{"schemaVersion":1,"record":{"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.","updatedAt":"2026-10-22","status":"active","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"],"sourceIds":["source-228f7312eafb9b26"],"sources":[{"id":"source-228f7312eafb9b26","title":"Haptrix","url":"https://www.haptrix.com/store","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The signal communicates risk, helps choose the moment and sometimes becomes evidence itself."},{"id":"variants","title":"Variants","body":"### Variants and applications\n\n<a id=\"family-stealth-variants\"></a>\n\n- Approaching threat. Role: Mechanics. Features: Basic impulses. Input: status. Rule: As danger increases, intervals become shorter; the player decides whether to hide, freeze or retreat. Application: Stealth, stalker, infested area. Limitations: The pattern can communicate risk, but a separate code is needed to direct the threat. <a id=\"variant-h081\"></a>\n- Detection by the enemy. Role: Mechanics. Features: Basic impulses. Input: status. Rule: Different series indicate suspicion, search and complete detection; the player chooses the answer. Application: Secret passage, social stealth. Limitations: State transition is more important than the continuous repetition of one warning. <a id=\"variant-h082\"></a>\n- Heartbeat as a risk scale. Role: Mechanics. Features: Basic impulses. Input: status. Rule: Paired impulses accelerate with the character's conditioned stress; the player reduces the risk by actions. Application: Hide and seek, horror, panic control. Limitations: This is a game parameter; do not pass it off as measuring a person’s real pulse. <a id=\"variant-h083\"></a>\n- Footsteps behind the wall. Role: Mechanics. Features: Basic impulses. Input: status. Rule: The rhythm of steps allows you to evaluate the approach and choose the moment to leave cover. Application: Patrol, invisible enemy, escape. Limitations: The type of step and distance are coded conditionally; one motor does not localize the source in the room. <a id=\"variant-h084\"></a>\n- Tactile anomaly detector. Role: Mechanics. Features: Rich tactility. Input: drag and drop, sensors. Rule: The player aims the device and compares the uneven signals to determine a safe passage. Application: Paranormal quest, radiation in the game. Limitations: The vibration motor does not measure real radiation or electromagnetic threats. <a id=\"variant-h085\"></a>\n- Freeze after the signal. Role: Mechanics. Features: Basic impulses. Enter: sensors. Rule: After the warning, the player must hold the phone still; exceeding the movement threshold reveals the character. Application: Red light, hide and seek, careful carrying. Limitations: Filter vibrations from the motor itself, otherwise the device may punish the player for its own signal. <a id=\"variant-h086\"></a>\n- Masking action with noise. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: Strong impulses indicate safe intervals of virtual noise; the player acts only in these moments. Application: Theft, crossing a creaking floor, bypassing security. Limitations: Here noise is a condition of the game world, and not an actual acoustic dimension. <a id=\"variant-h087\"></a>\n- Vibration as an outstanding sound. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: Participants in the same room can hear a real motor; the player decides whether to receive a hint or remain silent. Application: Local hide and seek, social board game. Limitations: Sound depends on the body and surface; it cannot be counted on as an equal competitive channel. <a id=\"variant-h088\"></a>\n- False alarm as evidence. Role: Mechanics. Features: Basic impulses. Input: touch. Rule: The player matches several patterns and other signs to distinguish a real threat signal from interference. Application: Detective horror, unreliable device. Limitations: The interference rule must be explainable; arbitrary deception destroys the opportunity to learn. <a id=\"variant-h089\"></a>\n- Tactile screamer. Role: Feedback. Features: Rich tactility. Input: status. Rule: A short sudden burst coincides with a pre-arranged plot event. Application: Horror, climax, sudden contact. Limitations: Give intensity adjustment and shutdown; Frequent outbursts quickly lose their meaning. <a id=\"variant-h090\"></a>"},{"id":"context","title":"Context and limits","body":"Author's systematization: 160 cards in 16 groups. These are mechanics, feedback techniques, applications and experimental extensions, not 160 independent physical effects. Design examples are hypothetical, not statements about the released games that used them."}],"relations":[],"placements":[{"catalogId":"phone-haptics","id":"family-stealth","title":"Phone haptics","url":"https://gamemechanics.pro/en/mechanics/phone-haptics/#family-stealth","categoryIds":["section-1"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Stealth, danger and horror","description":"Design scenario: a growing tactile pattern signals increasing danger. Haptrix provides intensity and envelope controls for such a cue.","image":{"src":"images/mechanics/control-haptrix-adsr.webp","width":1440,"height":900,"crop":{"x":47,"y":71,"width":1343,"height":494},"game":"Haptrix","sourceUrl":"https://www.haptrix.com/store","originalUrl":"https://www.haptrix.com/images/screenshots/adsr.png","credit":"nthState / NTHSTATE LTD","rights":"© nthState / NTHSTATE LTD. Official Haptrix screenshot; all rights reserved. Excluded from MIT and CC BY 4.0.","caption":"Haptrix: envelope controls for a designed danger cue","alt":"Haptrix: envelope controls for a designed danger cue","markers":[{"x":30,"y":32,"label":"Attack, sustain and release shape the signal"}]},"tips":["Distinguish warnings from damage already received so feedback supports decisions."],"examples":[{"title":"Haptrix","url":"https://www.haptrix.com/store"}]}},"endsAt":null,"provenance":"Original editorial design catalog consolidated from project discussions on 2026-10-20. Complete discussion item lists and contextual limitations are preserved; linked primary sources support specific techniques, not the entire classification. English translation was prepared with machine assistance and editorial review.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/phone-haptics"}}