camera and augmented reality","summary":"The camera observes a scene lit by the phone LED. WildLight uses these images for reconstruction; flash and autoexposure affect the result.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-camera/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-camera.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-camera.md","aliases":[],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-flashlight--family-world","type":"mechanic","id":"phone-flashlight--family-world","lang":"en","title":"Changing the game world","summary":"Design scenario: switching the LED also changes a virtual scene. phyphox illustrates the physical light channel; game-world changes need separate rules.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-world/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-world.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-world.md","aliases":[],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-flashlight--family-agents","type":"mechanic","id":"phone-flashlight--family-agents","lang":"en","title":"Creature behavior, stealth and attention","summary":"Design scenario: a light command affects a virtual enemy or live game. The phyphox interface illustrates LED output, not creature detection.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-agents/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-agents.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-agents.md","aliases":["Light, stealth and agent attention"],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-flashlight--family-economy","type":"mechanic","id":"phone-flashlight--family-economy","lang":"en","title":"Resource, risk and limitations","summary":"Design scenario: a charge budget or timer limits light and creates timing choices. phyphox shows LED control; the game resource requires a separate rule.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-economy/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-economy.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-economy.md","aliases":[],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-flashlight--family-multiplayer","type":"mechanic","id":"phone-flashlight--family-multiplayer","lang":"en","title":"Cooperation, competition and communication","summary":"Light carries a signal to another participant. Morse-It encodes text as flashes for a person in line of sight; automatic reception is not implied.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-multiplayer/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-multiplayer.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-multiplayer.md","aliases":["Cooperation and light communication"],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-flashlight--family-feedback","type":"mechanic","id":"phone-flashlight--family-feedback","lang":"en","title":"Feedback, storytelling and atmosphere","summary":"The LED becomes an output channel for events or atmosphere. phyphox shows pulse control; narrative mappings must be designed separately.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-feedback/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-feedback.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-feedback.md","aliases":["Light feedback and atmosphere"],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-flashlight--family-practice","type":"mechanic","id":"phone-flashlight--family-practice","lang":"en","title":"Creativity, learning and everyday tasks","summary":"Light helps teach and reproduce a code. Morse-It converts text to dots, dashes and flashes; screen light and the rear LED remain different outputs.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-flashlight--family-practice/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-flashlight--family-practice.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-flashlight--family-practice.md","aliases":[],"tags":["Phone flashlight interactions","Mechanics catalog"],"endsAt":null},{"key":"catalog/phone-magnetometer","type":"catalog","id":"phone-magnetometer","lang":"en","title":"Phone magnetometer interactions","summary":"Phone magnetometer: actions, options, applications and limitations. Complete list from the discussion, with search and sources.","status":"active","updatedAt":"2026-10-20","url":"https://gamemechanics.pro/en/mechanics/phone-magnetometer/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/phone-magnetometer.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/phone-magnetometer.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/phone-magnetometer--family-01","type":"mechanic","id":"phone-magnetometer--family-01","lang":"en","title":"Phone heading","summary":"Phone heading can control an aim direction, sector or route. Magnetic and geographic north require different corrections.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-magnetometer--family-01/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-magnetometer--family-01.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-magnetometer--family-01.md","aliases":[],"tags":["Phone magnetometer interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-magnetometer--family-02","type":"mechanic","id":"phone-magnetometer--family-02","lang":"en","title":"Rotation over time","summary":"Changes in heading or field components over time can define a turn, sequence or rhythmic gesture in a game scenario.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-magnetometer--family-02/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-magnetometer--family-02.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-magnetometer--family-02.md","aliases":["Turns over time"],"tags":["Phone magnetometer interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-magnetometer--family-03","type":"mechanic","id":"phone-magnetometer--family-03","lang":"en","title":"Using a magnet as a button","summary":"Bringing a magnet near changes the field. A scenario can map a threshold crossing to a press and its removal to a release.