---
id: run-structures
status: active
supersededBy: []
lang: en
title: Roguelikes and run structure
description: >-
  Run structure connects limited resources, changing capabilities and failure
  consequences into a complete play cycle.
intro: >-
  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.
updatedAt: '2026-10-21'
sources:
  - title: 'Robert Nystrom: State'
    url: >-
      https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown
    description: >-
      The author’s original discussion of states and transitions; rule
      implementation context, not evidence for every editorial variant.
counts:
  families: 4
  branches: 4
  variants: 16
url: 'https://gamemechanics.pro/en/mechanics/run-structures/'
markdownUrl: 'https://gamemechanics.pro/content/mechanics/en/run-structures.md'
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
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.
---
# Roguelikes and run structure

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.

## Mechanics and variants

<a id="mechanics"></a>

### 1. Traditional turn-based roguelikes

<a id="t060"></a>
id: t060
canonicalId: run-structures--t060
url: https://gamemechanics.pro/en/mechanics/run-structures/#t060

A turn-based run alternates one player decision with hostile world changes, preserving the cost of consumables and routes.

#### Mechanic variants

<a id="t060-variants"></a>
- Waiting trades an action for a better position. <a id="t060-v1"></a>
- Unknown items require identification. <a id="t060-v2"></a>
- Doorways limit the number of simultaneous attackers. <a id="t060-v3"></a>
- Permanent death ends the character's current story. <a id="t060-v4"></a>

Design example: A hero spends a turn retreating to a door to avoid fighting three opponents at once.

Prototype check: Test that inspecting the interface and canceling an unconfirmed command do not secretly advance world time.

- [Robert Nystrom: State](https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown)

### 2. Action roguelikes

<a id="t061"></a>
id: t061
canonicalId: run-structures--t061
url: https://gamemechanics.pro/en/mechanics/run-structures/#t061

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

#### 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.

- [Robert Nystrom: State](https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown)

### 3. Survivor-likes and automatic attacks

<a id="t062"></a>
id: t062
canonicalId: run-structures--t062
url: https://gamemechanics.pro/en/mechanics/run-structures/#t062

Automatic attacks leave route selection and upgrades to the player, making movement through waves the central skill.

#### Mechanic variants

<a id="t062-variants"></a>
- Auto-targeting selects targets by a stated rule. <a id="t062-v1"></a>
- Experience pickups require approaching danger. <a id="t062-v2"></a>
- Weapon evolution needs a combination of upgrades. <a id="t062-v3"></a>
- Waves change the shape of safe movement routes. <a id="t062-v4"></a>

Design example: Circular fire permits movement through small enemies, but ranged opponents force a route change.

Prototype check: Test whether movement remains a decision after strong upgrades rather than waiting for a timer.

- [Robert Nystrom: State](https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown)

### 4. Dungeon crawlers and resource attrition

<a id="t063"></a>
id: t063
canonicalId: run-structures--t063
url: https://gamemechanics.pro/en/mechanics/run-structures/#t063

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

#### 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.

- [Robert Nystrom: State](https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown)

## Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

- [Robert Nystrom: State](https://github.com/munificent/game-programming-patterns/blob/master/book/state.markdown): The author’s original discussion of states and transitions; rule implementation context, not evidence for every editorial variant.
