---
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
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
---
# Action roguelikes

id: run-structures--t061
type: mechanic
key: mechanic/run-structures--t061
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/run-structures--t061/

Real-time combat combines with temporary progression so execution and upgrade choices jointly determine a run's outcome.

## At a glance

![Theseus and the Minotaur in one encounter](https://gamemechanics.pro/images/mechanics/systems-hades-extra-05.webp)

[Hades](https://store.steampowered.com/app/1145360/) · © Supergiant Games / Supergiant Games. All rights reserved.

1. A separate health bar identifies the Minotaur as one of the bosses

- Check whether a new build changes how familiar threats are answered.

- [Hades](https://store.steampowered.com/app/1145360/)

## How it works

Real-time combat combines with temporary progression so execution and upgrade choices jointly determine a run's outcome.

## Variants

### Mechanic variants

<a id="t061-variants"></a>

- Rooms provide compact tests of the current build. <a id="t061-v1"></a>
- Dodging spends a limited safety window. <a id="t061-v2"></a>
- Rewards offer several development directions. <a id="t061-v3"></a>
- Bosses test mastery of the selected combination. <a id="t061-v4"></a>

## Design example

After a room, the player upgrades a dash instead of taking a stronger but slower attack.

Prototype check: Test early rewards with different starting weapons so random options cannot immediately invalidate the controls.

## Context and limits

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.

## Connected materials

- Sources in the selection: [State: Game Programming Patterns](https://gamemechanics.pro/en/resources/#resource-state-pattern) (key: resource/state-pattern)

## Sources and 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.

- [Robert Nystrom: State](https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown) (id: source-3817d420df0baa92)
- [Hades](https://store.steampowered.com/app/1145360/) (id: source-c25456cabddd6fdd)

CC-BY-4.0 · gamemechanics.pro contributors
