{"schemaVersion":1,"record":{"key":"mechanic/run-structures--t063","type":"mechanic","id":"run-structures--t063","lang":"en","title":"Dungeon crawlers and resource attrition","summary":"A dungeon depletes party supplies through successive encounters, connecting depth choices to a safe return.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/run-structures--t063/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/run-structures--t063.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/run-structures--t063.md","aliases":["Dungeons and resource attrition"],"tags":["Roguelikes and run structure","Mechanics and variants"],"sourceIds":["source-3817d420df0baa92","source-44f598e5a2cf8d02"],"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-44f598e5a2cf8d02","title":"Darkest Dungeon®","url":"https://store.steampowered.com/app/262060/","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"A dungeon depletes party supplies through successive encounters, connecting depth choices to a safe return."},{"id":"variants","title":"Variants","body":"### Mechanic variants\n\n<a id=\"t063-variants\"></a>\n\n- Torches limit confident exploration time. <a id=\"t063-v1\"></a>\n- Rest restores strength at the risk of an encounter. <a id=\"t063-v2\"></a>\n- Shortcuts reduce later entry costs. <a id=\"t063-v3\"></a>\n- Optional rooms trade supplies for possible discoveries. <a id=\"t063-v4\"></a>"},{"id":"example","title":"Design example","body":"A party spots a treasury but has only enough light to return along the known route.\n\nPrototype check: Test the return route after the last affordable encounter and the option to retreat before total exhaustion."},{"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":"t063","title":"Roguelikes and run structure","url":"https://gamemechanics.pro/en/mechanics/run-structures/#t063","categoryIds":["mechanics"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Dungeons and resource attrition","description":"A dungeon depletes party supplies through successive encounters, connecting depth choices to a safe return.","image":{"src":"images/mechanics/systems-darkest-dungeon-12.webp","width":1440,"height":810,"game":"Darkest Dungeon®","sourceUrl":"https://store.steampowered.com/app/262060/","originalUrl":"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/262060/ss_0513e7921787b61192ac356580f1d4c66a236092.1920x1080.jpg?t=1789168187","credit":"Red Hook Studios / Red Hook Studios","rights":"© Red Hook Studios / Red Hook Studios. All rights reserved.","caption":"Preparing supplies before an expedition","alt":"Preparing supplies before an expedition","markers":[{"x":70,"y":66,"label":"Inventory slots limit the items that can be carried"}]},"tips":["Make the return decision depend meaningfully on remaining supplies."],"examples":[{"title":"Darkest Dungeon®","url":"https://store.steampowered.com/app/262060/"}]}},"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"}}