genre

Use when

You want an emotional, story-first experience carried by place and mood.

What it is. A game where the primary verb is move through place, and the story lives in the environment — objects, light, sound, and layout — not in a combat model or a fail state. The space is the script.

Player fantasy / why it’s fun. You are a reader who walks. Meaning accretes as you round each corner; the pull is what is this place, and what happened here — curiosity braided with mood, paid off by understanding rather than victory. Gone Home, Dear Esther, Firewatch, What Remains of Edith Finch.

Pillars (exactly 3)

PillarWhat it demands
Place-as-storyEvery room encodes a fact, a feeling, or a question. Layout is exposition. No filler geometry.
Curated paceYou author the rhythm of the walk — where they slow, where they run, where the view opens. Pace is not incidental; it is the mechanic.
Emotional arcThe session bends toward a feeling. First beat sets the key; last beat resolves or ruptures it. Track the arc, not a score.

The loop stack

LayerBeat
MomentSee a detail → read it → form a small hypothesis. A note, a photo, a smell rendered as light.
EncounterA room or vista: a self-contained vignette that lands one beat and hands you the next hook.
SessionThe full walk — arc from hook to understanding. Most walking sims are one sitting (60–180 min).
MetaReflection and second reading; the world reframes on replay when you know the ending. Rare, prized.

Essential systems

Content & difficulty model

Signature-mechanic seeds

Common pitfalls

Composes with

Anchors

Verify

Judge this genre by eye, not by score. Render a headless still of each key vignette and ask: does the frame read its beat, does the mood land, does the space pull the eye onward? Score looks and legibility against design/JUDGE.md.

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