genre

Use when

Designing a survival-horror game whose fear is scarcity you must ration, with light/dark and a fuel economy as the pressure.

Survival Horror

What it is. A hostile dark you must cross with too little to cross it. Fuel, light, ammo, and health are scarce; the monster is a pressure, not a stat-check. You budget your way to dawn — every lit second spends a resource you can’t get back.

Player fantasy / why it’s fun. “I can survive this if I spend right — and I’m not sure I can afford it.” The fear is dread you can budget: horror that lives in arithmetic, so the player is always calculating, never merely reacting. Tension is a ledger with a monster leaning over it.

Pillars

  1. Difficulty is resource arithmetic. The night is hard because the fuel economy is tight, not because the monster hits for more. Balance lives in a spreadsheet you expose to the player as scarcity.
  2. Camping is impossible; the night is winnable — from the same numbers. One fuel inequality must prove both: you cannot hide until dawn, and dawn is reachable if you spend well. That single arithmetic sets the whole difficulty.
  3. Wound before death; grace over instadeath. One grab is a story; two is a death. The genre’s mercy is a system-grace system — a wound state and buffered intent — not a coin-flip kill.

The loop stack

LayerThe beat
MomentSpend light to see → move through danger → the meter drops.
EncounterA room/threat: cross it on a fuel budget, take a wound or spend to avoid it.
SessionA night: reach dawn before the economy runs dry.
MetaNights, upgrades, map knowledge; scarcity eases as mastery grows.

Essential systems

SystemWhy this genre needs it
system-economyFuel/light/ammo faucets and sinks ARE the difficulty; a tight, honest ledger is the whole tension.
system-graceThe wound-before-death mercy; one grab buffers, two kills — grace as a system, unit-tested to the frame.
pattern-pacing-and-tensionDread needs valleys (safe rooms, saved light) to make the peaks (a chase, a dark corridor) land.
system-resource-loopsGather light/fuel → spend to survive → find more; the bottleneck is the pacing.
system-save-and-checkpointHorror respects the player’s time between dread spikes; a punishing retry loop turns fear into resentment.
system-enemy-aiThe monster must be readable and beatable — a pressure with tells, not an invisible dice roll.

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Anchors

Verify

Keeper bot survives to dawn; light-repels and darkness-kills each proven; fuel solvency inequality; golden night → design/FUN.md §16 · Survival horror. Author the ledger and the mood-predicate here; prove the inequality there.

Composes with

See also

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