---
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
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
---
# Dungeon crawlers and resource attrition

id: run-structures--t063
type: mechanic
key: mechanic/run-structures--t063
lang: en
status: active
url: https://gamemechanics.pro/en/knowledge/mechanic/run-structures--t063/

A dungeon depletes party supplies through successive encounters, connecting depth choices to a safe return.

## At a glance

![Preparing supplies before an expedition](https://gamemechanics.pro/images/mechanics/systems-darkest-dungeon-12.webp)

[Darkest Dungeon®](https://store.steampowered.com/app/262060/) · © Red Hook Studios / Red Hook Studios. All rights reserved.

1. Inventory slots limit the items that can be carried

- Make the return decision depend meaningfully on remaining supplies.

- [Darkest Dungeon®](https://store.steampowered.com/app/262060/)

## How it works

A dungeon depletes party supplies through successive encounters, connecting depth choices to a safe return.

## Variants

### Mechanic variants

<a id="t063-variants"></a>

- Torches limit confident exploration time. <a id="t063-v1"></a>
- Rest restores strength at the risk of an encounter. <a id="t063-v2"></a>
- Shortcuts reduce later entry costs. <a id="t063-v3"></a>
- Optional rooms trade supplies for possible discoveries. <a id="t063-v4"></a>

## Design example

A party spots a treasury but has only enough light to return along the known route.

Prototype check: Test the return route after the last affordable encounter and the option to retreat before total exhaustion.

## 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)
- [Darkest Dungeon®](https://store.steampowered.com/app/262060/) (id: source-44f598e5a2cf8d02)

CC-BY-4.0 · gamemechanics.pro contributors
