{"schemaVersion":1,"record":{"key":"mechanic/run-structures--t061","type":"mechanic","id":"run-structures--t061","lang":"en","title":"Action roguelikes","summary":"Real-time combat combines with temporary progression so execution and upgrade choices jointly determine a run's outcome.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/run-structures--t061/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/run-structures--t061.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/run-structures--t061.md","aliases":[],"tags":["Roguelikes and run structure","Mechanics and variants"],"sourceIds":["source-3817d420df0baa92","source-c25456cabddd6fdd"],"sources":[{"id":"source-3817d420df0baa92","title":"Robert Nystrom: State","url":"https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown","verifiedAt":null},{"id":"source-c25456cabddd6fdd","title":"Hades","url":"https://store.steampowered.com/app/1145360/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"Real-time combat combines with temporary progression so execution and upgrade choices jointly determine a run's outcome."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t061-variants\"></a>\n\n- Rooms provide compact tests of the current build. <a id=\"t061-v1\"></a>\n- Dodging spends a limited safety window. <a id=\"t061-v2\"></a>\n- Rewards offer several development directions. <a id=\"t061-v3\"></a>\n- Bosses test mastery of the selected combination. <a id=\"t061-v4\"></a>"},{"id":"example","title":"Design example","body":"After a room, the player upgrades a dash instead of taking a stronger but slower attack.\n\nPrototype check: Test early rewards with different starting weapons so random options cannot immediately invalidate the controls."},{"id":"context","title":"Context and limits","body":"Run structure connects limited resources, changing capabilities and failure consequences into a complete play cycle. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map."}],"relations":[{"type":"uses","direction":"outgoing","label":"Sources in the selection","key":"resource/state-pattern","title":"State: Game Programming Patterns","url":"https://gamemechanics.pro/en/resources/#resource-state-pattern","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/resource/state-pattern.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/resource/state-pattern.md"}],"placements":[{"catalogId":"run-structures","id":"t061","title":"Roguelikes and run structure","url":"https://gamemechanics.pro/en/mechanics/run-structures/#t061","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Action roguelikes","description":"Real-time combat combines with temporary progression so execution and upgrade choices jointly determine a run's outcome.","image":{"src":"images/mechanics/systems-hades-extra-05.webp","width":1440,"height":810,"game":"Hades","sourceUrl":"https://store.steampowered.com/app/1145360/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1145360/ss_34e6660705cfe47d2b2f95189c37f7cb77f75ca6.1920x1080.jpg?t=1758127023","credit":"Supergiant Games / Supergiant Games","rights":"© Supergiant Games / Supergiant Games. All rights reserved.","caption":"Theseus and the Minotaur in one encounter","alt":"Theseus and the Minotaur in one encounter","markers":[{"x":70,"y":4,"label":"A separate health bar identifies the Minotaur as one of the bosses"}]},"tips":["Check whether a new build changes how familiar threats are answered."],"examples":[{"title":"Hades","url":"https://store.steampowered.com/app/1145360/"}]}},"endsAt":null,"provenance":"Original bilingual editorial overviews authored for gamemechanics.pro on 2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design examples; prototype checks describe work to perform, not completed playtests. Primary sources support the stated techniques and implementation context, not every proposed variant.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/run-structures"}}