anchor

Use when

You want player expression through systemic interaction, not authored solutions.

What it is. A first-person immersive sim: hand-crafted levels, a small toolkit of magical verbs (teleport, possess, freeze time, summon), and honest AI + physics that all obey the same rules the player does. The world doesn’t script your route — it simulates, and you route through it.

Player fantasy / why it’s fun. This is my problem, and I own the solution. The joy is the private plan you improvise — Blink to a rafter, possess a rat, drop under a door, freeze a bullet and step around it. The game never says “correct.” It says “that worked.”

Design DNA (the compressed essence)

Load-bearing structures

StructureWhy it works
One rulebook all actors share (player, AI, physics)Emergence needs consistency — surprise only reads as fair when the world plays by rules you know. pattern-emergence, pattern-fairness-and-trust
General-operator powers (Blink, Possess, Bend Time, Windblast)Each verb multiplies against every system, so N verbs feel like N² tools. mechanic-teleport, mechanic-possess, mechanic-time-stop
The ≥3-solution obstacleGuarantees expression: the level is a question, not a corridor. system-encounter-design
Legible AI + stealth loop (see→suspect→search→alert→forget)Readable enemy state turns sneaking into a puzzle you solve live. system-enemy-ai, system-telegraphs
Consequence layer (Chaos, body count, faction reactions)Play style becomes narrative, closing the loop between verb and world. pattern-feedback-loops, world-faction-identity
Vertical, connected space (rooftops, vents, under-paths)Height and hidden routes are what make three answers physically exist. system-map-and-navigation
Ghost / no-kill run as opt-in masteryA self-imposed constraint the systems support, extending replay for experts. pattern-mastery-and-flow, system-mastery-curve

What to steal

What’s just theme (drop it)

Composes into

Twist seams

See also

This module rendersthe repo's markdowndirectly — edit it there, it changes here.