- 01Read patrol timing
- 02Neutralize or bypass
- 03Move to concealment
- 04Check the later route
Concealing action traces
Neutralizing a guard leaves evidence patrols can discover. Moving or concealing it costs time, extending the action beyond the takedown.
The player's decision
Leave now or hide the evidence before the next patrol arrives?
Original scenario
Original setup: a sleeping guard lies in a corridor. Concealment is a detour and dragging is slower than walking.
Start with this prototype
Build two patrols, one nonlethal takedown and two hiding spots. Show carrying speed and capacity. Reach the exit without alarm; reset the whole scene on failure.
Change one variable
Vary carrying speed while retaining safe windows without making every guard trivial to remove.
What to observe in a playtest
Are visible, carried and concealed states consistent? Is full capacity shown before interaction?
Take the full design card
Includes rules, scope, tuning questions and sources for further planning. It does not create a project automatically.
Original analysis · version 1
Common pitfall
Stale detection lists or leftover body references after restart cause unexplained alarms.
Observations and sources
Cases refer to public documentation. Developers and community wikis are credited separately; document review is not a claim of hands-on testing.
- HITMAN World of Assassination
The reference distinguishes secluded areas from containers that prevent discovery.
- Desperados III
The guide documents differing carrying capacities and speeds, showing character-dependent cleanup costs.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build two patrols, one nonlethal takedown and two hiding spots. Show carrying speed and capacity. Reach the exit without alarm; reset the whole scene on failure.
Covers are original AI-generated style illustrations. Game names reference publicly visible design choices and remain the property of their owners. This atlas does not supply screenshots or assets from those games. Prompts and combinations are original drafts for new games.