genre

Use when

You want high-stakes risk/reward sessions where extracting IS the win.

What it is. You deploy into a hostile map carrying gear you own, fill your bag with loot, and race to an extraction point. Die and you lose everything you brought and found. The genre is Tarkov, Hunt: Showdown, DMZ, Dark and Darker.

Player fantasy / why it’s fun. Every run is a bet you sized yourself. The greed of “one more room” fights the fear of “I have enough — leave now.” The win isn’t the kill; it’s the exit door closing behind you with a full bag.

Pillars (exactly 3)

  1. Risk you chose. The player sets the stakes — what to bring, how deep to push, when to bail. Danger is opt-in, so loss is authored, not inflicted. See pattern-risk-reward.
  2. Loot you can lose. Gear is persistent and forfeitable. What’s in your bag has weight because a death vaporizes it. No stakes without loss.
  3. The tense exit. Extraction is a fixed, contested event with a timer or a walk. The last 90 seconds are the whole game — you had the loot; now you have to keep it. See pattern-pacing-and-tension.

Drop any pillar and it degrades: no chosen risk → forced grind; no losable loot → a normal shooter; no tense exit → a looter with no climax.

The loop stack

LayerBeatWhat’s at stake
MomentPeek a corner, hear a footstep, decide to shoot or hideThis trade
EncounterFight or evade a threat guarding lootThis engagement’s cost
SessionDeploy → loot → commit to exit → extract or dieThis whole run’s bag
MetaStash grows, gear tiers unlock, insurance/loadout economyYour long-term war chest

The commit-to-exit beat is the genre’s signature: a discrete moment where the player stops accumulating and starts protecting. Design the map so that moment is legible and costly.

Essential systems

Content & difficulty model

Signature-mechanic seeds

  1. Extraction but PvE and the map is the predator (perspective). No human enemies — the environment hunts. A roaming apex threat, a rising flood, a lights-out timer. The exit tension comes from the map closing in, not other players. Lean on system-hazards-and-environment and genre-survival-horror; think Hunt’s boss-monster gravity without the other hunters.
  2. Extraction but you extract knowledge, not gear (theme). Your “loot” is intel — a decoded clue, a witnessed event, a map fragment. Die and the knowledge is lost with the run; extract and it enters a persistent case-file the meta-game builds on. Marries this loop to genre-exploration and deduction; see anchor-return-of-the-obra-dinn and anchor-outer-wilds for knowledge-as-progress.
  3. Insurance as a stakes dial (economy). Let players pre-pay to soften a loss. The premium is the risk price — buy peace and net less; go bare and net everything or nothing. Tunes system-economy without a fake-safety net.
  4. Shared bag, split at the door (co-op). A squad’s loot pools into one carriable stash; someone has to physically carry it out, making the carrier a target and the split a negotiation. See system-coop-and-competition.
  5. The louder you loot, the harder they hunt. Every valuable pickup raises your heat; the richest bag is also the most hunted. Greed and danger become the same variable, not two knobs. Ties system-loot-tables to system-spawn-directors.

Common pitfalls

Anchors

Verify

Design here; prove there. Take the loop to docs/VERIFICATION.md — assert that a run has a legible commit-to-exit moment, that loss is proportional and player-authored, and that the greed pull measurably beats the safe play.

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