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-magnetometer--family-03/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-magnetometer--family-03.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-magnetometer--family-03.md","aliases":["A magnet as a button"],"tags":["Phone magnetometer interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-magnetometer--family-04","type":"mechanic","id":"phone-magnetometer--family-04","lang":"en","title":"Field strength as analog input","summary":"Measured field strength can continuously control a parameter. Distance to a particular magnet requires calibration of that magnet’s field.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-magnetometer--family-04/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-magnetometer--family-04.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-magnetometer--family-04.md","aliases":[],"tags":["Phone magnetometer interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-magnetometer--family-05","type":"mechanic","id":"phone-magnetometer--family-05","lang":"en","title":"Vector and polarity","summary":"Field components can define direction or distinguish magnet positions. Comparing signs requires a consistent phone coordinate frame.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-magnetometer--family-05/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-magnetometer--family-05.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-magnetometer--family-05.md","aliases":[],"tags":["Phone magnetometer interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-magnetometer--family-06","type":"mechanic","id":"phone-magnetometer--family-06","lang":"en","title":"Gestures with a magnet","summary":"A scenario can distinguish magnet gestures through peak sequences, duration and field-component changes. The instrument shows the input signal.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-magnetometer--family-06/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-magnetometer--family-06.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-magnetometer--family-06.md","aliases":["Magnet gestures"],"tags":["Phone magnetometer interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-magnetometer--family-07","type":"mechanic","id":"phone-magnetometer--family-07","lang":"en","title":"Passive physical controllers","summary":"A passive button or lever changes the phone sensor’s magnetic field. MagPie is a research prototype for customizable mechanical input.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/phone-magnetometer--family-07/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/phone-magnetometer--family-07.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/phone-magnetometer--family-07.md","aliases":["Passive magnetic controllers"],"tags":["Phone magnetometer interactions","Mechanics catalog"],"endsAt":null},{"key":"mechanic/phone-magnetometer--family-08","type":"mechanic","id":"phone-magnetometer--family-08","lang":"en","title":"Objects and physical tokens","summary":"A physical overlay maps magnet position to a command. 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PUBG’s Blue Zone damages players outside it, increasing the cost of delay and concentrating encounters.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/online-participation--t324/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/online-participation--t324.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/online-participation--t324.md","aliases":[],"tags":["Online worlds and participation","Mechanics and variants"],"endsAt":null},{"key":"mechanic/online-participation--t325","type":"mechanic","id":"online-participation--t325","lang":"en","title":"Asynchronous competition, ghosts and messages","summary":"Results persist without simultaneous play. Duolingo participants earn XP at different times, and a weekly leaderboard compares their contributions.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/online-participation--t325/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/online-participation--t325.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/online-participation--t325.md","aliases":["Asynchronous competition and messages"],"tags":["Online worlds and participation","Mechanics and variants"],"endsAt":null},{"key":"mechanic/online-participation--t326","type":"mechanic","id":"online-participation--t326","lang":"en","title":"Player markets, gifts and trading","summary":"A market transfers items at an agreed price. Steam Community Market shows participant listings, available quantities and starting prices.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/online-participation--t326/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/online-participation--t326.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/online-participation--t326.md","aliases":["Markets, gifts and player trading"],"tags":["Online worlds and participation","Mechanics and variants"],"endsAt":null},{"key":"mechanic/online-participation--t327","type":"mechanic","id":"online-participation--t327","lang":"en","title":"Seasons, events and world changes","summary":"A season defines shared goals and rewards for a period. Deep Rock Galactic links expeditions through assignments and a seasonal reward track.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/online-participation--t327/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/online-participation--t327.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/online-participation--t327.md","aliases":[],"tags":["Online worlds and participation","Mechanics and variants"],"endsAt":null},{"key":"mechanic/online-participation--t329","type":"mechanic","id":"online-participation--t329","lang":"en","title":"ARGs, transmedia and play beyond the application","summary":"Puzzles continue through linked material across channels. The Black Watchmen leads an investigation to a fictional website that becomes part of the puzzle.