- 01Signal a downed teammate
- 02Assess threats
- 03Approach and sustain rescue
- 04Restore team agency
Revival commitments and risk
Downed players temporarily lose agency; rescuers must approach and commit time while remaining exposed to danger.
The player's decision
Risk an immediate rescue or control threats and wait for a safer window?
Original scenario
Original: a storm sweeps a corridor every four seconds and revival takes two; a teammate can close a shutter before approaching.
Start with this prototype
Build a local two-character rescue room with one periodic hazard and a two-second revive. Define interruption progress, let downed players signal and retry on a team wipe without long waiting penalties.
Change one variable
Vary revive duration to test whether securing the area becomes a meaningful choice.
What to observe in a playtest
Prevent duplicate revives and test damage interruption, distance boundaries and team-wipe recovery.
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
Immediate repeated knockdowns create frustration; plan recovery protection and safe placement together.
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.
- Deep Rock Galactic
Field Medic documentation distinguishes revive speed from instant rescue, treating rescue time as a specialization.
- Hunt: Showdown 1896
The official guide says a downed teammate pauses extraction, linking revival to the team's escape commitment.
Brief for the studio
Opens the AI studio with the brief below in the input. You can edit it. Nothing starts automatically.
Build a local two-character rescue room with one periodic hazard and a two-second revive. Define interruption progress, let downed players signal and retry on a team wipe without long waiting penalties.
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.