Docs · Design Codex
217 modules of game-design memory
Every module is tagged, cross-linked, and written to be composed: anchor to a proven game, pick a genre skeleton, wire in systems and a verb, then twist. This is the library your agent designs from — browse it the way it does.
See how a design gets composedProcess 8
Intent → brief → pillars → spine → loop — how a design gets assembled.
Anchors 42
Reference-game DNA: what made a proven game work, stated so you can borrow it.
Genres 36
Playable templates — the skeleton each genre demands, plus its verify pattern.
Systems 42
The organs: loops like economy, grace, mastery-curve, crafting.
Mechanics 30
The verb library — dash, parry, merge, rewind. A game feels like its verbs.
Worldbuilding 12
Setting, tone, and theme that pull mechanics into meaning.
Patterns 14
Cross-cutting moves that recur across good designs.
Antipatterns 23
The known traps — named so a design review can point at them.
Recipes 10
Worked “X but Y” designs, composed end-to-end from the shelves above.