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/online-participation--t329/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/online-participation--t329.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/online-participation--t329.md","aliases":["ARGs, transmedia and play beyond the app"],"tags":["Online worlds and participation","Mechanics and variants"],"endsAt":null},{"key":"mechanic/online-participation--t328","type":"mechanic","id":"online-participation--t328","lang":"en","title":"Battle passes, in-game stores and monetization","summary":"A paid offer defines access and its conditions. 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expression.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rhythm-composition--t221/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rhythm-composition--t221.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rhythm-composition--t221.md","aliases":["Movement to a beat"],"tags":["Sound, music and rhythm","Mechanics and variants"],"endsAt":null},{"key":"mechanic/rhythm-composition--t222","type":"mechanic","id":"rhythm-composition--t222","lang":"en","title":"Music composition and improvisation","summary":"Players assemble musical phrases from permitted elements while the system links choices, timing and audible results.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/rhythm-composition--t222/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/rhythm-composition--t222.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/rhythm-composition--t222.md","aliases":[],"tags":["Sound, music and rhythm","Mechanics and variants"],"endsAt":null},{"key":"mechanic/rhythm-composition--t219","type":"mechanic","id":"rhythm-composition--t219","lang":"en","title":"Beat matching and timing windows","summary":"The player presses the matching button as a cue reaches a timing line. 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The player chooses a useful combination while accounting for each item’s drawbacks.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/role-playing-systems--t053/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/role-playing-systems--t053.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/role-playing-systems--t053.md","aliases":["Equipment and properties"],"tags":["Role-playing systems","Mechanics and variants"],"endsAt":null},{"key":"mechanic/role-playing-systems--t054","type":"mechanic","id":"role-playing-systems--t054","lang":"en","title":"Status effects, elements and resistances","summary":"Effects temporarily change a target’s movement, defense or available actions. Players choose effects to suit the situation and resistances.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/knowledge/mechanic/role-playing-systems--t054/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/role-playing-systems--t054.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/role-playing-systems--t054.md","aliases":["Status and elemental effects"],"tags":["Role-playing systems","Mechanics and variants"],"endsAt":null},{"key":"mechanic/role-playing-systems--t055","type":"mechanic","id":"role-playing-systems--t055","lang":"en","title":"Learning skills through use","summary":"A skill improves through relevant use, letting players practice while also addressing a current 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check.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tabletop-systems--t180/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tabletop-systems--t180.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tabletop-systems--t180.md","aliases":["Areas, majority and enclosure"],"tags":["Cards, dice and tabletop mechanics","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tabletop-systems--t181","type":"mechanic","id":"tabletop-systems--t181","lang":"en","title":"Tile placement and shared boards","summary":"Placing a tile changes a shared board and its legal continuations, requiring attention to edges and neighboring pieces.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tabletop-systems--t181/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tabletop-systems--t181.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tabletop-systems--t181.md","aliases":[],"tags":["Cards, dice and tabletop mechanics","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tabletop-systems--t182","type":"mechanic","id":"tabletop-systems--t182","lang":"en","title":"Dice, rerolls and result assignment","summary":"A roll supplies limited values; rerolling and assignment turn a random outcome into a manageable resource.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tabletop-systems--t182/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tabletop-systems--t182.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tabletop-systems--t182.md","aliases":[],"tags":["Cards, dice and tabletop mechanics","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tabletop-systems--t183","type":"mechanic","id":"tabletop-systems--t183","lang":"en","title":"Wagers, bluffing and pushing your luck","summary":"The player chooses whether to continue an uncertain attempt, increasing rewards and the risk of losing unbanked gains.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tabletop-systems--t183/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tabletop-systems--t183.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tabletop-systems--t183.md","aliases":["Betting, bluffing and pushing luck"],"tags":["Cards, dice and tabletop mechanics","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tabletop-systems--t184","type":"mechanic","id":"tabletop-systems--t184","lang":"en","title":"Hidden orders and simultaneous selection","summary":"Simultaneous hidden choices emphasize predicting intentions rather than reacting to an order already executed.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tabletop-systems--t184/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tabletop-systems--t184.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tabletop-systems--t184.md","aliases":[],"tags":["Cards, dice and tabletop mechanics","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tabletop-systems--t185","type":"mechanic","id":"tabletop-systems--t185","lang":"en","title":"Dexterity and digital tabletop toys","summary":"Physical precision determines game-piece placement while a digital model translates the result into game state.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tabletop-systems--t185/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tabletop-systems--t185.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tabletop-systems--t185.md","aliases":["Tabletop spatial dexterity"],"tags":["Cards, dice and tabletop mechanics","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tabletop-systems--t177","type":"mechanic","id":"tabletop-systems--t177","lang":"en","title":"Drafting and shared offers","summary":"Drafting distributes elements through sequential selection: taking an item improves one participant and removes an option from others.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tabletop-systems--t177/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tabletop-systems--t177.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tabletop-systems--t177.md","aliases":[],"tags":["Cards, dice and tabletop mechanics","Mechanics and variants"],"endsAt":null},{"key":"catalog/tactics-defense","type":"catalog","id":"tactics-defense","lang":"en","title":"Tactics and defense","summary":"Tactics and defense turn positioning, action order and preparation into limited resources.","status":"active","updatedAt":"2026-10-21","url":"https://gamemechanics.pro/en/mechanics/tactics-defense/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/catalog/tactics-defense.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/catalog/tactics-defense.md","aliases":[],"tags":[],"endsAt":null},{"key":"mechanic/tactics-defense--t077","type":"mechanic","id":"tactics-defense--t077","lang":"en","title":"Turn-based grid combat","summary":"Grid cells discretize legal movement and effect areas, allowing combat sequences to be planned.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tactics-defense--t077/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tactics-defense--t077.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tactics-defense--t077.md","aliases":[],"tags":["Tactics and defense","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tactics-defense--t078","type":"mechanic","id":"tactics-defense--t078","lang":"en","title":"Initiative and action economy","summary":"Initiative sets order while an action budget limits combinations of movement, attacks and preparation within a turn.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tactics-defense--t078/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tactics-defense--t078.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tactics-defense--t078.md","aliases":[],"tags":["Tactics and defense","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tactics-defense--t079","type":"mechanic","id":"tactics-defense--t079","lang":"en","title":"Positioning, flanking and cover","summary":"Position changes protection and target access, while flanking circumvents the advantage of a frontal engagement.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tactics-defense--t079/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tactics-defense--t079.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tactics-defense--t079.md","aliases":["Position, flanks and cover"],"tags":["Tactics and defense","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tactics-defense--t080","type":"mechanic","id":"tactics-defense--t080","lang":"en","title":"Displacement and environmental tactics","summary":"Forced movement changes tactical situations without direct damage by using hazards and board structure.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tactics-defense--t080/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tactics-defense--t080.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tactics-defense--t080.md","aliases":[],"tags":["Tactics and defense","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tactics-defense--t081","type":"mechanic","id":"tactics-defense--t081","lang":"en","title":"Planning simultaneously executed turns","summary":"Participants plan from one world state, then the system jointly executes orders using explicit conflict rules.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tactics-defense--t081/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tactics-defense--t081.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tactics-defense--t081.md","aliases":["Simultaneous plan execution"],"tags":["Tactics and defense","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tactics-defense--t082","type":"mechanic","id":"tactics-defense--t082","lang":"en","title":"Auto battlers and roster preparation","summary":"The player assembles and positions a roster before combat, and automated execution tests preparation and role combinations.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tactics-defense--t082/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tactics-defense--t082.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tactics-defense--t082.md","aliases":[],"tags":["Tactics and defense","Mechanics and variants"],"endsAt":null},{"key":"mechanic/tactics-defense--t083","type":"mechanic","id":"tactics-defense--t083","lang":"en","title":"Tower defense","summary":"The player places defenses along enemy routes, splitting a budget between coverage, damage types and upgrades.","status":"active","updatedAt":"2026-10-22","url":"https://gamemechanics.pro/en/knowledge/mechanic/tactics-defense--t083/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/tactics-defense--t083.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/tactics-defense--t083.md","aliases":[],"tags":["Tactics 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